Capcom Fight Evolution Guy FAQ Version 1.1, by Skankin' Garbage

Any suggestions, e-mail me at skankin_garbage@hotmail.com, topic "Guy FAQ",
please!

Table of contents:

A. Introduction
B. About Guy
C. Key
D. Street Fighter Alpha character specifics
E. Street Fighter Alpha 3 changes
F. Normal moves
G. Other Normals
H. Special Moves
I. Supers
J. Combos
K. Guy's game
L. General Strategies
M. Closing Credits
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Updates:

Version 1.1

- I added a few more combos, random notes I left out, and I added a lot more
to the strategies section.
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A. Introduction

I'm making this FAQ for a few reasons:

- My friend wanted me to teach her how to use Guy, and she isn't very
experienced in fighting games

- I think that documented info might help spark more interest in the game

- I want to try my hand at writing a FAQ.

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B. About Guy

Guy is one of the four characters from the Street Fighter Alpha series in
Capcom Fighting Evolution. His fighting style is aggressive, with an emphasis
on mind-games. A lot of Guy's moves are made to keep an opponent guessing, and
think twice about their next move; in my opinion, Guy plays best by exploiting
these hesistations, and keeping the pressure on an opponent. While Guy's
defense can suffice when necesary, playing a defensive Guy is inefficient, as
his defense is weak when the pressure is on, and some characters and break his
defense with ease. Learn to use Guy's repetoire to put yourself in control of
the match mentally.

If you were big on Street Fighter Alpha 3, I have to tell you that, while Guy
is superficially the same, he plays a lot different in Capcom Fighting
Evolution. His comboability has been nerfed a lot, and rather than capitalizing
on an opponent messing up with a large, damaging combo, Guy usually has to make
the opportunities for himself, and rely on different assets of his gameplay to
win, now. See section E for a list of changes from Street Fighter Alpha 3 to
Capcom Fighting Evolution.

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C. Key

This section is used to define the terminology and abbreviations I'll be using
to explain moves, combos, strategies, etc. If you've never read an FAQ on a
fighting game, you might want to read this first.

1. Jab Punch (L.Punch, Light Punch) - Jp, Jab

2. Strong Punch (M.Punch, Medium Punch) - Sp, Strong

3. Fierce Punch (H.Punch, Hard Punch) - Fp, Fierce

4. Short Kick (L.Kick, Light Kick) - Sk, Short

5. Forward Kick (M.Kick, Medium Kick) - Fk, Forward

6. Roundhouse Kick (H.Kick, Hard Kick) - Rk, Roundhouse

7. P - Punch.

8. K - Kick.

9. S - Standing; for example, S. Jab means to execute a Jab in the standing
position.

10. C - Crouching; for example, C. Jab means to execute a Jab in the crouching
position.

11. J - Jumping; for example, J. Jab means to execute a Jab in the air.

12. T, Toward - Hold the joystick towards your opponent.

13. B, Back, - Hold the joystick away from your opponent.

14. D, Down - Hold down on the joystick.

15. U, Up - Hold up on the joystick.

16. Offensive Crouch - Hold down and towards on the joystick simultaneously.

17. Defensive Crouch - Hold down and back on the joystick simultaneously.

18. Combo - I define a combo as two or more attacks in sequence that the
opponent cannot block if they are hit by the first move. In Capcom Fighting
Evolution, a combo is indicated in the game by the combometer. The combometer
appears on your side of the screen (I.E if you're the first player, it'll
appear on the left side). If the combometer doesn't appear, then the sequence
of moves did not combo.

As an alternate definition, when I use combo as a verb ("You can combo ____
into ____), I am referring to either Chaining or Buffering, which is explained
next.

19. -> (Chain) - The arrow (->) indicates a set of normal moves that can be
'chained' in sequence with each other; for example, Jab -> Strong -> Fierce ->
Roundhouse means that you should be able to chain all four of those moves
together to perform a four hit combo.

20. XX (Buffer) - The crosses (XX) indicate where a normal move can be
'buffered' into a special move or super as part of a combo. For example, Fierce
XX Jab Hozanto means that you can perform the special move, Hozanto (with the
Jab button), for a two hit combo.

21. Cancel - Cancel refers to when a special or super can be buffered, but will
not make a combo.

22. Qcf - QuarterCircleForward. This means to move the joystick in a fluid
motion from Down to Toward.

23. Qcf - QuarterCircleBack. This means to move the joystick in a fluid motion
from Down to Back.

24. Overhead - An attack that must be blocked in the standing position; all
jumping attacks count as Overhead attacks, and certain standing moves will be
Overhead attacks.

25. Wakeup (Wake-Up) - Refers to an action a person performs as soon as they
get back on their feet. Can sometimes be difficult to counter, especially if an
opponent wakes up with a super.

26. Meaty - An attack thrown at a person waking up; timed to force a the opponent
to block the attack as they are waking up to limit their options. Meaties are still
susceptible to invincible attacks (I.E supers, Shoryukens) and reversals.

27. Reversal - This refers to cancelling the last frames of any animation where
you are rendered immobile (Block Stun, Hit Stun, Wakeup) into a special move or
super.

27. Priority - The simplest definition of Priority is "How likely an attack
will beat out another attack." However, it's important to know that priority
isn't as cut and dry as that; one particular move will not beat another
particular move every single time. Priority depends a lot on timing and angles.
If you don't learn this quickly, you'll probably find 2D fighters very
frustrating if you play them competitively.

28. Kara-Cancel - This refers to canceling the animation of a whiffed move
into a special move, super, or a throw (Also known as Kara-Throwing).



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D. Street Fighter Alpha character specifics

Since Capcom Fighting Evolution features characters from several different
games, its gimmick is to give characters original features from their
respective games. Here are some universal features that all Street Fighter
Alpha Characters have.

1. Alpha Super Gauge: Every game has a different super gauge. Here's how the
Alpha character gauge works:

- The amount of 'meter' built up on the Alpha gauge is measured in percent;
100% obviously means that it's full.

- Meter is built by executing any action except for a Light attack, or by
receiving damage.

- Super attacks require 50% meter to execute, meaning you can stock a maximum
of two super.

- Custom Combos (Explained later) can be activated when the Alpha gauge is at
50% or higher. upon activation, the gauge drains quickly; if an attack is
landed on an 'activated' character, the meter drops to 0% immediately. The
meter also drops to 0% if a Super is executed during activation.

- Alpha Counters can require 50% meter to execute.

2. Air Blocks: All Street Fighter Alpha characters can Block in air. You can
only use it to block other air attacks; any move that hits you from the ground
will not be stopped by an Air Block; also, it is impossible to Air Block
attacke from Street Fighter 2 characters (Ryu, Guile, Zangief, M.Bison).

3. Custom Combo: Street Fighter Alpha characters can press Fierce and
Roundhouse any time the Alpha gauge is at 50% or higher to activate a Custom
Combo. When activated, SFAlpha characters move a lot faster, and almost all
normals and special moves are chainable/bufferable into just about anything.
Meter drains quickly during activation, and drops to 0% automatically when hit,
or when a Super is executed. SFAlpha characters have slight startup
invincibility; the duration of the invincibility is proportional to how much
the Alpha Super Gauge is filled (I.E. Having 100% meter will make your startup
invincibility longer than, say, 50% meter.)

4. Ukemi (Roll) - After any attack that floors you, press two punches to roll
back to your feet. Holding the joystick toward the opponent will cause you to
roll slightly farther. SFAlpha characters have brief invincibility when
starting the roll.

5. Alpha Counter - Upon blocking an attack, move the joystick fluidly from
Back-To-Down and press either punch or kick. The timing on this is quick. Using
an Alpha Counter uses up 50% meter on the Alpha Gauge.

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E. Street Fighter Alpha 3 changes

The following list is a list of changes to Guy from SFAlpha3 to Capcom Fighting
Evoution that I've noticed. If anyone knows any other ones, they're welcome to
tell me.

- A Followup Kick to the Backflip was added into Capcom Fighting Evolution
(Press Rk after executing the Backflip)

- The Alpha Gauge is based on Street Fighter Alpha 2 rather than Alpha 3.

- Roundhouse Hayagake now floors enemies, and hits twice.

- Hayagake can now be successfully comboed into from various normal moves.

- Timing on the Final Fight Chain and Mini Final Fight Chain are quicker.

- Bushin Senpu Kyaku is not as effective for anti-air as it was in Street
Fighter Alpha 3.

- Elbow Drop had higher priority in SFAlpha3.

- Crouching Fierce Punch no longer whiffs when opponents are standing right
next to Guy.

- Crouching Strong was more useful as anti-air in SFAlpha3.

- Light attacks (Jab, Short) no longer combo into Bushin Senpu Kyaku.

- Crouching Strong Punch can only combo into Bushin Senpu Kyaku in corners.

- The first hit of Crouching Forward can now be buffered into attacks.

- Hozanto no longer has invincibility frames; it simply goes through projectile
attacks.

- The Super, Bushin Musou Renge (Hcbx2+P), was removed from Capcom Fighting
Evolution.

- Guy now can use the X-ism variation of the Final Fight Combo interchangably.

- Due to various differences in Street Fighter Alpha 3's fighting engine
(juggles, breakfalls, various counterhit propeties), Guy's combo and juggling
options have been truncated. For example, you can no longer do things like
S.Strong -> S.Fierce XX Bushin Gorai Kyaku -> S.Jab -> S.Strong -> S.Fierce ->
S.Roundhouse XX Bushin Izuna Drop, or even simpler chains such as C.Roundhouse
XX Bushin Senpu Kyaku.

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F. Normal moves

These are the most basic moves of Guy's repetoire. No extra button pressing
required.

Jab:

Standing - A quick punch to the face. It combos into itself, and is important
because it's a starter for one of his most important combos, the Final Fight
Combo. It's not too useful for anything else, though (It used to be decent
anti-air in Alpha 3).

Crouching - A quick punch to the chest. It combos a lot of his other normals,
but most importantly, it combos into Standing Strong, making it a good setup
for his Mini Final Fight Combo (More on that later).

Jumping - A nice, high priority punch. Like most Jabs and Shorts, this move
sticks out until it lands. This is probably one of his safest Air-To-Ground
options, and is very good to keep in mind.

Strong:

Standing - One of Guy's most important ground normals. Far version is a gut
punch, and the close version is an elbow to the gut. This move is excellent
because you can do many things with it; it combos into all his special moves
except for the Bushin Izuna Drop, and is the starter for what I call the Mini
Final Fight Combo. The far version is also one of Guy's best pokes, as it
comes out very fast and has deceptively long range (longer than his Standing
Fierce!). Very important; use often!

Crouching - A fairly quick punch to the groin (ouch). Like the Standing Strong,
it combos into almost all of his special moves. While it doesn't combo into
anything else, it is surprisingly good anti-air, and stuffs a lot of ground
normals, too. One of my favorite anti-air options.

Jumping - A slightly altered version of the Jumping Jab. It doesn't stick out
until he lands. Its priority is lower than the Jab, but is more damaging, and
will suffice in pretty much every situation, anyways. I'd use this more often,
and stick to the Jab when you're unsure.

Fierce:

Standing - A tough punch to the face. The far version is similar to the
Standing Jab, but with better range. The close version is an uppercut. This
move is pretty useful, overall; like the Strong Punch, it cancels into almost
all of his special moves. Though it obviously can't be used to start his Mini
Final Fight Combo, its long range and high speed make it a good poke. It can be
used as anti-air fairly well, but since the close Fierce has a weird hitbox,
I'd stick to only using it as anti-air for far away jumping attacks.

Crouching - One of my personal favorites. Guy lunges in with an elbow to the
face. It doesn't combo into anything, but it's a quick, safe poke, and is
excellent anti-air; use this one often.

Jumping - This one looks a lot like an air version of his Standing Fierce. It's
an air-to-air attack, but there are better options. It's good to use in the odd
circumstance that you and your opponent are in the air, and your opponent is
defenseless; but other than that, there's better air-to-air options. Just keep
it mind.

Short:

Standing - The close version is a stomp on the foot; the far version is a kick
to the face. The close version comboes into itself and Standing Jab. While the
close version must be blocked low, its lack of follow-up options makes its
usefulness very limited. The far version is fair anti-air; however, it usually
isn't the best option. Keep it in mind as a mix-up option.

Crouching - A quick kick to the foot. The only use for this move is that it's
his only very safe crouching poke. It doesn't combo into anything at all. Just
use it for footsies.

Jumping - Excellent kick. The neutral version has him throwing his foot at a 45
degree angle, and the normal version is a straight forward kick. Like most Jabs
and Shorts, both versions of the Short Kick stick out until Guy lands. The
neutral version can be decent anti-air for off-the-wall jumpers or double
jumpers, but other than that, isn't too useful. The normal version, however, is
one of my personal favorites air normals; it has long range, is very, very
quick, and has very high priority, making it his best air-to-air option. Use
this one often.

Forward:

Standing - Goofy, but useful. The close version is a quick kick to the stomach.
The long version has Guy stepping forward with a longer, kick to the stomach.
The close version will probably not be used often, but it can combo into almost
all his special moves. The long version is a ground normal to learn. Learning
to use it might take some getting used to, due to its overall slow warmup and
cooldown time; it's his longest poke by far, and incredibly useful. Learn to
use it well.

Crouching - The crouching, goofy counterpart. Guy executes a foot sweep. This
move hits twice, depending on how close Guy is (the second hit will miss if he
is too far away); the first hit can be cancelled into all of his special moves,
while the second hit will floor the opponent. This move is useful for mixup,
because due to the nature of the second hit, it will keep your opponent
guessing. Use it sometimes when poking for intimidation and mind games.

Jumping - A slightly altered version of the Jumping Short. Unlike the Jumping
Short, it doesn't stick out until Guy lands. Although you might think this
would be a better alternative to the Jumping Short (Much like Jumping Strong is
better than Jumping Jab), it doesn't suffice in a lot of situations that
Jumping Short normally does, so I can't reccomend using it very much. This move
has one unique quality, though; it's the only jumping attack of Guy's that
crosses up, so remember to incorporate it into your mind games occasionally.

Roundhouse:

Standing - The close version is an incredibly quick roundhouse kick to the
face; the far version is a much slower roundhouse kick to the face. The far
version can be used as anti-air sometimes, but quick frankly, I don't reccomend
it because it's so slow and doesn't have the best priority. The close version
doesn't seem useful, but it is useful because it can start an infinite combo
from anywhere on the screen when activating a custom combo (More on that later).

Crouching - How fun! Guy does a rather long-ranged sliding kick; it floors
opponents if executed within a certain distance from the opponent. This kick is
great because of its range. It's also very safe from a far range, and, of
course is the easiest way to floor an opponent. Don't live, swear, and die by
this move, though; becoming too predictable with it will give your opponent a
free shot at a super combo, and can be punished if blocked within a certain
distance. Learn the logistics of this move, and use it to make your opponents
hate you.

Jumping - The neutral version is a flip kick which can hit grounded opponents
twice; the normal version is a long-ranged, swift kick to the face. In the odd
circumstance that you need to jump straight up and defend yourself, the neutral
Roundhouse Kick is the move I'd reccomend; it has a decent range, and puts
characters at a pretty far distance. Though you'd think it'd make good
air-to-ground, due to its property of hitting twice, the timing on it is really
odd and hard to use, so I can't really reccomend it. The normal Roundhouse
Kick, however, is one of my favorite air-to-ground moves; it's quick, it hits
far, and it stuffs a lot of attacks. Use it often, and use it well.

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G. Other Normals

These are the normals that require that slight extra button press; a repetoire
of moves that are specific to Guy only.

1. Overhead: T+Sp - Guy steps forward, and hammers down on the opponent with an
elbow attack. This move hits twice within a certain proximity, and moves Guy
forward (Although it can't be Kara Canceled, to my knowledge). As an overhead,
it must be blocked high, and is a good mixup option for those that like to
turtle. Remember this move, for it will come in handy.

2. Elbow Drop: D+Sp (In Air) - Guy drops down with an Elbow onto the opponent.
The physics of the Elbow Drop are strange; Guy almost immediately drops to the
ground upon executing this move. Though the range on it is short, its priority
is high, making it another one of my preferred air-to-ground normals. Its odd
physics make it very good for fooling opponents, and also locking them down in
the corner. Master this move.

3. Backflip: Offensive Crouch + Rk - Strange move. Guy does a backflip which
hits twice. This move will whiff entirely if you are right next to your
opponent. Something noteworthy about this move is that you can press Roundhouse
Kick again any time after the start of the move to do the Followup Kick, which
is what this move is useful for, anyways...

3a. Followup Kick: During Backflip, press Rk - After the Backflip, Guy leaps
forward with a quick kick to the face, which sends an opponent flying. Despite
how far it carries Guy, it only actually hits from about a half screen away
(It'll carry you about 3/4 the distance of the screen). This move is useful if
it connects, because when the enemy is sent flying, they are jugglable; hit
them with whatever you feel like hitting them with, even a Bushin Hasso Ken!
The problem is, this move is very hard to connect with, as it's not comboable,
easy to see coming, and almost every character in the game can duck under it.
Even if it's blocked, though, you can use this slightly to your advantage, with
this...

3b. Guy's Jubble Bug - Named after a combo video that documented this bug
(www.obot64.com). The way this bug works is that if the Followup Kick connects
at all, the enemy is put in a juggled state (Even if blocked!). This means that
for a second or two after the kick connects, you can juggle them no matter
what. To see what I'm saying, try this: Crouching Forward (2 hits) XX Bushin
Senpu Kyaku. Didn't work, eh? Now try it after the opponent blocks the Followup
Kick. See what I'm saying, now? Unfortunately, the uses of this is still
limited, but is a nice thing to know just in case you ever get the chance to
use it.

The truth of the matter is, even with all this neat documentation on the move,
the Backflip has pretty limited uses. If you know you can land the Followup
Kick on someone, it's nice, but other than that, the Backflip is good for
feinting, since people will expect the Followup Kick (More on that later).

4. Knee Bash Throw: Jp+Sk - Throw move. Guy grabs the opponent and knees them
in the stomach several times. Mash on the buttons for more hits. You can throw
them behind you by doing a hcb+Jp+Sk, but it has to be inverted (instead of
going from forward-to-down-to-back, go forward-to-up-to-back). The usefulness
of throwing them behind you is almost non-existant; I do it if I meant to do an
Overhead Throw instead of a Knee Bash, although that's almost never. This throw
is great for one reason, though; in corners, though the timing is tight, you
can hit your falling opponent with Bushin Senpu Kyaku or Bushin Hasso Ken!
Learn the timing to get a free super very time you to this throw.

5. Shoulder Throw: T+Jp+Sk - Throw Move. Guy throws his opponent over his back.
Puts a full screen's distance between Guy and the opponent.

6. Air Throw: T+Jp+Sk (In air) - Guy catches his opponent and drops them on
their head. While it looks frickin' awesome, it's usually not worth the trouble
of executing due to the strange angle at which Guy jumps. Keep it in mind for
those Street Fighter 3 characters who like to do empty jump-ins, expecting to
parry something.

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H. Special Moves

1. Bushin Senpu Kyaku: Qcb+k - Reminiscent of Ryu's Hurricane Kick, Guy jumps
forward and does a helicopter kick which hits multiple times. All versions move
about the same distance forward; the strength of the kick determines how high
up Guy will jump, and the number of times it hits (Short and Forward Kick hit
twice; Roundhouse hits three times). While you'd think this move would be
really good for anti-air or reversals, it isn't. This move is still good, though,
due to its comboability and usefulness in corner traps.

2. Bushin Izuna Drop: Qcf+p, p - Awesome! Guy does a triple somersault. The
strength of the punch determines the the height, distance, and speed (Weaker =
Higher, Stronger = Farther and Faster). After the second flip, press punch to
either do an Elbow Drop or an Air Throw. The Elbow Drop plummets straight down
to the ground, and can be used for corner lockdown. The Air Throw will come out
instead of the Elbow Drop if Guy is close enough to the opponent and the
ground. The fact that you can either Elbow Drop or Air Throw gives this move
inherent mixup properties. Learn to fool your opponents with this one!

3. Hayagake: Qcf+k, k - Best move, ever. Qcf+k makes Guy begin a quick dash
across the screen. The strength of the kick determines what happens next (The
second button's strength is inconsequential):

- Short Kick causes Guy to come to a screeching hault. It obviously doesn't
hurt the enemy, but is great for mixup and mind games.

- Forward Kick causes Guy to go into a dashing slide kick. This kick goes under
fireballs, floors enemies, and hits from just over a full screen away. This
move is excellent for its comboability, and seems to be easier to combo into
than its Roundhouse Kick counterpart.

- Roundhouse Kick causes Guy to execute a jumping overhead kick. It can hit
twice within a certain proximity, has overhead properties, and floors the
enemy. It has the same comboability as its Forward Kick counterpart, but seems
a little tougher to combo into. Regardless, it's useful to combo into in more
situations than the Forward Kick counterpart. As an added plus, the startup to
the Roundhouse Kick version is more instant than the Forward Kick, making it
harder to stuff. It's also not half bad for anti-air, surprisingly, and can be
used for catching people who try to jump away, or simply just used to surprise
people if you anticipate a jump-in.

All in all, Hayagake is probably Guy's most important special move. It's the
easiest and most useful move to combo into, and has seemingly infinite mixup
possibilities. When you learn to use this move well, you'll strike some fear
into your opponents from that day forward.

4. Hozanto: Qcb+p - The spinney elbow! Guy spins forward, and comes up with an
elbow that sends opponents flying. The strength of the punch determines the
distance and speed (Weaker = faster, Stronger = farther). You can combo into
the Jp version from a lot of moves, but its main use is that it goes through
fireballs, making it useful against just about any character with a projectile.
Guy no invulnerable to all attacksduring the frames where his back is completely
turned (It did in Alpha 3, making it useful for a little more than just
fireballs); Now, the first half of the attack simply goes through projectiles.
In any case, use the Jp and version in combos if you wanna put some space between
your opponent, and/or send them into the corner. Sp Hozanto works similarly, but
it's harder to combo. I still use this version a lot, because people often try to
counter it and their attacks get stuffed. lastly, Use the Fp version to counter
projectile attacks.

5. Final Fight Chain: Jp -> Sp -> Fp -> Rk - Guy's signature combo. This
sequence will execute Guy's attack combo from Final Fight. The timing on this
is tough, but learn it and you can cause some crazy damage. Learn to use it to
punish just about everything. Something nice about this combo is that you can
link it into Bushin Hasso Ken in the corner! That's almost 50% damage, right
there. This is the combo that makes Guy into a beast.

6. Final Fight Chain Variation: Jp -> Sp -> Fp -> Offensive or Defensive
Crouch+Rk - This variation will cause Guy to throw his opponent at the end of
the combo instead of end it with a Roundhouse Kick. Whether or not you learn to
do it with an Offensive or Defensive Crouch doesn't matter; Guy will always
throw them in the opposite direction that he's facing. This variation is
important to learn, too, because you can catch falling opponents with Bushin
Hasso Ken, making it a better option sometimes when you don't have the opponent
cornered.

7. Mini Final Fight Chain: Sp -> Fp - Guy's most important combo. This isn't
really a special move, nor is it usually documented as a special move like the
Final Fight Chain; however, I think it's very important to note. Basically, you
can combo Standing Strong into Standing Fierce; you can't end the Final Fight
Chain, though. So, why is this combo important?

- You'll have more chances to use this than the Final Fight Chain, since the
Standing Strong connects against making it useful for wakeup games.

- Can combo into several things: Jp Hozanto, Hayagake (Remember to throw in Jp
every once in a while), Fk Bushin Senpu Kyaku, and even both of his supers!

- Can cancel into Bushin Izuna Drop. While it's true that every normal that can
comboes into special moves can cancel into Bushin Izuna Drops, it's a good
followup after a blocked Mini Final Fight Chain. This is because if blocked,
you can use the Bushin Izuna Drop to escape, or in the corner, you can use the
Fp Izuna Drop to throw them before they know what's happening (They'll probably
be expecting you to combo it into something else).

I hope I've convinced you of the importance of this combo. Learn to use it in
wake up games, and mix up a lot!

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I. Supers

1. Bushin Hasso Ken: Qcfx2+P - Very important super. The strength of the punch
is inconsequential. Guy gives a short hop forward and throws a punch. If the
punch connects, he follows it up with a four hit combo. This super is easy to
use and abuse. For starters, it can't be air blocked, and it has very, very
high priority, making it ideal anti-air in almost every situation. Second, it can
hit standing opponents very easily, so it's a nice way to counter anticipated
attacks if your opponent gets too close. Also, it can be used to follow up lots
of things, like a Crouching Foward (2 Hits) in the corner, the Final Fight Chain
(And the Mini Final Fight Chain on most opponents!), or his Knee Bash Throw.
Be ready to use this one often.

2. Bushin Gorai Kyaku: Qcfx2+K - The 'other guy' super. Guy rushes foward with
a four hit combo, ending with a flying kick (The Followup kick from his
Backflip). This super used to be amazing in Street Fighter Alpha 3; now, it only
has one use that I know of, and that is that you can combo it in after the Mini
Final Fight Combo. While you can do the same with the Bushin Hasso Ken, the
timing on comboing in Hasso Ken is a lot tighter, and it will outright whiff
smaller opponents, like Sakura. This makes Bushin Gorai Kyaku a safer option
overall, if you're just dying to use your meter, heh. I reccomend using it if
you know you'll finish off your opponent with it.

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J. Combos

A lot of Guy's combos revolve around the Final Fight Chain and Mini Final Fight
Chain. I'll try and organize these accordingly...

a. Important Normal Combos/Chains:

These are combos that don't take advantage of either the FF Chain or the Mini
FF Chain. There are other combos not listed here, but these are the ones I feel
are relevant enough to Guy's game to add.

1. C.Strong XX Bushin Senpu Kyaku (3-4 Hits, Corner Only).
This one can be done on a grounded opponent, but its best used as anti-air.
This is only effective when the opponent is cornered; otherwise, the Bushin
Senpu Kyaku will whiff.

2. C.Forward, Bushin Hasso Ken (6 Hits).
If you have the opportunity to trip an opponent, this is a nice one to
remember. It works anywhere on the screen, as opposed to most of Guy's combos
involving supers, which are corner only. The trick is to not cancel the first
hit of the C.Forward.

3. S.Strong XX Strong Hozanto (2 Hits).
While this probably won't combo, these simple combos are good pressure tactics.
If the combo is blocked, you're completely safe, which will keep an enemy going
backwards, or force them to do something reckless. If people try to attack you
between the C.Foward/S.Strong and the Hozanto, their attack will almost always
get stuffed by the Hozanto, which simultaneously sends your opponent into the
the corner. Abuse this combo!

4. C.Foward XX Strong Hozanto.
...Ahhh, heh. I know what you're probably thinking: "No version of Hozanto
actually combos in from Crouching Forward." Well, that's not important. The
important thing is that just like the S.Strong XX Hozanto combo, this is safe
when blocked and will pressure your opponent. Also like the previous combo,
people seem to like trying to counter in between the two attacks, and it usually
fails. Be careful with this one, though. The fact that it doesn't combo no matter
what makes it vulnerable to to command counters, or supers; anyone who learns about
this can exploit that little hole.

5. C.Foward/S.Strong XX Forward or Roundhouse Hayagake (2-3 Hits)
This is good when used in conjuntion with the previous combo. If you notice
that your opponent always blocks high, throw in a Forward Hayagake to knock
them down. If they always block low, use Roundhouse Hayagake. This will get
your opponent on their toes very fast.

6. Backflip, Followup Kick XX Bushin Hasso Ken (5 Hits).
The Backflip will not combo in; the combo starts with the Followup Kick. This
is a nice way to capitalize on landing the Followup Kick, as you can connect
this combo anywhere on the screen. I wouldn't reccomend trying this very often,
though...but it's worth noting.

7. Backflip, Forward or Roundhouse Hayagake (1-2 hits).
Yeah, yeah...this isn't exactly a combo. But I didn't know where else to put it.
If your opponent anticipates a Followup Kick, they will probly either crouch block
or try to stuff it. For kicks, try landing with a Hayagake instead!

8. Knee Bash Throw XX Bushin Hasso Ken (10-12 Hits, Corner Only).
Remember that you can mash the buttons on the Knee Bash throw to get a max of 8
hits out of it. Execute the Bushin Hasso Ken almost immediately after Guy lets
go of the opponent. The timing on this is tight, but it's very useful to learn,
as you will find yourself cornering opponents often with Guy, and this is a
good way to get the most mileage out of your throws.

b. Lead-Ins:

These are just a few useful ways to go into the Mini FF Chain and FF Chain. Note that
any combo that leads into the FF Chain will also lead into the Mini FF, chain, but not
the other way around; the Mini FF Chain lead-ins will allow you to start the normal FF
Chain, but the last hits will whiff.

1. Elbow Drop -> Mini FF Chain.
This is the best air lead-in, in my opinion. The Elbow Drop already is useful
in several different situations and beats out a lot of stuff. As a plus, this
is probably the easiest and safest air lead-in for the Mini FF Chain. Just
start the Elbow Drop at about face range, and you should be able to combo in
the Mini FF Chain right as you hit the ground.

2. C. Jab -> Mini FF Chain.
This is another good lead-in for people who are blocking high. Throw this out
during your mixup game when doing the Mini FF Chain if you see that your
opponent usually gets to to a standing position.

3. J.Jab/J.Short/J.Strong -> FF Chain (5 Hits).
These all work basically the same. After a deep jump in, you can land the FF Chain in
its entirety if you land any of those moves. The Light attacks will require you to be
a bit deeper than the J. Strong, but the timing on the J.Strong is a little different.
In any case, I still would reccomend the J.Strong if you want to try leading in to the
FF Chain. All in all, though, jumping is pretty dangerous in CFE, so be sure you know what
you're getting yourself into!

c. Mini Final Fight Chain Followups:

The following is a list of relevant things you can do after the Mini FF Chain
(Whether it was blocked or not). You're going to want to learn all of the
different things you can do, as the Mini Final Fight Chain is Guy's 'bread and
butter' combo. Learn to mix these up well, as it's probably the centerpiece of
Guy's offensive strategy. Keep in mind that you can use one of the Lead-Ins
before executing the Mini Final Fight Chain.

1. Mini Final Fight Chain XX Hayagake (3-4 hits).
This is the most common followup. If your timing is really excellent, you can
land both hits on the Roundhouse Hayagake, but it will still combo if it only
hits once. This is the most important followup, as you can keep an opponent
guessing with it. Even if it's blocked, you still have a 50/50 chance of
landing the Hayagake. If they are blocking high, use the Forward version; if
they're blocking low, use the Roundhouse version. Last but not least, you can
occasionally use the Short Hayagake if you have them on the defensive; use this
to psyche them out, and start up another combo, throw them, etc.

2. Mini Final Fight Chain XX Fierce Bushin Izuna Drop (Throw).
This followup doesn't combo at all; however, it is a very important followup to
remember when your opponent is cornered. As an alternative to following up with
a Hayagake, if your opponent is in the corner, you can occasionally try
canceling into a Bushin Izuna Drop and grab them with the throw before they
realize what's going on. I strongly reccomend doing the Fierce version, as it
reaches the ground the quickest. If you're not in the corner and you still want
to try this, you need to be able to judge which one to use; Jab Izuna Drop will
probably always put you in range, but it's the slowest to reach the ground. I
reccomend learning the timing for the Strong Izuna Drop. An alternate option when
not cornered is to use the Fierce version to put yourself at a safe distance from the
opponent; this way, they can't punish you as easily if all your attacks are blocked.

3. Mini Final Fight Chain XX Hozanto (3 Hits)
This might not seem like important at a glance, but this is an excellent
followup since, when blocked, it can puts space between you and your opponent
It's enough space to where most people can't punish you after blocking it, but
close enough to where Guy can keep the pressure and and try something else
immediately. Don't forget about this one.

4. Mini Final Fight Chain XX Bushin Hasso Ken (6 Hits).
This is a very nice thing to do if the Mini Final Fight Chain isn't blocked.
The timing on this is tough; it's probably Guy's most diffucult combo. You must
begin the sequence for the Hasso Ken just after you begin the fierce punch, and
you need to end the sequence right after you hear the Fierce Punch Connect. If
you do it too slow, nothing will happen, or the Hasso Ken might whiff. If you try to
enter the sequence before you throw the Fierce Punch, or do it too hastily, you'll
probably do a Bushin Izuna Drop. Practice this one a lot. Also, don't try this on
smaller characters, outside of the corner, as it will never connect; Sakura comes
to mind...

5. Mini Final Fight Chain XX Bushin Gorai Kyaku (5-6 Hits).
This is the safer option of the previous combo; instead of doing the Hasso Ken super,
you can try Gorai Kyaku. Sometimes (most of the time), one of the hits will whiff, which
makes it deal slightly less damage overall. While the use of this is kind of limited, keep it
in mind; it might come in handy when you just need that little extra push to win the
match!

5. Mini Final Fight Chain XX Taunt (2 Hits).
Haha, I just had to add this one, cos it cracks me up. :P

d. Final Fight Chain (Including Variation) Followups:

The following is a list of relevant followups to the Final Fight Chain and its
variation. Though the Mini Final Fight Chain is more important, the Final Fight
Chain should not be discounted. It does a lot of damage (As much as either of
his supers!), can link into supers, and can be used to put an enemy in the
corner quickly. Keep in mind that Lead-Ins do not work with the Final Fight
Chain, as the last hits will whiff.

1. Final Fight Chain XX Bushin Hasso Ken (8 Hits, [Corner Only]).
Before I talk about this combo, let me just say that there are quite a few
characters you can't do this combo on unless you're in the corner. Think of this
combo as corner only to save yourself some trouble. Anyways...

You might not find many times to use this, as you'll probly be doing the Mini
Final Fight Chain if you have an enemy cornered; however, in the event that you
get the chance, don't forget about this combo. You have a pretty decent window
to catch your opponent with the Hasso Ken as they're falling to the ground;
just be not to do it too fast, or it won't come out at all.

2. Final Fight Chain Variation XX Bushin Senpu Kyaku (5-7 Hits).
This is an excellent way to put someone in the corner from virtually anywhere
on the screen. After throwing the opponent in the air, simply tag them with the
Bushin Senpu Kyaku. It will only hit them once, but it'll send them flying in
the direction they were thrown. This particular combo sends the opponent flying
about 3/4ths of the entire screen (!). It's also a great tactic when cornered,
as it turns the tables, and you can get all the hits out of the Bushin Senpu
Kyaku. Get ready to use this one a lot!

3. Final Fight Chain Variation XX Bushin Hasso Ken (8 Hits).
This combo is great. You're gonna wanna learn to pull this one off. It's
easiest to do when cornered, but you can land this combo anywhere on the field.
If you don't happen to be throwing the enemy into the corner, though, the
timing is tricky. Doing the Hasso Ken too early will result in only landing
about 1-2 hits of the super; doing the Hasso Ken too late will cause the super
to whiff entirely. Practice!

e. Custom Combos:

Honestly, I can't justify using Custom Combos with Guy very much. Guy's Custom
Combos are impractical, tough, and just aren't a good use of his meter (It's
better to have your meter to scare enemies with the threat of a super). There's
only one good combo I know of, and I reccomend it only if your character has
more than half their lifebar gone, and the opportunity presents itself (Read,
almost never). However, since I can't ignore the fact that this can be useful
in the rare ocassions that an opportunity comes about, I've listed the combo.

1. Close S. Roundhouse -> Close S. Roundhouse -> C.Forward/[C.Roundhouse] XX Bushin Hassoken
(Varying Hits, [Corner Only]).
If you end the combo with the Crouching Roundhouse, the Hasso Ken will whiff if
you're not in the corner. This combo is effective because the Close Standing
Roundhouse moves Guy forward, allowing him to combo it into itself indefinitely.
If you aren't in the corner when the combo ends, the Bushin Hasso Ken will miss.
Don't worry about linking the Hasso Ken; the timing for it is actually rather lax,
and trying to rush it will result in messing it up, anyways.

--------------------------------------------------------------------


K. Guy's Game

Here, I'll do my best to explain how you should approach fighting with Guy in
general.

a. Here's how Guy works, in my opinion

Guy is a rushdown character with a particularly special property; you see, most
characters with mostly solid rushdown games have the aid of a projectile to
lock an opponent in place before they move in do deal damage (Guile, Jedah, for
example). Guy, however, has no projectile; he, instead, has moves with
deceptive properties that are made to keep an opponent guessing what you're
doing to do. This forces Guy to base a lot of his game on the repertoire of his
other opponents. For example, Guy cannot fight Zangief the same way he would
fight, say, Urien. The reason is because Guy has no strategy that works
more-or-less on everyone regardless of their playing style, like Guile does
(Guile can fight Zangief and Urien almost exactly the same way). While certain
rushdown characters may be able to get in close on most characters with
trapping tactics that work the same on most people, Guy has to get in close on
an opponent by using his moves to fool his opponents. Since you can't fool
Zangief in the same way that you can fool Urien, you need to learn a mostly
different strategy to close in on them; or perhaps, it might not even be safe
to close in on certain characters.

Thankfully, Guy has just the right tools for the job. A lot of Guy's moves send
him moving in certain directions very suddenly and very quickly, which forces
your opponents to be ready for anything. If they aren't, you'll have
opportunities to close in on your opponents. For example, if your opponent
jumps for any random reason, you can probably tag them with a Roundhouse
Hayagake before they can even see it coming, leaving them on the floor with you
right next to them to play Mini Final Fight Chain mind games with them. At the
very beginning of the fight, you can try suddenly going for a Bushin Izuna Drop
(Throw) and occasionally see results. Try different things; the trick is to
just simply be unpredictable.

b. Your goal as Guy

As with all rushdown characters, you have two goals that work in conjunction
with each other:

1. Don't get put on the defensive, and don't stay there very long. You can
avoid this happening by trying to complete the second goal:

2. Get your opponent in the corner.

First off, let me admit that you can do sizeable damage without being in the
corner at all. While Guy can hold his own pretty much anywhere on the field
(except when cornered), it's easiest for him to do the most damage in the
corner, as he simply has more options with his opponents cornered. Almost half
of Guy's combo options are available only when the opponents are cornered, so
remember that! Here's a few ways you can get your opponent in the corner:

1. Be sure to try and land moves that knock an enemy far. Hozanto is a great
option for any opponent with a projectile, as it evades the projectile and
sends them flying. Hayagake is another nice move for this, as the Roundhouse
Hayagake sends opponents fairly far if knocking them out of the air. Forward
Hayagake can really do the trick on the ground, too, so keep that in mind.

2. Punish whiffed attacks with the Final Fight Chain whenever possible; aside
from doing a lot of damage, it will put a lot of people in the corner
(Especially the throw variation, which is almost a guarunteed corner). While an
enemy is floored, be sure to use Short Hayagake to close the gap and meet them
with an attack as they get to their feet.

c. Mini Final Fight Mixups

As you know, the best way to rack up the damage with Guy quickly is to use his
Mini Final Fight Combo to open up lots of different possibilities. This
strategy, though, is completely useless if you don't learn the many different
things you can do and take advantage of them. Let's review, using the 'Mini
Final Fight Chain Followups' section as an aid.

1. In the middle of the playing field:

Your options here are slightly different than they'd be if you'd have them in
the corner.

- Your main mixup lies within Hayagake; you want to alternate between
Roundhouse and Forward randomly, occasionally throwing in the Short version.
Try to pay attention to the opponent's blocking pattern to determine the best
course of action. Remember, you want to get the opponent in the corner, so try
and get the Forward Hayagake most often; besides, the Roundhouse one is prone
to whiffing when out of the corner (It can potentially go right over people!).
When using the Short Hayagake, remember to cancel the run manually (press any
Kick button), because stopping automatically actually takes a lot longer to do,
and is a nice way to recieve a beatdown. After stopping, try some different
things, like tripping them, throwing them (The shoulder throw is a good way to
get your opponent closer to the corner), or even a Final Fight Combo.

- Remember that Hozanto is at your disposal if you think you have a better shot
at dealing damage by baiting them into doing something.

- You can cancel the Mini Final Fight Chain into a Bushin Izuna Drop (Throw),
but you'll have to use the Jab or Strong version if you want to connect. You
can still use the Fierce version to get away from your opponent and put space
(much like Hozanto does), but it doesn't put you as far away, and can be a
little dangerous if you use it too predictably. It's best used against
characters with charge moves, because it'll put you on the opposite side and
reset their charge.

- Against bigger characters, try throwing out a Backflip into a Followup Kick
so you can do the Mini Final Fight Chain XX Bushin Hasso Ken.

2. With opponent cornered:

This is when the game is yours. This works a lost the same as it does in the
middle of the playing field, but here are a few differences.

- Remember Hayagake. This works mostly the same, except that Roundhouse is a
lot safer to do. When using the Short Hayagake, try doing the Knee Bash throw
instead, as you can combo it into Bushin Hasso Ken. If you get the opportunity
to do the Final Fight Chain, just do the normal one, as you can combo that into
Bushin Hasso Ken, and it'll keep your enemy cornered. If you're really
arrogant, you can try following up Short Hayagake with a Custom Combo, but I
just wouldn't reccomend it.

- Bushin Izuna Drop is a bit nicer, here. You can use the Fierce Version to
grab them without jumping over them, so it's a lot faster. It's overall a
little harder to counter in the corner, too. Whether or not you use the Elbow
Drop or the Throw, you're pretty safe; I'd still use the throw, though, heh.

d. Poking Is For Pleasure

Okay. So you've got your Mini FF Chain mixups down, and can dish out crazy damage!
But, that dude at the mall keeps showing you what's up every time you try to walk
up and punch him. Well, if you've played a good player by now, you probably know
that you can't just walk up and Mini FF Chain them with your crazy attacks. You
have to make an opening! Well, the best way to do that is with Guy's pokes. When
sitting on the ground, dart back and forth, throwing out your pokes at good times.
Don't become too predictable about when you attack though, or you'll get Psychic
DP'ed, and no amount of poking will save you from predictability.

With that said, allow me to talk about my favorite pokes, in order by which I think
are most important:

1. Standing Strong - This one is a doozy. This one will take you to victory time
and time again. What's so great about this poke?

- It's frickin' fast, and has deceptively long range; in fact, it's Guy's second
longest poke, next to Standing Forward. It's hard to counter this one, because
half the time, people won't have the time to react, or they won't even realize
they're in range to be hit by it!

- As a medium attack, it of course has high priority. Couple that in with it's great
startup and cooldown time, and you have an almost all-purpose poke.

- As if those two reasons weren't enough, Standing Strong is the first hit of the
Mini FF Chain! So, if you land it anywhere but at the far edge of his range, try
chaining in the Standing Fierce and begin your mixup games!

- Oh, and you can also simply chain in special moves. Standing Strong XX Hozanto/Hayagake,
anyone?

2. Crouching Forward - I think a lot of people underestimate this move's potential
as a poke. While it is a little short for a poke, it can add to your mixup game 100%
if you learn to make your enemy fear it. Here's my analysis:

- It's pretty safe, overall, as long as you don't whiff outright. Its cooldown time
won't spare you from any danger, that's for sure. Be sure you're in range when you
go for this one! As long as you do, I'm betting you'll be safe.

- You can cancel the first hit into a special move. While this might not seem any
different from Standing Strong, the catch is, you don't always HAVE to. You can go
for the trip in close range, or simply not do anything at all. Keep your opponent
guessing, and then move in for the kill.

- As a slightly advanced tactic, you can Kara-Cancel this move. If your opponent
sees the beginning of the move come out, they'll try and react accordingly, and you
can try the most effective counter! For example, if they try to block it low, or
intend to counter it, you can go into the Roundhouse Hayagake immediately. Or, if
you really just wanna be a dick, why not just taunt them? :P

3. Standing Forward - This one is tough to use. There's not too much to say about
this one; basically, it has some pretty bad startup and cooldown time, so you don't
really wanna whiff this one. This does have pretty good priority though, and is by
far Guy's longest poke. Use it like you would any long range poke; that is to say,
very carefully, I guess. Heh.

4. Crouching Roundhouse - This one is tricky, but still dangerous. This one
technically has longer range than the Standing Forward, but the difference is that
Guy moves toward the opponent when he uses this move, which makes it less safe.
This move is really easy to punish if your opponent sees it coming, or if it's blocked
in close proximity. Still, it's still an important move to master. Why?

- Well, it can knock enemies down from farther away than the Crouching Forward,
and we both know that the quickest way to get in close is to simply knock someone down.

- When it doesn't knock your opponent down, you can do tricky stuff. A lot of people
will try and counter it for some reason, in which case you can just do ANOTHER Crouching
Roundhouse. Or, you could immediately followup the first one with something else; I just
listed that particular one because it's my personal favorite tactic. Just read your
opponent and figure it out. By the way, for that 2-Roundhouse strategy, never ever do
it three times, and don't ALWAYS do it twice. They likely won't let you tag them three
times in a row, and if they know you're gonna do it twice every time, you'll get beat
pretty quick. Just be unpredictable!

e. Random Tactics #1: Backflipping Badassity

You may not get the chance to exploit mixup games with the Backflip very often;
however, I like the philosophy of "No move is entirely useless." Even with your
amazing mixup game up close, and your prowess in poking games, knowledge is power,
and it's ALWAYS nice to have that extra edge; that extra something you can do at
your disposal. Now, besides the rare instance that you're playing an opponent who
can't duck under the Followup Kick, and won't try and counter it for some reason
(Allowing you a chance to exploit the Jubble Bug), the only other use for the
Backflip is its mixup properties!

Maybe you're thinking, "Well, gee, it's not like I have four different Followup Kicks."
Well, that is technically true; but, remeber that all of Guy's special moves send him
very far forward, and very quickly, too! You can use this to your advantage by following
up with a special move upon landing, instead of the Followup Kick.

"Okay, okay, Skankin' Garbage, that's a point; but, how do land the special moves? They
can still just block it, you know!" The key lies in baiting your opponent; to land the
special moves, they have to be anticipating something else, and that something else is
the Followup Kick. There's three fundamental ways you can successfully land a followup
special move after the Backflip:

1. Your opponent has played Guy players who frickin' ALWAYS do the Followup Kick afterwards,
in which case, they'll anticipate the Followup Kick every time,

2. Wait until your opponent is in a panic, and is holding block on the joystick for
dear life, or

3. Get your opponent to anticipate the Followup Kick, so you can do something else.

Now, method #1 is pretty self-explanatory; if they already think you're gonna do the
Followup Kick, it won't be hard to hit them with something else. #2 is something you
can try for kicks at the end of the fight; just don't do it TOO much, or your opponent
will catch on.

#3 is the most surefire way, but also the trickiest and riskiest method. How do you
get the opponent to anticipate you doing something that you would never do in your
right mind? Simply, do it in the wrong mind; just throw out a random one, knowing
you may get countered. Now, don't just do this at ANY time; you don't wanna do this
against a Red Earth character at Level 6, or against anyone with charged meter. You
have to go into this knowing you'll probably take a hit, so do it when it's safe. Do
it near the beginning of a match, when you know your opponent won't have an extremely
damaging way of countering your move. Do it just after an opponent wastes their meter
(Although you should probably make sure you're WINNING the match before you voluntarily
take a punch to the face). You want to make your opponent THINK that you would try
something that ridiculous. After you've conditioned them to think so, you can act
accordingly. Are they crouching, waiting to uppercut you? Roundhouse Hayagake. Is your
opponent throwing a fireball to keep you out? Forward Hayagake, or Hozanto at close range.
There's plenty of things you can do. Just be ready.

As I said before, this situation will probably not come up. I don't do this very often;
but, if it works, you ought to know about it, and learn how to use it. Just keep this
in mind.

f. Random Tactics #2: Super Secret Roundhouse Kick!

If you've used Guy a while, you've probly noticed that the timing on Guy's Final Fight
Chain can vary a little bit. If you do it really fast, you can land a Hasso Ken on
some people in the middle of the field. If you do it too slow, your last attack might
just outright miss. The last attack of the combo in particular has a very long window
for chaining into it. You can use this stagger timing to trick your opponents and
stuff/counter them! Next time you land a blocked Standing Jab on your opponent, try
this:

S.Jab -> S.Strong -> S.Fierce -wait for it...-> S.Roundhouse/Throw

The trick is, you can wait long enough for your opponent to recover from their Block
Stun and try something before you throw out your last attack. Why is this good? Well,
think about all the mixup opportunities you have with this tactic! You have three
options:

1. End with a S.Roundhouse. This will send your opponent into the corner almost
every time, and will get you a free Hasso Ken in the corner. It's also safe when
your opponent tries to jump away.

2. End with a throw. This comes out instantly, and stuffs damn near anything. Again,
this is a free Hasso Ken, but from anywhere on the screen! Hell yeah!

3. Don't follow up the S.Fierce. This is good if you get them anticipating a final
attack; just don't do one! Start the chain over again, throw them, trip them, do
anything that comes to mind. Just make sure you've got them fearing this tactic,
first!

All in all, this random tactic creates a ghetto version of Leo's Shoulder Ram
traps (Leo's shoulder ram can be mixed up in a similar way). You won't get the
chance to use this nearly as much, but it's another great way to close up any gaps
that would otherwise give your opponent opportunities to deal damage or escape safely.

g. Custom Combo Craziness

As I stated before, the opportunity to use a Custom Combo with Guy is scarce,
and I personally take the stance that it's better to save Guy's meter for using
Hasso Ken; I mean, who's gonna wanna jump at you knowing you can put the pressure
back on them in a matter of seconds? How many opponents like knowing that almost
any combo that they get hit with can have its damage doubled? This intimidation
game makes Guy a very scary opponent to face with meter.

Still, there's no denying the truth: A good Custom Combo from Guy can deal 50-60%
damage, and his combo is not exactly hard to do. If you ever get a good chance to
try it out, you should be ready! Here are some ways to land a Custom Combo with Guy:

1. Empty Jump-In, CC Activate Deep.
Pretty self-explanatory; empty jump at an opponent, and activate JUST before you land.
This is a good way to evade or stuff an anti-air attack, and it gets your foot in the
door immediately. Throw out an attack like, say, Short or Strong, right before you hit
the ground, and go straight into your combo of death.

2. After a whiffed attack or blocked attack.
If your opponent whiffs a move, or you block a move that is slow as hell, just activate
and show em' what's up.

3. Wakeup Activation.
If your opponent is brave/foolish enough to stand right next to you as you're getting
up, show them how bad an idea that was by CCing them.

Now, even with a few foolproof plans, sometimes, you will get blocked. Here's some
pointers for getting the most out of your combos:

- Go low. If you Activate at any time that an opponent can simply block your first
attack, your best bet is to go for their legs. Something like C. Short -> S. Forward
-> Close Standing Roundhouse, ad infinitum, will work nicely.

- Use your overheads. Sometimes, even going low, your startup attacks will all
get blocked. You still have time to make use of your combo, though. An overhead
is the best example; while you're throwing your neverending barrage of Close Standing
Roundhouses, randomly throw in an overhead; if it connects, you've got your foot
in the door again! This is the best example, but the gist of this idea is to keep
trying to land a hit on them while you're still in activation.

- Feint. Bait your opponent into trying something. If you're doing your
neverending barrage, stop for just a second, and then throw a Light Attack
to start up a combo. The idea is that they'll try and attack you, but their
attack will get stuffed.

--------------------------------------------------------------------


L. General Strategies

The following is just a list of universal things to look out from when facing
characters from certain games (for example, all Street Fighter 3 characters
have parries, Red Earth characters can all level up, etc.).

a. Vs Street Fighter 2:

There's not a lot of fluff to go over when dealing with Street Fighter 2
characters. Just remember a few things:

- SF2 characters can't air block, but they don't need it; you can't air block
either, and they can probably deal with any air attacks you throw at them.
Stick to your guns, and stay on the ground.
- SF2 characters build meter incredibly fast, so watch out for wake-up supers.
It happens, trust me.

b. Vs Street Fighter 3:

A lot of things that the Street Fighter 3 characters have shouldn't cause a lot
of trouble. Here's how to deal with them:

- SF3 characters can't air block, but they can Parry, which might be even
worse. To deal with defensive parrying (those people who wait for you to run in
on them an attack), use your mixup effectively. For offensive parrying tactics,
like those people who like to do empty jump-ins, expecting a move to parry, try
meeting them in the air with an air throw, or using Hayagake to run under them.
C. Strong XX Bushin Senpu Kyaku can sometimes be useful in this situation too,
because if C. Strong is parried, you can still just go right into Bushin Senpu
Kyaku, which is a lot harder to parry.

- Universal Overheads should not be a problem. If you're in a position where
someone is trying to land a Unviersal Overhead on you, you're probably doing
something incorrectly; namely, you're probably not being aggressive enough.

- EX attacks shouldn't be a big problem, either.

- Quick Standing (The SF3 version of SFAlpha rolls) puts the opponent on their
feet very fast, and always moves backwards. Since this is very predictable, use
it to your advantage and keep the pressure on them.

- SF3 characters have invincibility when they start their supers, so watch up
for wake-up supers.

c. Vs Darkstalkers:

These guys have potential to be annoying, but you can handle what they've got
with a little concentration:

- Chain Combos are the staple of the Darkstalkers' strategies; they can cause a
lot of trouble if you let yourself get put on the defensive; so, it's doubly
important that you either keep the pressure on Darkstalkers opponents, or stay
at a safe distance from them.

- You won't see Guard Cancel attacks all that much, I imagine, but just keep
them in mind. There's not really a lot you can do to prepare for them.

- Supers not only have invincibility on startup, but they also come out
instantaneously. Be ready!

- If your opponent likes to do Pursuit Attacks, be sure to use the Roll a lot;
this will put you at an advantage.

- Wakeup Rolls for Darkstalkers characters are really good; they come out
suddenly, and they can attack almost instantly afterwards. Be sure to watch
what your opponent does when they're floored, cos if you predict that they'll
stand up and they do a Wakeup Roll, this could spell trouble for you. Also, a
nice tactic to fool people that Darkstalkers characters might use is, when
cornered, they will roll into the corner anyways so that they get up at a
slightly different time interval, leaving you open anyways. Learn the
differences in an opponent's wakeup animation so you avoid being fooled, and
start attacking them right as they get up.

- Darkstalkers characters can Air Block. It's not a huge deal, but just take
note of it.

d. Vs Red Earth:

These guys have some of the better universal tools to combat Guy. Remember:

- When Red Earth characters Level Up, they have slight invincibility. A tactic
that Red Earth characters like to use is to counter a jump-in by Leveling Up
and then throwing their opponents as they land; this works because the
invincibility of Red Earth characters causes the jump-in to whiff. You may not
have to worry about this much with Guy, since you shouldn't be jumping a whole
lot anyways, but keep it in mind.

- Ultimate Guards can be a pain. Using them will stop any of Guy's combos clean
in their tracks and allow him to be countered. Worse yet, Red Earth characters
can cancel their Block into an Ultimate Guard. What does this mean for Guy?
Well, say you're doing the Final Fight Chain or Mini Final Fight Chain, and
they're blocking it. If they realize what you're going to do, they can just
turn the Block into an Ultimate Guard after the first hit and simply counter
you at the end of your combo. There's not much you can do about them besides
keep them in mind and watch for them. I would reccomend using the Bushin Izuna
Drop (throw) just a slight bit more often on Red Earth characters, as Ultimate
Guards are not effective against throws. If your opponent likes to abuse
Ultimate Guards, you can try and bait them into using it, and then throw them.

- (Copied from the Darkstalkers paragraph, since Red Earth Wakeup Rolls work
the same way) Wakeup Rolls for Red Earth characters are really good; they come
out suddenly, and they can attack almost instantly afterwards. Be sure to watch
what your opponent does when they're floored, cos if you predict that they'll
stand up and they do a Wakeup Roll, this could spell trouble for you. Also, a
nice tactic to fool people that Red Earth characters might use is, when
cornered, they will roll into the corner anyways so that they get up at a
slightly different time interval, leaving you open anyways. Learn the
differences in an opponent's wakeup animation so you avoid being fooled, and
start attacking them right as they get up.

- Mystic Breaks (Red Earth Supers) have invincibility on start up, so watch out
for wake-up supers.

- Red Earth characters can Air Block. It's not a huge deal, but just take note
of it.

e. Vs Street Fighter Alpha:

Hopefully, the universal repertoire of SFAlpha characters will be familiar to
you, if you're using Guy. Here's how to deal with them:

- Alpha Counters are a lot like Guard Cancels; they're not done often, and
there's not much you can do to prepare for them. Just keep in mind that they're
an ability at the SFACharacters' disposal.

- SFAlpha supers have startup invincibility, so watch out for Wake-Up supers.

- Custom Combos have slight invincibility, but it's not a big enough deal to
worry about people wakeing up with a Custom Combo activation. The bigger deal
would be the people who like to jump-in and activate just before they land;
however, you shouldn't be getting yourself into that situation very much.

- Ukemi (Alpha rolls) can be a little annoying if you don't know what to do
with them, but thankfully, Guy has an easy way to deal with them; simply wait a
split second, and then do C. Forward (trip) XX Bushin Hasso Ken. The idea is to
wait just a moment so that the C. Forward doesn't whiff (SFAlpha rolls have
invincibility on startup, remember).

- Street Fighter Alpha characters can Air Block. It's not a huge deal, but just
take note of it.

--------------------------------------------------------------------


M. Closing Credits

I'd like to thank:

- My friend, G, for giving me a decent reason to write this FAQ.

- The dudes at http://www.shoryuken.com/forums, for having just enough
information available on Guy to get me started quickly, not to mention
giving me suggestions and feedback! Thanks, dudes!

- http://www.obot64.com, for making a video that documented Guy's "Jubble Bug."

- My pals, A, D, K, and T, for playing the game and giving me the necesary
practice to learn how to use Guy effectively, even though they strongly prefer
other fighters.

- My brother, for enjoying beating the living crap out of me at Street Fighter 2
for years and years until I finally got any good enough at this game to beat him,
and for just being a great opponent in general.

- All the people who still play this game, despite the flak it gets and it's
general unpopularity here in the U.S.

Any suggestions, e-mail me at skankin_garbage@hotmail.com, topic "Guy FAQ",
please!