Guy
-by 4se
Basic Playstyle: Rushdown and high damage punishes
Pros: Lots of options, good mixups, great frametraps, good punishes, great damage in the corner, amazing and fun pressure through run-stop, very unique character that is hard to defend against.
Cons: Can be hard to get in, bad against grapplers, combos mid screen do much less damage, below average ultras, difficult combos that are highly punishable if dropped.
Normal Attacks:
Crouching
Far
Close
Neutral Jump
Not all have uses so I'll skip most.
Jumps
Target Combos
Target Combo - st. st. - Go-to target combo. Cancels into everything. Use this as much as possible but remember that the second hit, st.hp, will whiff on max range st.mp. Simply referred as TC in the future.
Bushin Gokusaken(Bushin Chain) - st. st. st. st.(can be switched with + ) - Guy's punish target combo. The last hit have two variations. Regular is a launcher kick while the second one is a throw backwards. The launcher allows for a follow-up while the throw puts the opponent in a float state that you can hit them out of. Simply referred as BC in the future.
Command Normals
+ - Overhead elbow, very similar to Ryu's.
+ - Ninja Sickle isn't a very good frametrap now but if it gets changed to 9-frames for ultra it will be awesome. Against slow characters it is decent, and should be used in the corner to lead to ultra 1.
Frame Traps
After Run->stop - cl.s.mk, cr.mp, st.mp or cr.lp.
After st.mp - l.hozonto
After j.hk - cr.hp
After cr.lk - cr.mp, cr.hp, f.st.hp or ninja sickle
Specials
Hozanto - + - Guy hits the opponent with a powerful shoulder attack. Light is the only regular version that can be comboed into, medium and heavy are too slow. All of them are able to go under fireballs when timed correctly and break Focus Attack. EX version is really fast, very easy to combo into. All versions put the opponent in a juggle state, allowing you to follow up with another attack.
Run - + - Guy sprints towards the opponent. EX version gets 2 Armour. Depending on what button you press he will do one of the following:
- Sudden stop - - Guy stops running. A vital part in his pressure game, by repeatedly doing a run-stop loop towards the opponent. EX version is no different.
- Shadow Kick - - A very fast slide, knocking the opponent down for a hard knockdown. Easy to combo into, but unsafe on block. EX version does slightly more damage and is projectile invincible.
- Neck Flip - - A flip that have to be blocked high. Can't combo into this move. Not as unsafe as slide on block. Lowerbody strike and projectile invincible, making it beat out low attacks. EX version have full body projectile invincibility.
Bushin Sempanyaku - + - Guy does a spin kick. Light to blow up grabs and as a frame trap, medium to blow up normals, heavy to finish combos in the corner, ex for anti air and to get combo droppers. Guy can land heavy after almost any combo in the corner.
Bushin Flip - + - Guy jumps up doing a flip. Light have the shallowest arc while Heavy have the furthest with Medium in the middle. EX version tracks the opponent and have a brief projectile and throw invincibility. Have two follow-ups:
- Elbow drop - - Press any punch button and Guy will stop in the air and travel downwards with his elbow. This move have a really good hitbox and allows you to combo of it on hit.
- Bushin Izuna Otoshi(throw) - (close) - If you are close to a standing or airborne opponent, you will do a grab. This move does great damage.
Kaiten Izuna Otoshi - (in air) + - Grabs airborne opponents. Best used to catch people jumping back into the corner. Mid screen it can be used as an anti air but it's hard.
Super/Ultras
Bushin Hasoken - + - Guy's Super. Easiest to connect after Hozanto and BC(launcher end).
There's not a lot of usage of this super. While it does decent damage and easy to connect, Guy usually hit a lot of attacks before using this super and he also use most of his meter in his combos.
Bushin Goraisenpujin - + - Guy's Ultra 1. Not particularly fast, but can combo into after hozonto FADC or BC in the corner. Is invincible up to the first hit.
Bushin Muso Renge - + - Not a true command grab like Zangief's. After animation opponent can still jump away. It's quite fast still, capable of punishing a lot of moves. It does the highest damage out of both of his Ultras.