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Tuesday
Jul202010

Guy - Intro - Super Street Fighter 4

 NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UPS 

CHARACTER STATS & INFO
TYPE RUSHDOWN & MIX-UP & 50/50
STRENGTHS Easy to land chain combos, strong rushdown game
WEAKNESSES Relies heavily on mix-ups and must be close to do damage, weak to grapplers.
STAMINA 1000 - AVERAGE
STUN 950 - WELL BELOW AVERAGE
CROSS UP  JUMPING MEDIUM KICK
ANTI-AIR BUSHIN SENPUKYAKU
ARMOR BREAK HOZANTO
GOOD MATCH UP N/A
BAD MATCH UP E.HONDA, GUILE

 

GAMEPLAY STYLE:

Guy is a rushdown character, especially when he gets an opponent in the corner. His Hozanto (Shoulder Slam) Special Move pushes the opponent back a great distance on hit, helping Guy to get into this position.  He also has a lot of mix-ups using his Run moves, Elbow Drop, Neck Breaker and Bushin Izuna Otoshi.  His Kaizen Izuna Otoshi can help him control airspace. Guy has a long, floaty jump so that may take a little time to adjust to.

COMMUNITY VIDEOS:

Guy- Advanced Reset Mixups by Goodpart: This video is for more advanced Guy players. It showcases some strategies for implementing some reset mix-ups into your game so that you can keep your opponent guessing and to give Guy more opportunities for big damage.  The end comment is mildly amusing but ultimately is his opinion.

Tuesday
Jul202010

GUY - MATCH VIDEOS - SUPER STREET FIGHTER 4



Monday
May102010

GUY - NORMAL MOVES - SUPER STREET FIGHTER 4

LIGHT (JAB) PUNCH

    

Both Standing and Crouching Light Punch are great close range combo starters and effective for setting up tick throws.

Neutral Jump Light Punch seems best used against an opponent on the ground or who has just started a jump due to the downward angle of the punch.

Diagonal Jump Light Punch

MEDIUM (STRONG) PUNCH

    

Standing Medium Punch not only combos from Guy's Light Punch attacks, it also combos into Heavy Punch, making it an ideal close to mid range attack. It has poor reach, however.  It can be cancelled into EX Hozanto, another Special Move, or his Super.

Crouching Medium Punch can cancel into Bushin Senpukyaku (his Hurricane Kick) or the EX version of his Hozanto (shoulder slam).

Neutral Jump Medium Punch is an air-to-air.

Diagonal Jump Medium Punch is a jump-in combo starter, but its better to use Diagonal Jump Heavy Punch instead for more hit-stun and damage.

HEAVY (FIERCE) PUNCH

     

Standing Heavy Punch has slightly more range than Standing Medium Punch. It can be cancelled into Bushin Senpukyaku (his Hurricane Kick) or the EX version of his Hozanto (shoulder slam).  All Ranges: 100 Damage/200 Stun

Crouching Heavy Punch is fairly fast and can be a decent close to mid-range poke. However, it cannot be cancelled into other Special Moves and has no combo potential on its own.  It can be comboed into Standing Medium Punch, however, which can then be cancelled into EX Hozanto, another Special Move or his Super. A

Neutral Jump Heavy Punch is an air-to-air move.

Diagonal Jump Heavy Punch is a jump-in combo starter or can be used as an air-to-air.

LIGHT (SHORT) KICK

    

Standing Light Kick has a high angle but can still hit a crouching opponent from everything but virtually maximum range. The close version (his down kick) can be cancelled into Bushin Senpukyaku (his Hurricane Kick) or the EX version of his Hozanto (shoulder slam).

Crouching Light Kick can be cancelled into Bushin Senpukyaku (his Hurricane Kick) or the EX version of his Hozanto (shoulder slam). However, when cancelling into Bushin Senpukyaku from mid to maximum range of the kick, do so into the Medium Kick version, as all other versions will miss due to the angle of the spinning kick.

Neutral Jump Light Kick can be used as an air-to-air move.

Diagonal Jump Light Kick is a jump-in combo starter.

MEDIUM (FORWARD) KICK

    

Standing Medium Kick is a standard poke with about the same reach as Standing Medium Punch. The close range version (knee kick) can be cancelled into Bushin Senpukyaku (his Hurricane Kick) or the EX version of his Hozanto (shoulder slam).

Crouching Medium Kick is a two-hit attack with the second hit being a sweep resulting in an untechable knockdown.  From maximum range only one hit of the attack will register but you still get a knockdown.

Neutral Jump Medium Kick

(CROSS-UP) Diagonal Jump Medium Kick is a jump-in combo starter. It is also Guy's cross-up move.

HEAVY (ROUNDHOUSE) KICK

    

(ANTI-AIR) Standing Heavy Kick is fairly fast for a Heavy attack but will completely miss a crouching opponent at any range.  It can also be used as an anti-air. Against a standing opponent, this is Guy's farthest reaching normal poke.

Crouching Heavy Kick is a sliding attack. It has a range of about half the screen. Note that a hit with this move does not result in a knockdown from close to its maxium range, but at all other ranges it gets an untechable knockdown.

Neutral Jump Heavy Kick has Guy do a backflip kick.

Diagonal Jump Heavy Kick is a jump-in combo starter.

COMMAND NORMALS

ELBOW DROP

IN AIR, DOWN AND MEDIUM PUNCH

Guy has a long and very floaty jump, which can normally make any jumping on Guy's part easy for an opponent to reposition for a counter. The Elbow Drop keeps opponents guessing, as it allows Guy to drop straight down from a point in his jump arc, hopefully surprising the opponent.

(OVERHEAD)NECK BREAKER

FORWARD + MEDIUM PUNCH

The Neck Breaker is an overhead attack. It starts up and recovers pretty slowly, but it is still useful in his mix-up game to keep your opponent from crouch-blocking too much.

NINJA SICKLE

DOWN FORWARD + HEAVY KICK

  • Can follow up with Ex Hozanto for 220 damage combo.
  • In corner, can follow up with Hurricane Kick, Super Combo, or U1 Combo (must hit deep though)
  • Safe two-hitter (beats Focus Attacks) since Guy backflips away.
Monday
Feb152010

GUY - SPECIAL MOVES - SUPER STREET FIGHTER 4

BUSHIN SENPUKYAKU


QUARTER CIRCLE BACK + KICK

Guy's "Hurricane Kick" which is useful as not only a combo ender, but the EX version is great anti air and stops virtually all cross up attempts.

 

 

 

 

BUSHIN IZUNA OTOSHI


QUARTER CIRCLE FORWARD + PUNCH

This is Guy's command grab that has a couple different properties depending on when you follow up with Punch after the initial input. If you press punch early, Guy will do an Elbow Drop while if you press punch as he is just above the opponent, he will grab them. It can be useful not only in mix up situations,b ut also to grab opponents out of certain moves as well. 

 

 

 

HOZANTO


QUARTER CIRCLE BACK + PUNCH

The Hozanto is a "Shoulder Check" attack that is useful as a combo ender and also breaks armor. 

 

 

 

 

RUN


QUARTER CIRCLE FORWARD + KICK

Guy's run is a key element in his offense, allowing him to follow up with numerous attacks to keep the opponent guessing. You can press Medium Kick after the run for for a slide, or press Heavy Kick for a two hit overhead attack.

 

 

 

 

You may find it to be most useful to utilize the Sudden stop follow up by pressing light kick, in that you can rush in after a block string and mix up with more attacks or a throw. The Medium Kick and Heavy Kick follow ups can become predictable and easily countered with higher level players, so learning how to utilize the Sudden Stop with Light Kick will prove to be most useful for players in the long run. 

 

 

SUPER - BUSHIN HASOKEN


QUARTER CIRCLE FORWARD X2 + PUNCH

Guy will need his EX meter for a lot of his combos and also to have an EX Bushin Senpukyaku ready to go if he get in a cross up situation, but the Super can be useful to end a match. 

 

 

 

 

ULTRA 1 - BUSHIN GORAISENPUJIN

QUARTER CIRCLE FORWARD X2 + KICK X3

Guy's first Ultra is his combo Ultra, int hat he can connect in in the corner after his Bushin Target Combo.

 

 

 

 

 

ULTRA 2 - BUSHIN MUSO RENGE

    
 HALF CIRCLE BACK X2 + THREE PUNCHES

Ultra 2 is a grab Ultra which can be used within his regular mix up game, mixing it with Sudden Stop to catch the opponent off guard or simply punishing attacks.

Sunday
Oct182009

GUY - COMBOS - SUPER STREET FIGHTER 4

HOZANTO COMBOS

Medium Punch, Heavy Punch cancel into Light Hozanto

Medium Punch, Heavy Punch cancel into Light Hozanto, FADC, EX Hozanto

BUSHIN SPENUKYAKU COMBOS

Heavy Punch, Medium Bushin Spenukyaku

Crouching Medium Punch, Crouching Light Kick cancel into Light Kick Bushin Senpukyaku

Crouching or Standing Light Punch (x2), Crouching Light Kick cancel into Light or Medium Bushin Senpukyaku

Opponent in corner, Light Punch, Medium Punch, Heavy Punch, Heavy Kick, EX Bushin Senpukyaku

RUN COMBOS

Crouching Medium Punch, Crouching Light Kick cancel into Run, Medium Kick

ULTRA 1 COMBOS

Opponent in corner, Light Punch, Medium Punch, Heavy Punch, Heavy Kick, Ultra 1

Sunday
Jun072009

GUY - MATCH UPS - SUPER STREET FIGHTER 4

Coming soon.