Street Fighter X Tekken/Guy

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Guy

Sfxt Guy face.jpg

Ideal Team Position: Point


Guy excels at one thing and one thing only: speed. Guy is all about using his fast walk, dash, command dash, flip, and wall jump to mix up how he'll get in on the opponent. Unfortunately, Guy lacks in most departments outside of speed. His reversal is weak and costs meter, his only reliable anti air is cr.mp, and he doesn't get that much reward for winning in neutral compared to the rest of the cast. However, the little reward he gets doesn't matter much when you're just focused on getting in with your great speed and vast amount of options. Guy is best used to get in on the opponent by mixing up timings with his command dash (qcf+k) and flip (qcf+p). Once he gets in, he can tag his partner in to help him with his damage dealing issue. Guy is best used on point with a strong character as an anchor, so he can do his job of getting in while letting his partner take care of the damage department.


Strengths Weaknesses
  • Great walk and dash speed, as well as his run (qcf+k) and Bushin flip (qcf+p) to help him close the gap with a variety of options.
  • His elbow drop (d+mp while in the air) helps alter his jump arc, as well as being greatly advantageous on block and leading to a full combo on hit.
  • Can tag Cancel.png is overhead (f.mp) into a full combo.
  • Has a good presence in the air thanks to his High.png priority air command Throw.png (qcf+p), his elbow drop, and good air normals.
  • Low damage output, relies a lot on his partner to pick up the slack.
  • Lackluster pokes that either don't have remarkable range or don't lead to anything notable.
  • MP > HP target combo will whiff at max range.
  • St.lp, the starting move of his Bushin chain, doesn't hit crouching opponents.
  • His elbow drop doesn't hit overhead.

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Speccancel.png Rpdfire.png
Whiffs Crouching
Standing Medium Punch
Mp.png
Speccancel.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
Standing (close) Light Punch
Lp.png
Speccancel.png Rpdfire.png
Whiffs Crouching
Standing (close) Medium Punch
Mp.png
Speccancel.png
Standing (close) Hard Punch
Hp.png
Speccancel.png
Forces Standing
Standing (close) Light Kick
Lk.png
Speccancel.png
Standing (close) Medium Kick
Mk.png
Speccancel.png
Standing (close) Hard Kick
Hk.png
Crouching Light Punch
D.png + Lp.png
Speccancel.png
Rpdfire.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Crouching Light Kick
D.png + Lk.png
Low.png Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png Hardknockdown.png
Crouching Hard Kick
D.png + Hk.png
Low.png Hardknockdown.png
Later active frames don’t cause HKD
Neutral Jump Light Punch
U.png + Lp.png
High.png
Neutral Jump Medium Punch
U.png + Mp.png
High.png
Neutral Jump Hard Punch
Uf.png / U.png / Ub.png + Hp.png
High.png
Neutral Jump Light Kick
U.png + Lk.png
High.png
Neutral Jump Medium Kick
U.png + Mk.png
High.png
Neutral Jump Hard Kick
U.png + Hk.png
High.png Knockdown on airborne
Angled Jump Light Punch
Ub.png / Uf.png + Lp.png
High.png
Angled Jump Medium Punch
Ub.png / Uf.png + Mp.png
High.png Speccancel.png
Angled Jump Hard Punch
Uf.png / Ub.png + Hp.png
High.png
Angled Jump Light Kick
Ub.png / Uf.png + Lk.png
High.png
Angled Jump Medium Kick
Ub.png / Uf.png + Mk.png
High.png
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png
High.png

Unique Attacks

Name
Command
Notes
Elbow Drop
D.png + MP
during Forward Jump
Cannot hit airborne
Ninja Sickle
Df.png + HK
Neck Breaker
F.png + MP
High.png
On Whiff - Speccancel.png
Knockdown.png on airborne
Wall Jump
F.png or Uf.png
Bushin Gokusaken
Lp.png ---.png Mp.png ---.png Hp.png ---.png Hk.png
Bushin Gokusaken (throw)
Lp.png ---.png Mp.png ---.png Hp.png (jump) ---.png d+hk
Target Combo
Mp.png ---.png Hp.png
Speccancel.png

Throws

Name
Command
Notes
Grab Throw
F.png or N.png + Lp.png + Lk.png
Throw.png
Shoulder Throw i
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Bushin Sepnukyaku
Qcb.png + K.png
Lk.png crushes Low.png attacks, Throw.png invul.
Mk.png projectile invul
Hk.png whiffs crouching
Ex.png Full Body Invul. 1-11f
Bushin Izuna Otoshi
Qcf.png + P.png
Button strength determines distance
Ex.png Projectile Invul., Tracks
Bushin Izuna Otoshi Elbow
P.png during Bushin Izuna Otoshi
Hardknockdown.png
Bushin Izuna Otoshi Throw
P.png during Bushin Izuna Otoshi (close)
Throw.png
Hardknockdown.png
Bushin Izuna Otoshi EX
Ex.png P.png during Bushin Izuna Otoshi
Throw.png
Hardknockdown.png
Projectile Invul.
Tracks
Kaizen Izuna Otoshi
(air) Qcf.png + P.png
Throw.png
Hardknockdown.png
MP version considered as a Strike
Ex.png invu. to air attacks
Run
Qcf.png + K.png
Ex.png 2 hits of Armor
Sudden Stop
Lk.png during Run
Ex.png 1 hit of Armor
Shadow Kick
Mk.png during Run
Low.png
Hardknockdown.png
Neck Flip
Hk.png during Run
Hardknockdown.png
1st hit Whiffs crouching opponents
2nd hit is overhead
Ex.png Groundbounce.png
Hozanto
Qcf.png + P.png
Ex.png Chrg.png Projectile Invul.
Knockdown.png
Ex.png Wallbounce.png

Super Combo

Name
Command
Notes
Bushin Goraisenpujin
Qcb.png + 3p.png
Full Body Invul. 1-3f

Frame Data (Updated for v2013)

Move Command Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Far LP H 30 4 2 9 +6 +2 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal attacks, Whiffs on crouching opponent, Knockdown on airborne opponent
Far MP H 60 5 2 17 +2 -1 SM,EX,SA,CA 1 1 1 -
Far HP H 90 7 2 21 +2 -3 - 3 1 1 -
Far LK H 30 6 2 10 +5 +1 - 1 1 1 -
Far MK H 60 8 2 16 0 -1 - 2 1 1 -
Far HK H 90 8 3 19 +3 -2 - 3 1 1 -
Close LP H 30 4 2 9 +6 +2 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal attacks, Whiffs on crouching opponent, Knockdown on airborne opponent
Close MP H 60 5 2 13 +6 +2 SM,EX,SA,CA 1 1 1 -
Close HP H 90 5 2 20 +4 -2 SM,EX,SA,CA 3 1 1 Forces standing
Close LK H 30 5 3 12 +2 -2 SM,EX,SA,CA 1 1 1 -
Close MK H 60 7 2 13 +6 +2 SM,EX,SA,CA 2 1 1 -
Close HK H 90 7 3 14 +8 +3 - 3 1 1 -
Crouch LP H 30 4 2 9 +6 +2 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal attacks
Crouch MP H 60 6 4 11 +6 +2 SM,EX,SA,CA 1 1 1 -
Crouch HP H 90 9 2 17 +7 +1 - 3 1 1 Forces standing
Crouch LK L 30 4 2 10 +5 +1 SM,EX,SA,CA 1 1 1 -
Crouch MK L 30,30 6 2(2)2 17 hard knockdown -2 - 2 0,1 - -
Crouch HK L 90 7 10 18 hard knockdown -8 - 3 1 - The last 5 active frames do not cause knockdown
Jump Up LP M 40 5 7 until ground+4 +12 +3 - 1 1 1 -
Jump Up MP M 70 5 4 until ground+4 +16 +5 - 2 1 1 -
Jump Up HP M 100 6 4 until ground+4 +20 +8 - 3 1 1 -
Jump Up LK M 40 5 8 until ground+4 +13 +4 - 1 1 1 -
Jump Up MK M 70 6 3 until ground+4 +16 +5 - 2 1 1 -
Jump Up HK M 70,30 5 2(5)4 until ground+4 +20 +8 - 3,3 0,1 1 Knockdown on airborne opponent
Jump Diagonal LP M 40 5 7 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MP M 70 5 2 until ground+4 +16 +5 SM,EX 2 1 1 -
Jump Diagonal HP M 100 6 4 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LK M 40 5 8 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MK M 70 6 6 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HK M 100 8 3 until ground+4 +20 +8 - 3 1 1 -
Launcher **LC HP+HK H 100 13 2 54 switch -34 - 3 - - Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Cross Cancel f+HP+HK (while blocking) H 40x3 5 2(4)2(6)2 14+20 hard knockdown - - - - - Invulnerability frames 1-11, Resembles LK Bushin Senpukyaku
Grab Throw LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Shoulder Throw b+LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Elbow Drop d+MP (during jump) H 60 10 10 until ground+4 +12 +8 - - - - Whiffs on airborne opponent
Ninja Sickle df+HK H 70,50 10 2(2)2 25 float -5 - 3,3 0,1 1 -
Neck Breaker f+MP M 35,35 16 2,2 14 +3 -1 Whiff: SM,EX,SA,CA 2,2 1,1 1 Knockdown on airborne opponent
Wall Jump f or uf (during jump, near wall) - - - - - - - - - - - -
- **LC LP > MP H 50 7 1 22 -2 -6 BC,LA 2 1 - -
- LP > MP > HP H 60 5 2 28 -5 -11 LA 3 1 - -
Bushin Gokusaken **LC LP > MP > HP > HK H 120 7 3 26 float -9 Jump 3 1 - -
Bushin Gokusaken (Throw) LP > MP > HP > d+HK H 170 4 2 - float - - 0 - - -
Target Combo MP > HP H 50 9 2 24 0 -6 SM,EX,SA,CA 3 1 - -
Bushin Senpukyaku LK qcb+LK H 30x3 11 2(6)2(6)1 11+19 knockdown -17 - 3,3,3 1,1,3 0 Throw invulnerable until the end of active frames
Bushin Senpukyaku MK qcb+MK H 40x3 10 2(6)2(6)2 16+20 knockdown -23 - 3,3,3 1,1,3 0 Projectile invulnerability frames 1-11
Bushin Senpukyaku HK qcb+HK - 40x3,30 7 3(6)2(5)2(6)2 15+20 knockdown - - 4,4,4,4 1,1,1,4 0 Whiffs on grounded opponent
Bushin Senpukyaku EX qcb+KK H 40x4 4 2(6)2(5)2(4)2 16+20 knockdown -29 - 4,4,4,4 0,0,0,4 0 Invulnerability frames 1-11
Bushin Izuna Otoshi qcf+P - - 24 - - - - - - - - Button strength determines distance
Bushin Izuna Otoshi EX qcf+PP - - - - - - - - - - - Projectile invulnerable, Tracks opponent
Bushin Izuna Otoshi Throw P during Bushin Izuna Otoshi throw 150 1 2 - hard knockdown - - - - - Transitions to Elbow on whiff
Bushin Izuna Otoshi EX Throw P during Bushin EX Izuna Otoshi throw 170 1 2 - hard knockdown - - - - - Transitions to Elbow on whiff
Bushin Izuna Otoshi Elbow P during Bushin Izuna Otoshi H 60 16 until ground 3 +18 +11 - 3 3 0 Non-EX version whiffs on airborne opponent
Kaizen Izuna Otoshi qcf+P (air) air throw 150 4 3 until ground+4 hard knockdown - - 6 - - MP version considered as strike
Kaizen Izuna Otoshi EX qcf+PP (air) air throw 150 4 3 until ground+4 hard knockdown - - 6 - - "Invulnerability frames 1-4
"
Run qcf+K - - 5 - - - - LK,MK,HK - - - -
Run EX qcf+KK - - 11 - 36-48 - - LK,MK,HK - - - 2 points of armor from frame 1 until frame 34-46
Sudden Stop LK during Run - - - - 17 - - - - - - -
Sudden Stop EX LK during EX Run - - - - 16 - - - - - - 1 point of armor during frames 1-15
Shadow Kick MK during Run L 120 10 6 22 hard knockdown -11 - 3 3 - -
Shadow Kick EX MK during EX Run L 140 10 13 13 hard knockdown -9 - 3 3 - -
Neck Flip **LC HK during Run M,H 50x2 22 2,3 19 0 -4 - 3,3 0,3 0 1st hit: Whiffs on crouching opponent
Neck Flip EX **LC HK during EX Run M,H 60x2 22 2,3 19 ground bounce -4 - 3,3 0,3 0 -
Hozanto LP qcb+LP H 80 20 3 21 knockdown -2 - 1 1 0 Chargeable: 51F for EX Version and 100F for Super Art, Projectile invulnerability frames 6-15
Hozanto MP qcb+MP H 100 23 3 22 knockdown -3 - 1 1 0 Chargeable: 51F for EX Version and 100F for Super Art, Projectile invulnerability frames 6-19
Hozanto HP qcb+HP H 120 31 3 22 knockdown -3 - 1 1 0 Chargeable: 51F for EX Version and 100F for Super Art, Projectile invulnerability frames 6-27
Hozanto EX qcb+PP H 100 11 3 24 wall bounce -5 - 3 3 0 Chargeable: 51F for Super Art
Bushin Goraisenpujin **LC qcb+PPP H 300 3 5(8)5(13)4(14)2 44 hard knockdown -29 - 4,5,6,7 1,1,1,7 - 62 frames cinematic freeze before attack begins, Invulnerability frames 1-3
Cross Art **LC qcf+MP+MK H 150+ 9 2 43 switch -23 - 3 - - 63 frames cinematic freeze before attack begins, Invulnerability frames 1-10

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel Notes
Far LP H 30 4 2 9 +6 +2 EX,SA,CA Rapid fire cancelable into light normal attacks, Whiffs on crouching opponent, Knockdown on airborne opponent
Far MP H 42 5 2 22 -3 -7 EX,SA,CA -
Far HP **LC H 63 7 2 32 -9 -14 - -
Far LK H 30 6 2 10 +5 +1 - -
Far MK **LC H 42 8 2 26 -10 -11 - -
Far HK **LC H 63 8 3 30 -8 -13 - -
Close LP H 30 4 2 9 +6 +2 EX,SA,CA Rapid fire cancelable into light normal attacks, Whiffs on crouching opponent, Knockdown on airborne opponent
Close MP **LC H 42 5 2 20 -1 -5 EX,SA,CA -
Close HP H 63 5 2 31 -7 -13 EX,SA,CA Forces standing
Close LK H 30 5 3 12 +2 -2 EX,SA,CA -
Close MK H 42 7 2 22 -3 -7 EX,SA,CA -
Close HK H 63 7 3 30 -8 -13 - -
Crouch LP H 30 4 2 9 +6 +2 EX,SA,CA Rapid fire cancelable into light normal attacks
Crouch MP **LC H 42 6 4 22 -5 -9 EX,SA,CA -
Crouch HP H 63 9 2 34 -10 -16 - Forces standing
Crouch LK L 30 4 2 10 +5 +1 - -
Crouch MK L 21,21 6 2(2)2 22 hard knockdown -7 - -
Crouch HK L 63 7 10 27 hard knockdown -17 - The last 5 active frames do not cause knockdown

Move Analysis

Normal Moves

N/A


Unique Attacks

N/A

Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A

== The Basics ==N/A

Advanced Strategy

N/A

Combos

Bread and Butters

  • cr.LK, cr.LP, st.MP > HP xx qcf+K > MK (215)

(0bar, hitconfirm, medium)

Hit Confirm Combos

  • cr.MP, st.MP > HP xx qcb+MP, LP MP HP HK, jump cancel, (air) qcf+MP

(0bar, medium, corner)

  • cr.LP, cr.LP, cr.MP, st.MP xx qcf+K > MK (222)

(0bar, easy)

  • cl.HK, st.MP > HP xx qcf+K > MK (274)

(0bar, easy)

  • LP > MP > HP > HK, walk forward, LP > MP > HP > HK xx Jump, (air) qcf+MP

(0bar, medium)

  • qcb+P, cr.MP, walk forward, cl.MK, cl.HP xx qcb+HK

(0bar, medium)

  • qcb+PP, dash forward, cl.HK, st.MP > HP xx qcb+HK

(1bar, medium)

Post-Launch Combos

  • cl.MK, st.MP > HP xx qcb+HK

(0bar, medium)

  • LP > MP > HP > HK, jump cancel, (air) qcf+MP

(0bar, easy)


Advanced Combos

  • LP > MP > HP > HK, jump cancel, j.HK, cl.mp x qcb+MK

(0bar, medium) NOTE: for large characters, cl.HP x qcb+MK will work as an ender

Combos Into Supers

  • N/A

Frame Data

zUkUu's Frame Data Guide for Guy

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