Street Fighter Alpha 3/Guy
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Introduction
Underpass, USA The modern-day ninja chose to investigate Shadaloo and its activities after Guy's master Zeku (and Karin, after an encounter) had stated that the forces of Bushinryu will rise from the shadows to protect the world, believing that they were referring to Shadaloo.
Pros | Cons |
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Moves List
Throws
Seoi Nage
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Damage | 20 |
Meter Gain | (A)1(XV)3 |
Frame Count | 5/1/16 |
A shoulder throw, leaves the opponent full screen if they don't tech. You usually prefer knee bash instead of this.
Tsukami Nage
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Damage | 4x (1~13)+4*5 |
Meter Gain | (A)1(XV)3 |
Frame Count | 5/1/16 |
Guy's hold, a knee bash that is good for setting up juggles. You can follow up either mid screen or in the corner with punch super, or various normals into tatsu or flip/super.
Izuna Otoshi
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Damage | 19 |
Meter Gain | (A)1(XV)3 |
Frame Count | 1/1/1(before landing) |
Good for chasing opponents that like to air tech. You can usually do some kind of follow up if they don't tech.
Normals
Cancelable Attacks
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---|---|---|---|---|---|---|
standing close | n/a | yes | yes | yes | yes | no |
standing (far) | yes | yes | no | yes | no | no |
crouching | yes | yes | no | yes | no | no |
Ground Normals
- Close/Far Standing Jab:
Damage | 4 | |
Stun | 2 | |
Chain Cancel | Yes | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/3/7 | |
Block Stun | +4 | |
Hit Stun/Counter Hit | +5/+10 |
Good priority and speed, leads into final fight chain and various other combos, though most characters can crouch it, so be careful. It's also one of your best anti airs, cancel it into lp flip>grab (works only if the lp is a counter hit), or hk tatsu/punch super.
- Crouching Jab:
Damage | 4 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/3/7 | |
Block Stun | +4 | |
Hit Stun/Counter Hit | +5/+10 |
Not mashable like standing jab, but still a great move. This is an important pressure tool, great for setting up counter hits into far mp> kick super, mp>hp chain, or close/far stand hp. Then when they are afraid to press buttons, you can knee bash them. Also another good anti air, use the same follow ups as anti air stand lp.
- Close Standing Strong:
Damage | 10 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/3(A)/4(X,V) | |
Frame Count | 5/4/16 | |
Block Stun | -1 | |
Hit Stun/Counter Hit | +0/+4 |
Outside of cancelling to stand hp for combos this isn't particularly special, it can be cancelled to specials or supers on its own though.
- Far Standing Strong:
Damage | 8 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/3(A)/4(X,V) | |
Frame Count | 6/4/14 | |
Block Stun | +1 | |
Hit Stun/Counter Hit | +2/+6 |
Great poke/whiff punish. You can whiff punish and buffer into super (ideally level 3 kick super) for massive damage. The range is good, and priority is ok for a high poke. Try set up counter hit cr lp, then link into this, then cancel to super or stand hp. This will also cancel to stand hp for the mp>hp chain, usually you're far so you go straight to far hp. It also acts as the second hit in the final fight chain, you do st lp> st mp> special/super cancel.
- Crouching Strong:
Damage | 10 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/3(A)/4(X,V) | |
Frame Count | 6/4/14 | |
Block Stun | +1 | |
Hit Stun/Counter Hit | +2/+6 |
Nice priority, and decent reach/speed for a low strong. This beats a lot of attacks on the ground, so buffer it into lvl 3 kick super. It is also one of your better anti airs, cancel to hp flip>grab (counter hit), or hk tatsu/punch super. Against Ryu/Ken/Akuma it also punishes active tatsus.
- Close Standing Fierce:
Damage | 13 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/4(A)/6(X,V) | |
Frame Count | 7/3/25 | |
Block Stun | -5 | |
Hit Stun/Counter Hit | -4/launch |
Great for combos and run cancels for mixups/guard crush. Despite how it looks, this is not an anti air sadly.
- Far Standing Fierce:
Damage | 17 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(A)/6(X,V) | |
Frame Count | 7/4/16 | |
Block Stun | +3 | |
Hit Stun/Counter Hit | +4/launch |
Can be an effective counter in some matchups, such as beating Zangief crouch jab. Also works as a good frame trap after cr lp from a distance.
- Crouching Fierce:
Damage | 14 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(A)/6(X,V) | |
Frame Count | 9/1/23 | |
Block Stun | -1 | |
Hit Stun/Counter Hit | +0/launch |
Looks like a good anti air, but this move is garbage, has 1 active frame, so timing it as an anti air or poke is stupidly hard. And you can't even cancel it, I would avoid this move.
- Close Standing Short:
Damage | 4 | |
Stun | 2 | |
Chain Cancel | Yes | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 6/4/10 | |
Block Stun | +0 | |
Hit Stun/Counter Hit | +1/+6 |
Great for punishing rolls, hits low, so you can go into final fight chain, or some combo into super.
- Far Standing Short:
Damage | 4 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 5/3/19 | |
Block Stun | -8 | |
Hit Stun/Counter Hit | -7/-2 |
Slow recovery for a light normal, but it is a good anti air, and beats a handful of moves on the ground. Use the same anti air follow ups as you would with an anti air stand/crouch jab.
- Crouching Short:
Damage | 4 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 4/4/9 | |
Block Stun | +1 | |
Hit Stun/Counter Hit | +2/+7 |
Good range and priority, but a little slow. Can be linked to after cr lp.
- Close Standing Forward:
Damage | 11 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/3(A)/4(X,V) | |
Frame Count | 7/5/17 | |
Block Stun | -3 | |
Hit Stun/Counter Hit | -2/+2 |
Useful as a meaty for pressure, otherwise you should cancel it into something, as it's not good for much else.
- Far Standing Forward:
Damage | 11 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3(A)/4(X,V) | |
Frame Count | 10/4/23 | |
Block Stun | -8 | |
Hit Stun/Counter Hit | -7/-3 |
Great range, vulnerable to some attacks however, and long recovery. Use this to punish attacks, and to poke at them from outside their reach.
- Crouching Forward:
Damage | 6+4 | ![]() |
Stun | 2x2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/1x2 | |
Frame Count | 5/6/1/6/17 | |
Block Stun | -4 | |
Hit Stun/Counter Hit | -3/+1 |
Two hit move, the second hit knocks down. This is good as a counter poke vs lows, as it will beat a lot of attacks clean. Especially useful in mirrors to beat slides.
- Close Standing Roundhouse:
Damage | 15 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(A)/6(X,V) | |
Frame Count | 12/4/20 | |
Block Stun | -1 | |
Hit Stun/Counter Hit | +0/launch |
Guy moves forward during startup, outside of a combo ender and custom combos this is not much use.
- Far Standing Roundhouse:
Damage | 17 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(A)/6(X,V) | |
Frame Count | 10/2/21 | |
Block Stun | +0 | |
Hit Stun/Counter Hit | +1/launch |
Can sometimes work as an anti air, but the slow startup, and 2 active frames, make this hard sometimes. And weaker normals cancelled to flip grab or tatsu give you similar, if not more damage anyway.
- Crouching Roundhouse:
Damage | 15/8 | |
Stun | 4/2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/1(A)/3(X,V) | |
Frame Count | 7/19/18 | |
Block Stun | -14 | |
Hit Stun/Counter Hit | N/A/launch |
A slide, the earlier active frames cause a knockdown, the later parts do less damage, and do not knock down. If used sparingly this is a great move, use it like Claw's slide, spacing it as such that it cannot be punished.
Air Normals
- Neutral Jump Jab:
Damage | 6 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 4/10/7 |
Ok priority, decent air protection when neutral jumping fireballs.
- Diagonal Jump Jab:
Damage | 5 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 4/10/7 |
A lot like the neutral jump version. Good air to air, and stays out for a while.
- Neutral Jump Strong:
Damage | 12 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3(A)/4(X,V) | |
Frame Count | 4/8/7 |
A lot like neutral jump jab, might be favoured for better damage.
- Diagonal Jump Strong:
Damage | 11 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3(A)/4(X,V) | |
Frame Count | 4/8/7 |
Worse priority than other air normals, but is often used as a reactionary anti air to hit them early, then walk cancel into a combo.
- Neutral Jump Fierce:
Damage | 17 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(A)/6(X,V) | |
Frame Count | 7/6/11 |
Pretty similar to the diagonal version, but the hitbox/arm hurtbox are in a different place.
- Diagonal Jump Fierce:
Damage | 16 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(A)/6(X,V) | |
Frame Count | 8/6/11 |
Pretty decent priority, this is a good answer to walldives, and headstomps.
- Neutral Jump Short:
Damage | 5 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/10/3 |
Outside of custom combos and crouch cancels, this is not very useful.
- Diagonal Jump Short:
Damage | 4 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 7/8/7 |
Could be used for mixups if they have to block, since it looks the same as j mk. Otherwise this mostly goes unused.
- Neutral Jump Forward:
Damage | 11 | |
Stun | 6 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3(A)/4(X,V) | |
Frame Count | 7/6/7 |
Pretty good as a defensive tool, good reach, and beats a surprising amount of ground attacks.
- Diagonal Jump Forward:
Damage | 6/10 | ![]() |
Stun | 2/4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3(A)/4(X,V) | |
Frame Count | 5/8/7 |
This is your crossup, but Guys long jump makes it awkward to set up. If you land the crossup, feel free to do a combo into level 3 kick super, or final fight chain.
- Neutral Jump Roundhouse:
Damage | 10+6 | ![]() |
Stun | 4x2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/1x2(A)/3x2(X,V) | |
Frame Count | 8/6/2/2/18 |
Nice air to air if you have time to get it. A two hit air normal with good reach, useful for keeping people in the corner if they try jump out, as it's easy to follow up after this, with or without walk cancelling.
- Diagonal Jump Roundhouse:
Damage | 16 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(A)/6(X,V) | |
Frame Count | 10/4/2 |
Pretty good priority and angle. If you jump fireballs from full screen, this is usually the best move to come down with.
Command Normals
Damage | 8+4 | ![]() |
Stun | 4x2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/1x2 | |
Frame Count | 1/3/4/23 | |
Block Stun | -8 | |
Hit Stun/Counter Hit | -7/? |
A two hit overhead, pretty self explanatory. Just try not to land it up close, as it is quite unsafe on hit. Being far away should make you safe from most attacks.
Damage | 10 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3(A)/4(X,V) | |
Frame Count | 6/24/3 |
An elbow drop only usable in the air. This can slow your descent, and stop horizontal air movement. Ok for staying in the air longer, and works as a fake crossup. Make it look like you're doing a crossup, then use this instead to stay in front. Like your air normals, it must be blocked standing, decent priority.
Damage | 9+7 | ![]() |
Stun | 6+2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/1x2(A)/3+1(X,V) | |
Frame Count | 9/1/6/1/50 |
Overall this move is pretty bad, quite unsafe on block and whiff. You can combo into it easily off a juggle, but Guy has better options. The priority on the first hit will beat a lot of moves thanks to the high priority, but again, you're better off using other moves.
- Wall Jump: Up forward away from the wall/corner in the air.
Like Claw and Chun, you have a wall jump. This is better than it initially seems, very good for escaping the corner, especially after an air tech. Also good for baits vs cornered opponents. Jump at them as they get up/land, then jump off the wall to bait something like an srk, and punish as you land if possible.
Chain Combos
Bushin Gokusa Ken (Bushin Chain)
A pretty interesting chain. You can start off doing other moves before the first jab, such as other jabs, or close lk (good for roll punishment). You can also cancel the mp into specials or super, then if the next thing you do (e.g; no jumping, or whiffing any normals or specials) is stand hp, you get the high elbow from the chain, and it will cancel to the last hk that launches them. You can also kara the hk into specials/supers. Hard to master, but can be very useful, usually kara cancelling into level 3 kick super on grounded opponents.
In combos this is best used after a juggle with level 3 kick super. You can follow up afterwards in most cases, even mid screen you can link most normals after the hk launches them, far mp > slide kick works on some characters for instance. This attacks puts them into a safe auto roll when they land, they cannot air tech if the hk hits them.
Bushin-ryuu Seoi Nage
- X-ISM only
If the hp in the chain hits a grounded opponent, you can combo this throw. It's like his punch throw, and he throws them high, and behind him, you can combo after this.
MP,HP
A useful easy chain to go into an easy combo. Also good for pressure by run cancelling the hp. This is often a good combo starter when you get an opening, either cancelling the last hit into a super, or lp shoulder. Both close and far mp work for this chain, usually from far mp you get far hp due to the distance, but it still combos usually, just you can't cancel far hp into anything.
Special Moves
Bushin Izuna Otoshi
If the opponent is below, you grab them. The damage is good, and is not affected by scaling. You can use this off counter hit anti airs to get big damage. Use the hp version to punish fireballs on reaction. The jab version goes high with the least horizontal distance, stronger versions go lower, but go further forwards. The grab can be avoided by all characters if they crouch.
Izuna no Hiji Otoshi
You get the elbow drop if the grab cannot come out, or if punch is pressed out of range. It's a lot like the regular elbow drop, you don't seem to have time to combo afterwards.
Houzantou
The shoulder smash, sends them flying to the other end of the screen. Jab version stays in place, has no upper body invincibility, but comes out fast, and is safe on block. Combo into it off any medium normal, or close hp. Works in juggles as well. Medium goes further, and has brief upper body invul before it goes active. Hp goes the farthest, and has upper body invul instantly, so can go through meaty fireballs etc, and is good for punishing fireballs in general. The medium version is safe as long as it is not done from point blank range, the heavy one is pretty punishable on block, so use carefully. It is sometimes good to cancel far mp pokes into medium shoulder, to catch them pressing buttons or flinching, but they can activate or reversal inbetween, so use sparingly.
Hayagake
Guy starts running towards the opponent, he stops when he hits a wall, or touches the opponent.
Hayagake: Kyuuteishi
This stops the run, some recovery though. If you cancel it instantly off a close hp, you are pretty safe though, this is a great way to apply pressure and do mixups. Cancelling this off a medium normal is sometimes ok, but be careful since it is quite unsafe.
Hayagake: Kage Sukui
Guy does a slide kick. This hits low and causes a hard knockdown. You can combo this off close hp, but the timing is tough. Very unsafe on block, try not to use this move much.
Hayagake: Kubikari
Guy does a jumping kick. It is a two hit overhead. Fairly safe if it is blocked, or hits. Pretty good if they are conditioned to block, or like to press buttons after cancelling into run.
Bushin Senpuu Kyaku
All have brief startup invincibility, but still can be hit before coming out, not really a reliable reversal. Good for juggles and combos. The hk version will whiff vs most crouchers though, so hk is best saved for juggles.
Super Combos
Bushin Hassou Ken
This is good for anti air, at least with mp and hp versions. You can also combo into them easily when juggling.
Bushin Gourai Kyaku
The best super in most cases. The level 3 version is incredible, great invincibility, comes out fast, safe on block, and can be comboed after. This makes Guy a very scary character to fight, and managing to land it can massively turn the tide in your favour. Medium version also have invul, but is unsafe on block. Light version trades at best with the first hit, and is very unsafe on block.
Bushin Musou Renge
- Guy's X-ISM Super Combo.
- In A-ISM, this can be used at Level 3 only.
Really bad range, but worst of all, it's not instant. They can hold up and jump out, or use a super/special to beat it out. Don't bother with this unless it will win you the game.
The Basics
Combos
A-ISM combos
V-ISM combos
Misc
- Close mp> close hp> lp shoulder/tatsu
- Final fight chain> far mp> run > slide kick (character specific, mid screen)
- Close mp> close hp> kick super
- Counterhit crouch lp> far mp/mp>hp chain> kick super
- Close lk> final fight chain> juggle combo of your choice (roll punishment)
- Anti air stand/crouch lp/ far lk/ cr mp> hk tatsu/punch super
- Anti air stand/crouch lp/far lk> lp flip> grab (counter hit only)
- Final fight chain> punch super (juggle)
- Level 3 kick super> close hp/mp>hp chain> hp flip> grab (mid screen)
- Corner
- Final fight chain> final fight chain
- Final fight chain> mp>hp chain> hk tatsu/hp flip> elbow drop
- Level 3 kick super> final fight chain> final fight chain
- Level 3 kick super> mp>hp chain> hk tatsu/hp flip> elbow drop/run > overhead
Which Ism?
A-Ism
Recommended
Access to Guy's amazing supers and his insane damage output. Air block helps his floaty air game.
V-Ism
Not horrible, but his customs are generally not reliable unless point blank or off specific situations. Situational at best.
X-Ism
The fact you are stuck with only the grab super is just awful, and the better damage is not worth giving up some of the best supers in the game. Not having air block with his floaty jump is also a problem. Avoid.
Advanced Strategy
Match-ups
Notable Players
Japan
Amamiya (A/X-Guy)
Bridge Dragon (A-Guy)
Catapult (A-Guy)
Daigo Umehara (A-Guy)
Dark (A-Guy)
Goto (A-Guy)
Igari (A-Guy)
Inbe (A/V-Guy)
Kamiiyu (A-Guy)
KIK (A-Guy)
Kiyo (A-Guy)
Ple (A/V-Guy)
Sano (A-Guy)
Sarada (V/A-Guy)
Seishou (V-Guy)
Shinya (A-Guy)
Teacher (A-Guy)
Totsuka (A-Guy)
North America
BushinStyle (A-Guy)
Funkybee (A-Guy)
John Choi (A-Guy)
Kinto Un (A-Guy)
Kyokuji (A/V-Guy)
Slide (A-Guy)
Europe
-Ace- (A-Guy)
Nonegiven (A-Guy)