HYPERLINK mailto:Captain_America3@yahoo.com Captain_America3@yahoo.com . Email me here with anything you want to add, like strategies and background info and whatever. Thanks. Guy FAQ Ver.1.0 Ver.1.5 I added more descriptions and fixed spelling and what not. Got some Guy translations too and I'll get some more vs. strategies. Ver.2.0 Got some more translations and a new v- ism section. Ver.2.5 Got lots more combos and strategies Ver3.0 Well I got Feedback so now I need a thanks section. More combos and more details on moves and supers. Ver.3.5 Added Guy's death combo. 90% life! Mwahaha. A few minor corrections too and extended some crap, and Guy's V-ism infinite. 1. Intro 2. History 3. -Ism 4. Moves 5. Special Moves 6. Super Moves 7. Throws 8. Combos 9 V-ism Combos 10. Strategies 11. Miscellaneous 12. Thanks Legend: UB U UF B F DB D DF p=any punch k=any kick lp=jab lk=short mp=strong mk=forward fp=fierce fk=roundhouse lp mp fp lk mk fk c=crouching(ducking) s=standing j=jumping qcf=quarter circle forward qcb=quarter circle backwards hcf=half circle forwards hfb=half circle backwards ------------------------ 1. First thing's first. Why pick Guy? The question is, why not? He has above average speed and strength, and very strong combos and throws. His stamina is kinda weak, but you won't be getting hit very often once you master him, as you'll find no one can defend against a good Guy player. Probably has the most damaging combos I've ever seen. They do take a certain amout of timing to do though, but oh well. Now as I have seen, Guy is a VERY under used character. I've seen more Honda and Bison players then Guy. This always puzzled me as he is much better then any Shoto-er and he has style(who else can do a triple front flip, grab you and smash you into the floor?) ------------------------ 2. Guy is the successor the Bushin style. It's kinda like a modern ninja thing, which his Master Zeku taught him. I guess Guy is just training and protecting the world. That's his duty. When a threat to the world arises, so will the shadow of Bushin. Guy first appeared in the side scroller Final Fight. Then he moved on to Street Fighter Alpha, where IMO, he was the best character. Then he went on SFA2. With Custom Combos, he was put way back there because of Chun-Li and Rose. Back in SFA3 he soared to the top with a new super and the ability to combo his supers into throws and everything. Any other background info would be appreciated. ------------------------ 3. Which Ism to pick Guy on? V-ism shouldn't really be Guy's top choice, but he has some very flashy combos that you can prove how good you are with. He loses his juggling mp, fp chain though! This is too big a sacrifice to make. He does gain a partial inifinte thought, but even then it's not very strong and not worth the switch. X-ism isn't very good on anyone, except maybe Chunny, especially since they gave him his most useless super. However...his super does do considerably more damage then on A and has alot more range. I guess it's not completely useless, just not as good as picking A-ism. He does gain more juggling ability though and becomes a little more strong. If they would have given him his Kick super then X would probably be best So A-ism is your ticket. In this mode he has 3 supers and 3 levels. Either you go all out (level 3 supers) or you kinda conserve (using only level 1 supers every once in a while). You should know already know all the standard stuff like safe falling, and all that which you get to keep in A. ------------------------ 4. Ok here where we start to learn. ===================== Jab/lp: Standard jab, very quick. You can chain 2-3 before you hit the next punch for the combo. Jumping: Um same except you can only hit once, not much use. Crouching: It's ok I guess. Just stick with standing. You should use it after you get swept and they are moving close to you. ===================== Short/lk When close: It's like a low kick to the leg, can also be chained 2-3 times. When far: A side kick to the facial area, weak and fast. Jumping Very good priority. If you're jumping back, hit lk and you'll pretty much be safe from anything Not moving: This is kinda dorky looking, but it stops all jump-ins in their tracks. It's useful but you'll probably forget about it. Crouching: Uh, not really any use. Real quick though and you can combo into a Hurricane Kick from it. ===================== Strong/mp When close: He does kinda like a to hit smash. No real use, except for your mp, fp chain, for this and it look dumb too. Plus, you have to be RIGHT on top of the person. When far: He does a punch to the stomach. Medium damage and should pretty much only be used in combos. Note: On this move you can be right in a shoto-er's face and they can't counter with fireballs cause this punch with go through, but only really close. You can't use this anywhere like as an alternative to blocking. Forward+mp: Guy leans forwards and hits the person twice with his elbow. This must be blocked high. What you should do with this is sweep a lot and then when they are expecting you to sweep and they block low, you use this. Jumping: A punch aiming kinda downwards. I never use this because you can do a dropping elbow instead, which is easier to combo. When in air, down+mp: This is a good move to start combos with, you can do it whenever, so it you miscalculate a jump or something, just come down on them with this. Also when you hit with this you should do a crouching mk for a sweep or into your combo. Also I'll add it leaves the combo meter open for quite a while, meaning if you hit someone while high in the air you can usually land and hit before they can block again. Also this move stay on for a while, so you should do it a little before you peak at your jump. Crouching: This is a straight Punch forwards. You can chain his Hurricane Kick and his Dashing Elbow off of it. This also suprisingly is an anti air move. Much more priority then you'd think and you can cancel into a flip throw. ===================== Forward/mk When close: This is a good kick to combo a mk hurricane kick out of it, an alternative to doing a mp, fp chain in the corner. When far: A straight out side kick. Has good range and is quick coming out. Not really a good use except just to throw out for a surprise. Jumping: Just like his lk. It has good priority, it's just slower and stronger. Crouching: This is one of his sweeps. It hits twice and is more reliable then his d+fk. The kick itself has good range, but if only one hit hits, then they won't fall. You have to be close for both hits to hit. Good for a counter sweep. ===================== Fierce/fp When close: He does sort of an uppercut. When they jump in it juggles them, making it perfect for your flip throw. This is also gonna be in a lot of your combos. When far: He does a quick backhand. This comes out fast for a fierce, but it's also weak for one too. Nail them at the end of a match with this an they just shake for a while then scream and get flung across the screen. Jumping: A strong jumping backhand. But because of how it tends to only hit horizontally, you shouldn't use this. Crouching: Here we go! This is an excellent move with lots of speed, range and priority. This takes a chunk outta their block meter too. So if you're going for cheap, jump in with the dropping elbow and do his crouching fp then a crouching fk and half of their guard meter is gone. It doesn't have anymore combo abilities though. =( ===================== Roundhouse/fk When close: Ok this should pretty much only be used as a combo finisher, as it knocks your opponent in the air, just waiting for a super to knock them in the face. When far: Guy lets out a spinning kick with good range and comes out fast. There isn't much use for this move though, unless you're trying to chip out their Guard meter or you can use it for good anti-air defense. It's a good ticking move because it's pretty fast and does damage. Df+fk: Guy does a backflip that hits twice. This is a good hit and run move and you should try to use it like a retreat dash. It has great priority, but it takes forever to recover from, so if it's block expect a super fireball in the face. Jumping: Ah a really good jump in move. Not a lot of priority though, but it looks good and does damage and leaves then stunned so you can follow up with a combo. When in the air, up+fk: Guy does a two-hitting backflip like his df+fk except it's in the air. You have to jump straight up to do it. Anti Air defense I guess is what this is for. If you have someone in the corner you can keep jumping and doing that and you're pretty safe, then when it hits(or their guard meter crashes), super him! Crouching: This should be his sweep, but it's not all that reliable. You have to be in close for it to sweep, and it has a lot of recovery time, so if you miss or it's blocked, you're pretty screwed. But most people will only counter with a sweep. This also does a lot of damage to your guard meter and has fairly good range. If you are far somtimes it will crash and you can do a super or flip throw if they don't safe fall. ----------------------- ----------------------- Special Moves Ok here's where learning guy is all about. I'll list it's real name and then what I call it and how to do it. ===================== Houzanto/Dashing Elbow qcb+p Haha, every shoto-er's nightmare. Use this a lot when you're playing against Ryu or Akuma, because it can go through fireballs and nail them! Good thing is that hardly anyone knows about this. You can also combo the ones using lp. Don't ever forget about the invincibility you have while turning. The only thing you have to watch out for is Ken cause it has some problems with Dragon Punches. ===================== Bushin Senpuu Kyaku/Hurricane Kick qcb+k I guess this is for defense. It's a pretty strong move and combos out of Almost any normal attack . It has good combo potentail but it is pretty weak. Use it against jump-ins on big characters(i.e. Zangief, Sodom, etc.) because it comes out pretty fast. You will use it alot if you decide to play V-ism Guy. ===================== Bushin Izuna Drop/Flip Throw qcf+p, then p again. Ah, this is Guy's golden move. He does a triple front flip, then once you hit punch and you're over the opponent's head, he grabs them and slams then into the floor. Needless to say, this looks really cool and it does good damage. If you really wanna look good, you should throw in a taunt as soon as the move ends. If you aren't over the person and hit punch, then he will just do his dropping elbow. The dropping elbow loses combo ability really bad so it's hard to combo, and all you can do is a C. mk. ===================== Hayagake/dash qcf+lk then any k when you want Guy to stop. Well this is a dash. In fact, one of the few people that can dash, and the only one with a full screen run. But don't get your hopes up, it's not like in vs. games where you can rush in and hit. The only thing I found this useful for is after you use his throw, then you dash in and try to super or throw again. ===================== KageSukui/dash slide qcf+mk, then mk again to slide. This is a very good move to use against scrubs. Guy will run in and then slide and hit low. When it hits, the person is on the floor. This does ok damage and is a very good surprise move, since you can only block it low and it comes out so fast. Make sure you DON'T become predictable with this move because you're in for it if it's blocked. Note: The best time to do this is probably when you have 1/2 a screen's distance between you. The move to get out takes forever but the sweep goes far and low(under some projectiles). If it's someone with out a projectile(zangief or somthing) then you use it strictly counter. ===================== Kubikari/dashing kick qcf+fk, then fk again when you want him to kick. This is a good move too. Guy will run at you and then do a cool looking spin kick. This has a lot of start up delay but little recovery delay, and it's not that strong either. But it will hit if you're not blocking high. Besides looking cool, it does descent damage too. It will probably be blocked unless you're fast at pulling it off. Guy has no invincibility time or anything, so one well timed hit and you'll be knocked out of it. Best used against scrubs too. Looks great in combos though =) Note: This is his most useful dash move. Good air defense if you can do it fast enough. Good chipper too. You need to make sure you can get it out quick or it loses suprise. Another way is when you are full screen away, since the recovery time is pretty good and makes you look like you could get hit, you do a mk sweep. ------------------------ ------------------------ 6. Super moves ===================== Bushin Hassoken/jump super qcfx2+p Ah, this has been totally upgraded since SFA2. This is good air defense too, but works even better for offense. You can combo very easily with it. Guy says something and then VERY quickly jumps at a 45° angle and starts to beat the hell out of the other person. Now alone, this super is rather weak, but you can combo it out of almost anything! Including his kick throw! You should be using this often, every time you connect your combos, end it with a level 1 jump super. ===================== Level 1: 4 Hits. This doesn't have as good range and I Don't think you can combo Level 1 off of a super, only in the corner. Use this for air defense or after a smashed Air throw combo. ===================== Level 2: 5 hits. The coolest looking Version. He jumps up at good range and you should use this in combos or out of a kick throw. Just like level 3 except one less hit. ===================== Level 3: 6 hits. Pretty much the same ass level two except with an extra hit. Just do it for maximum damage. ===================== Bushin Gorai kyaku/super kick qcfx2+k This is a good super too. Guy raises up his fist and then goes into a combo. He is invincible during the start up so use it as a counter. Also, the level one ends with a kick the jets you across the screen. If you have a level of super to waste, then use a level 1 and as soon as it ends, throw the person with kick and launch into his jump super. ===================== Level 1: 4 hits. Great counter for people that like to get on top of you after a sweep/throw. Pretty weak though. This if not blocked will send the other guy flying across the screen, with them in the corner. If it's blocked you end up right on top them. There is very little recovery lag so just do a kick throw after and then go into your level 2 Punch Super. ===================== Level 2: 6 hits. Man this doesn't have much use. Never use level 2, only level one and 3. 2 is probably almost as weak as 1. It just really isn't useful for anything except chipping to death. ===================== Level 3: Ah great ground super. Can use it in the same manner as a level one of these, except you can pretty much juggle with anything. Noticeably more damaging and really good for juggling. Combos out of a C.mp too. ===================== Bushin Musou Renge/demon super hcbx2+p Guy's new super. Talk about flashy. This resembles Akuma's raging Demon, except I personally like it better because you can see how Guy beats the crap outta you. This is pretty strong taking out 1/2 power. You need 3 levels of super to do this though. This is the mark of a master, because it has 0 range. The best way to connect with it is after a sweep or throw, get right on top of them and time it to hit them as they get up. It's VERY easy to avoid. It has the same properties as any normal throw. You can duck it, you can jump outta the way, you can hit him out of it. Anything. Of course it also is unblockable. Too bad he can't slide forwards like Akuma huh? I suggest you don't use it unless it's sure hit like they are dizzy or somthing. ------------------------ ------------------------ 7. Throws An important part of playing Guy is knowing how to throw properly. Guy has very strong throws so you should be using them often. Punch Throw Forward+2 punches This is Guy's least useful throw. When it hit he flips you over and throws you all the way across the screen. It is useful for getting out of corners or getting people into corners. After you use this throw, always use his dash to get in close. ===================== Kick Throw Forward+2 kicks This is Guy's best throw. He grabs you and then he start kneeing you in the face. You should mash for maximum efficiency. At the end of this throw, the opponent is tossed up so you can then combo with a Super/Hurricane Kick/any other move or combo, even an air throw! That makes you look really good. But while smashing their face in, if you hold forward+pp, Guy will do his normal throw. I don't really see a use for this because I'd rather just combo into his super, but you might want to try this on someone like Zangeif then dash up and kick him. ===================== Air Throw(in air) forward+2 punches This is Guy's air throw. It looks cool and does a lot of damage. Kinda hard to hit with though unless you are both jumping. This puts Guy at an advantage because of his huge jumps. You should try and use this whenever the person and you are both jumping forwards, because guy will usually win. If you can crash someone then jump and throw them, it sets em up perfect for anything. Use a jump super or maybe a double hurricane kick combo. ===================== Iznua Drop/Flip Throw qcf+p OK I'll describe this throw a little more. As it is a throw it is unblockable. You should use this a lot as you can cover the entire screen in a single leap. Even if you don't hit you are pretty safe because there is little recovery time. It does good damage too. You should use this whenever you want to get close. This is especially useful against turtlers how love to sit back and throw out whatever projectile they have. Now combos are possible with this, which I'll describe down in Combo section. Now you mistime this and push punch when you're not overhead, you'll do his dropping elbow. This loses alot of combo ability, but it takes out more from your guard meter. You pretty much don't have any recovery lag after you do this, so what you should do is a backflip(df+fk) as you as you land then throw out another one and see if that hit. Degrees of the flip throw: Lp: This launches Guy up at a high angle, and higher then all characters can jump. So you they jumped in and you did this, as they will be landing, so you will you, just on top of them. Just press punch and you'll nail them. Mp: This is what you use if they are not jumping in or full screen away. Probably the one you will be using most, because it takes you high enough to escape most moves and far enough to reach. Fp: This is your full screen one. If they are sitting back and you have the whole screen to get across, use this and you should be able to make it right across. This is also an escape move too. Say you're getting cheaped in the corner by Ken and his stupid Dragon Punches, try to hit them with a fp. Now it will cancel into the flip throw(not combo, but leave him stunned enough to get outta there). ------------------------ ------------------------ 8. Combos This is another Key thing to winning with Guy. Guy has amazing combo skills! If only they would put him in a vs. game…Let's start out with the easy ones. Jump in with fk, C. lp, hurricane kick(use with lk) 5-9 hits Note: If you do this in the corner you can do a C. lp, hurricane kick again for an extra for 4hits Jump in a dropping elbow, C. mp, Dashing elbow(use with lp)3 hits [variation]You can do a S. mp, S. fp Dashing Elbow(with lp) for more damage and an extra hit, but you have to close. S. mp, S. fp 2 hits Note: May seem like nothing big, but this is very important. Great for juggles and great for any ground moves. You can combo anything out of it except a flip throw and Dash move. Juggle wise, this is straight up the best. I'll put combo's with this in advanced section. S. lp, S. mp, S. fp, S. fk, 4 hits Note: Timing is tricky on this, but you MUST learn this to become even half-good with Guy. This is what he can combo his supers out up or follow up with whatever he wants. J. flipkick(u+fk) S flipkick(df+fk)4 hits Note: Just a little ticking combo. Looks kinda cool but you have to jump in deep for the backflip to hit. Jump in with a dropping elbow, C. mk.(doesn't combo but when they get up try to throw them) 3 hit Jump in with fk, backflip(df+fk)3 hit, then do a flip throw and see if you can hit them with it. Work's 90% of the time against people. ------------------------ Harder Combos Level 3 Kick super, S. mp, S. fp flip throw10 hits Note: real nice corner combo. Do this everytime you hit with your level three kick super. Kick throw, Jump Super 12+ hits(remember to mash those kick buttons) Note: This is the ultimate Dragon Punch counter! Wait for a person to do it then counter it with this sucker...hehe. That of course is for FP DPs. If it's a jab you can't jump in and counter, but you can block it and counter. Kick throw, jump in air, air throw(in corner) 6+ hits Note: Pretty hard to do, but it looks cool. You can't combo his super after it like you would be able to normal though =( S. lp, S. lp, S. mp, S. fp, S. fk S. mp, S. fp Flip throw 9-11 hits Note: This works best in corner. and boy does this take out power. If you have trouble with the mp, fp chain then you can just leave out a button and it still combos of the s. mp or fp. Jump in with fk, S. lp, S. lp, S. mp, S. fp, S. fk, Jump super 12 hits Note: Yeah! This sucker can take out about 3/4 you life if it's with level 3. No need to be in a corner or anything! Just wham and the match is pretty much won. Jump flipkick(u+fk), S. lp, S. lp, C. mp, Kick Super(level 3) S. lp, S. mp, S. fp, S. fk. 17 hits Note: This is a very strong combo. It takes alot of skill to do right though and you have to have the super knock them into the corner.. S. lp, S. mp, S. fp, S. fk, C. lp Dash Spin Kick. 7 hits(in corner) Note: My favorite combo. Can't beat the style of it and does good damage, about a 1/4 your bar. Unfortunatly you have to be in the corner... [variation: You can actually use any of his special moves after this, except the Dash Sweep and the flip throw(?) This one just looks cooler. [variation] You can forget the S. lp, S. mp, S. fp, S. fk, and do a kick throw instead] S. lp, S. mp, S. fp, S. fk, C. lp hurricane kick 9 hits Note: Same as the above more hits and damage but not as cool looking. (in air)Dropping Elbow(has to crash them) jump up and air throw, Punch super. Note: Much easier the it seems. I guess you can use anything besides a Dropping Elbow, but it seems to work best. After it hits, the person won't know to safe fall til it's too late. If they tech hit out of your air throw you're screwed though. S. lp, S. mp, S. fp, S. fk, S. lp, S. mp, S. fp, S. fk (corner) 8 hits Note: WOW! Half your their bar is gone is you hit with this sucker! Man if you could do this any where that wouldn't even be funny. I mean 2 of these and they're dead with a perfect! Now if you could chain your punch super out of that I think that would instantly kill you, but I haven't yet. Can anyone verify? Timing is tricky because you have to wait a little and do it as they are falling. I usually try only to do this against Cheap Shotoers or when the other person has about 3/4 and I have 1/4(man that evens it out huh?) Try not to use this combo alot, because of the insane damage it does it's not fair to a Human opponent. S. mp Demon Super 11 hits Note: This is real iffy, but I did it once. I'm trying to do it again but no luck. I was point blank and I didn't even mean to do it. Don't you hate that? Jump in Fk, S.lk S. lp, S. mp, S. fp, S. fk, S. mp, S. fp Flip throw 9 hits Note: For maximum hits use hurricane with fk. This is probably your most damaging corner combo. About half damage but with more skill then combo then the combo-combo combo(did you get that?). Guy's Insane death combo. Jump in with fk, S. mp, S. fp, level 3 kick super, S. lp, S. mp, S. fp, S. fk. S. mp, S. fp, Flip throw. 16 hits Note: Oh shit. If you hit with this it's over. 80% power. You can't beat the Style of this, but this is a very hard combo to do and you probably can't get it to work on a human opponent, but still. You'll get some oooos and ahhh's with this sucker... Partial infinte S. lp, S. mp, S. fp, S. fk. S. fp Flip throw(elbow drop), S. mk flip throw(elbow drop) repeat. Note: Ok here. This only works on Zangief, they have to be in the corner and takes incredible timing skills. This is funny though as you watch him mash trying to get out. You HAVE TO MAKE SURE THAT YOU DON'T DO A FLIP THROW, or the combo is ruined. The best way is when you cancel into the flip throw you press punch as fast as you can. My favorite combo: Jump in Fk, S. lp, S. mp, S. fp, S. fk, C. lp Dash Spin Kick. or Jump in fk, S. lp, S. mp, S. fp, S. fk, S. mp, S. fp, Flip throw. I love to show off with these combo. These combos are tricky to do, but they do good damage and they are very flashy. Anyways, there are several ways to do a combos like these. [more variations: C. lp (lk)hurricane kick, C. lp/ S. mp, S. fp dash spin kick/Flip throw] [S. lp, S. mp, S. fp, S. fk, C.lp/ S. mp, S. fp Dash spin kick/Flip throw(most damaging)] [Kick throw, C. l0p/ S. mp, S. fp, Dash Spin kick/flip throw] [Level 3 Kick super, S. lp/ S. mp, S. fp, Dash Spin Kick/Flip Throw] Note: OK I hope you can tell that you use the S. mp, S. fp for the Flip and the C. lp for the spin kick. ------------------------ ------------------------ 9. V-ism Combos Ok I'll say it again. Make sure you pick Guy on A-ism! Customs don't do anything for Guy except maybe make him look cool and get him his 2 best colours. If there is anyone out there that plays V-ism Guy, let me know some combos. These are the few I have. mp+mk CC. Dash in with a Spin kick, C. lk, backflip(df+fk), jump in the air and air throw, mk, hurricane kick, hurricane kick, air throw. 12 hits(strictly for show, it's not very strong and hard to connect, but since people will often just sit back and block that makes it good to go) Note: While technically the spin kick doesn't combo into to the lk, by the time you hit low kick the flip kick should connect(thus they block high they get the C. lk and if they block low they get the spin dash to the head, leaving them open for comboing) You might be asking how you air throw from a backflip. Your shadow will knock him straight up so all you have to do is jump and throw. mp+mk CC: Droping elbow(d+mp in air) S. lk, elbow smash(forward+mp), Droping elbow(d+mp in air) S. lk, elbow smash(forward+mp) repeat. Note: This also takes alot of timing skills and for the pathectic damage it does it really isn't worth it. If you connect right away the and can keep up the pattern it's about 25+ hits. lp+lk(works best on bigger charcaters)CC Do a jumping backflip, C.mp, hurricane kick, hurricane(fk). 20+hits fp+fk CC. jump in with fk, s. lp, S. lp, S. mp, S. fp, S. fk, jump back in with fk, s. lp, S. lp, S. mp, S. fp, jump back in and repeat. Note: This only combos the first 2 times(11 hits) but if they block it, it's pretty much an automatic guard crush. 10. Strategies Here is some basic stuff to remember when you're playing as Guy. -Guy is very offensive. You have to stick it in their face if you want to win. -Guy also is very quick. Use his speed and priority to your advantage by jumping in with a fk and jumping back out with a lk. -Guy has a lot of moves that hit high and low. Try to mix it up with him. -Guy's Super's are very fast and have a lot of priority. Try to use them when you're getting up and the player is on top of you. -Make sure you don't forget about his Dashing Elbow. It's a well over looked move, but it's one of the the ultimate shoto destroyers. -Guy has huge jumps and the ability to jump off walls. This is pretty much all he has as a line of defense. But jumping on the wall then off will get you all the way across the screen, where you can jump in with a fk, then combo. A great way to get to damn Ryu players. You can also use this to your advantage at the last few seconds of a fight since most people won't be able to catch up with you. -Guy has amazing damage potential. Use it, but don't go overboard. You don't wanna become cheap like shotos. -Guy also has amazing Juggling skills. Juggle alot with weak moves to show off. remember though if you really need to win, belt out a S. lp, S. mp, S. fp, S. fk, S. lp, S. mp, S. fp, S. fk combo. Vs. Strategies Ryu Oh don't we all just love him? Hadouken! Hadouken! These aren't really a problem with Guy, as he can just Dashing Elbow throw them and nail him. His Hurricane kick does present more of a threat because Guy doesn't really have a good move to deal with it. If he does it far away, use a Flip Throw(with mp) and you usually can throw them out of it. Dragon Punches suck too. Jump in if you expect them to do a Dragon Punch and just block.. Then just do a kick throw into a super. That'll make em think twice about using that again. If it's a jab DP, then you have to sweep them and get on top of them and throw them or wait for a DP then counter. Ryu players are so easy to read because their lack of Strategy. They remind me of Wolvie players in MvC where they do the same pattern over and over again. A ryu player's pattern is somthing similar to this: Cross up with mk. C. mk fireball(3 hits). They'll move in to a C. lp, C. lp fireball/DP. and that's pretty much what they do through the whole match. Using their precious Sweep as a counter for anything you miss and using their precious Jab DP's to stop jump ins. NO skill at all. To break the pattern you have to land a couple of Flip throws and a combo or 2 into a super. You might have to play the D.O guy for this where you wait for them to mess up and then counter with all you've got. If it is a good Ryu player though, they will be on offense, probably using the hurricane kick in the air to get close then throw you and DP you. Ken & Akuma Pretty much the same as Ryu except with their Hurricane and Dragon Punch more. Use the same techniques, just be more careful and combo a lot against them. If you're playing the computer Akuma on A or X-ism, then DO NOT go up and try to throw them when they have a full super bar. You'll eat a Raging Demon. Trust me on this one. Good Akuma player love to do this too. Then there is Ken. Ugh. Well I've had this death combo done to me once. I was trying to do a combo but I slipped and ate 3 level one Shinryukens(all comboed!) Always look out for those when jumping in and look our for his Shouryuu Reppa too. Since we all know Ken is COMPLETE INVINCIBLE DURING ALL SUPER(not cheap at all btw…) so you have to watch for those. Charlie Sonic booms are more dangerous then Hadoukens IMO. When you jump in look out for Somersault Kicks. Just stick to combos and Supers. Careful of his Crossfire Blitz combos which take out massive damage. It's a good thing mot many people play Charlie(except me). He doesn't really have a defense game, but he can really mess you up if he turns offense. Block LOW a lot, because he'll do a lk into Crossfire Blitz. Try not to let him stay close to you. Chun-Li Well there is few to no Chunny players here, but from what I have seen you kinda have to play Neutral. You wouldn't wanna mess up her pretty face so you should be hitting low alot. Look out for her Hazan Tenshou Super, which can just wipe out your bar. She has invincibility during her supers too, but over all you should be able to beat her. They key is Combos. You have to really stick it to her face if she is trying to play defense. If she is playing offense(which any good Chunny player will, look out for her FP which is strong and has more priority then you). X-ism Chunny is a completely different story, but since I'm the only one that uses her you should be lucky and hope never to encounter her. Just look out for her Bird Kick which chips out massive damage(from guard and power) and for her ridiculously overpowered jump in with fp, fp, Sohakkei(her drillless drill hit) which can take out 1/3 of your life if all three hits connect right. Zangief Man I hate this guy. People say he isn't cheap because of his slowness and no projectile...But his Spinning Plie Driver(SPD) has too much priority. You can totally get messed up by him. They can take you out of you combo. Talk about cheap. Another thing is, you can wail away on him all day doing minimal damage, and when all he has to do is land a few supers and you're out. The trick that I've seen to beat him is to hit and run. Use your S. lp, S. mp, S. fp, S. fk combo to gaurd crush him then use it again to nail him up into a super. I think that Zangief's normal attacks take out block damage, so look out for that. Cody Ok Not much of a threat here. Guy could jack him up in Final Fight and he still can. Cody is an intresting character and he shouldn't be underestimated(he spent time in prison so he fights dirty). Look out when he gets his knife, cause then you're in trouble. You can hit it out of him very easy. V-ism is more of a threat, because his supers were never that good to start with, and now he has that weird dodge shit. Of course there aren't too many Cody V-ism players here (except me again, haha)so not much of a problem, he can counter alot easier now because somtimes it looks like you're missing him all together. If they get you in a Custom and have his knife, say goodnight, cause your Guard meter will die and then you will too. Simple 5 hit combo crushes you then do it again and it dizzies you. So stay offense when it's on(that goes for anyone that play a V-ism character) That's all I have for now as no one plays with anyone but Ryu Ken or Akuma(and what I got for other characters was against crappy players). So any help would be appreciated. 11. Miscellaneous Crap The characters on Guy's Gi mean Bushin. - 'Bushin' translates as 'God of the Military Arts'. Tsukami Nage Holding Throw(kick throw?) Izuna Otoshi Izuna Drop(air throw) Bushin Izuna Otoshi Bushin Izuna Drop(flip throw) Houzantou Mountain Demolishing Dipper(dashing elbow) Bushin Senpuu Kyaku Bushin Whirlwind Kick(hurricane kick) Hayagake Rapid Running(dash) Hayagake: Kyuuteishi Rapid Running: Quick Stop(dash) Hayagake: Kage Sukui Rapid Running: Shadow Scoop(dash slide) Hayagake: Kubikari Rapid Running: Neck Cutter(dash kick) Hiji Otoshi Elbow Drop(d+mp in air) Kubi Kudaki Neck Breaker(f+mp) Bushin Gokusa Ken Bushin Imprisoning Fist Chain(combo?) Bushin-ryuu Seoi Nage Bushin-style Shoulder Throw(Punch throw) Bushin Hassou Ken Bushin Eight Paired Fist(Jump super) Bushin Gourai Kyaku Bushin Strong Lightning Kick(kick super) Bushin Musou Renge Bushin Unparallelled Rapid Reap(demon super) LP, LK= Guy crosses his arms. MP, MK= Guy turns away, holds an arm up, then lets it fall. He says "Waruku omou na." (Don't think badly of me) FP, FK=Guy holds his other arm by the wrist, with his fingers pointed Up. He says "Korezo, Bushin-ryuu!" (This is Bushin style!) Win Quotes: Guy would be much better if he had More of a Ukyo attitude, but no…Capcom has to go and make him a complete freaking DORK!! In SFA1 he was arrogant("Shouldn't you be crawling to a hospital about now?) But now, man...Well here are his quotes. "You know what?! I've you on a chain! Ha! HA! HA!" "There's something you should get to know better…Your limits." "Perhaps you lack the discipline necessary for you to win." "What a cool move… You style possesses some worthy qualities. "Bushin style tends to overwhelm opponents… "Senseless killing does no appeal to me. Leave my sight." "The eyes of a Bushin… No movement can escape them!" Guy has a different entrance when he's in a fight with Cody. A bunch of barrels will fall around him and he'll have his back turned. On the other side of the screen Cody is messing up his barrels, Guy does his Hurricane Kick and destroys all the barrels in one shot. He loses life but there is some food he eats to recover it all back(Just like in Final Fight). A little plus is, if you have this on the PSX and you're doing survival mode and you fight Cody later, this will give you full health no matter how low it was before. Taunting: Everyone loves to taunt right?! Well the easiest way is...After a fp flip throw, A Dashing Elbow, a punch super, or a combo. For Guy's taunt he turns away from you(I love those kinda taunts), raises his arm then puts it back down(like in his win posistion with mk or mp). 12. Thanks Well I got input from some people so I wanna say thanks to Greg (email@example.com)for some combos and the Strong Punch anti air technique, and Kao for the translations. I hope this helped you and made you realize there are better people then the Shoto-dorks. Email me at Captain_America3@yahoo.com with any input.
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