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    Guy by shanebadoo

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    1. Intro
    2. Legend
    3. Overall Strategy with Guy
    4. Absolutely Insane Combos
    My e-mail address:  shanebadoo@sunbeach.net
    This is my first time doing this so don't chew me up if you don't 
    appreciate my style.  These holy combos and strats were found out
     by me Shane Dyall and my friend Leroy MacCallister.  My e-mail 
    address is shanebadoo@sunbeach.net  ,feel free to write me for 
    clarifications or whatever.  Feel free to reproduce, just give credit 
    to Leroy and myself and never underestimate the power of the 
    Bushin style ninja. Guy is in my opinion in the top 5 on zero 3.  
    This crazy ninja rules the game in almost every category, speed, 
    combos and style.  The only thing that gets me tired about him is 
    his ridiculously high jump.
    j-jab             sh-short           n-neutral
    s-strong         fo-forward          qcf-quarter circle forward
    f-fierce           r-roundhouse     qcb-quarter circle back
    Not to insult anybody, but if you are not an expert player leave 
    Guy alone, I say this because although he is devastating, his 
    combos are difficult to perform and you have to know what buttons
     to press at all times.  Try to annoy your opponent as much as 
    possible, this is important especially with characters with get-up 
    moves (Ken, Ryu, Charlie etc.)  Make them get up with shoryukens 
    by constantly being in their faces pressing either ducking forward 
    kick or toward and medium punch.  Additional pressure can be 
    added by throwing regularly (preferably with the kicks because you
     can do the punch air super afterward as a combo) and performing
     this short chain-combo standing ns-f-qcbj  this combo is very 
    effective and it does decnt damage.  The qcbj can also be 
    substituted with qcbfo or (qcbr only in a corner)  When not directly
     next to your opponent keep him under pressure with fo kick. This 
    pesky kick stops most projectiles in the bud and catches your 
    opponent off-guard more often than not, and the reach it has is 
    uncanny.  However donot get too predictable sticking this kick out.
    A good thing to do is to walk forward and backwards always 
    trying to keep a reasonable distance if your opponent tries to jump.
      If your opponent tries to jump knock him out of the air by 
    pressing either ns/f or ducking f or nr.  The good thing about Guy 
    is that when Guy hits you in zero 3, because of the juggle ability 
    he can hit you again by pressing f or sf (as a chain in the air).     
        Mastering this technique is essential when playing 
    Guy, these extra hits puts your opponents in stars very quickly, or 
    if your opponent likes to flip out constantly it doesnt matter 
    because you can hit them anyway with nf or nr or s-f or you can 
    just super them with the air punch super for mega damage.( I hope
     I'm not being too confusing, just play the guy and you'll see what 
    I mean).  Did I mention that when ever you hit someone jumping in
     the air with sf you can combo with qcff for the air grab.  This 
    sinks damage.  The Bushin Izuna Otoshi(qcfp+p) or Bushin flip is 
    extremely effective against projectiles and jumpers from far, Guy 
    now grabs pretty easily in the air for decent damage.  This move is
     also very effective as a pressure move in the corner as you can 
    press ducking s into anything afterward.(not a combo, just a play) 
    The guys at CAPCOM decided that they would take out the air 
    juggle super after the Bushin flip in zero 3, so don't be dissapointe
    d if you have been trying that combo and it has not been working. 
     Guy's Houzan Tou(qcbp) or dashing elbow now goes through regu
    lar projectiles, need I say more, imagine the possibilties.  I hardly 
    ever use the running attack unless I am faking someone or unless 
    it is a sure hit, even then I still restrict my use to the fo kick 
    because after the r kick you are vulnerable to attack.  Lastly, after 
    Guy's slide hits as a counter move you can air super them.  In 
    conclusion, I have outlined some basic and advanced guy strategy,
     you have to play the style that suits you though I have found that
     guy is best played aggressively.  Oh, I almost forgot don't, jump 
    too much and when you do use r or pull down and press s for a 
    short jump with an elbow.That's all the Guy strategy for now.  I 
    would like to thank Game-God Kao Megura for the insiration that 
    only he can give.
    I am an expert player so most these combos will require above 
    average skill to perform.  I will not waste time with regular combos,
     these combos are the ones that I use and are my preference.
    THESE COMBOS ARE 100% DOABLE!!!!!!  I will put a - between 
    each button to avoid confusion. nb. the first combo only works on 
    tall characters and for some reason unknown, it works on Ken and 
    not Ryu.
    a:j-sh-j-s-f-r you can air super afterwards anywhere on screen or ju
    st press s or f, however in the corner you can chian juggle j-s-f-r / 
    s-f-qcfp+p / s-f-qcbr / s-f-air super.(cool huh???)
    b:j-s-f-r this is basically like combo a:  this will work on anyone 
    You can do the same juggles afterward. You can also start this 
    combo by jumping in with an attack.
    c:s-f-qcbj anywhere on screen or substitute fo for j. The initial chai
    n s-f hits crouching opponents.  Infact after the initial chain s-f you
     can combo any super except the Bushin Spirit.(Guy grabs you and
     the screen flashes)  If you chose to chain the kick super level 3 a
    nd Guy pushes them into the corner(which he almost always does) 
    you can chain juggle with j-s-f-r / s-f-qcbr / s-f-qcfp+p
    I hope this document was help to you. E-Mail me about questions o
    r if you have sime crazy combo send it to me.  Thank you GAMEFA
    QS for honouring my document. 

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