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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.

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    GUY - NORMAL MOVES - SUPER STREET FIGHTER 4 - GUY - SUPER STREET FIGHTER 4 MOVES COMBOS - FIGHTING GAME NEWS STRATEGY & MEDIA

Reader Comments (2)

You forgot his mid air Izuna drop move. The ex version has priority properties that are useful against some anti-airs.

June 3, 2010 | Registered CommenterKapwan

"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. All Ranges: 100 Damage/200 Stun"

You can combo "Crouching Heavy Punch" into "Standing Medium Punch" which you can then cancel into EX Hozanto or whatever you like.

Note: I accidentally commented on the "Match up" section, sorry about that....

July 3, 2010 | Unregistered CommenterGGGames

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