Super Street Fighter IV AE/Guy

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Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Guy

SSFIV-Guy Face.jpg

Known for teaming up with Cody and Metro City Mayor Mike Haggar in ending the Mad Gear Gang's reign of terror in Metro City, Guy took what he learned from his battle to rescue Haggar's daughter to heart and was determined to fine-tune his skills in the Bushin style of martial arts, a responsibility he took seriously being named the 39th master of Bushin-ryu. He took to the world of Street Fighting and it was there he learned of M. Bison and gained a new purpose in life: to rid the world of the evils of Shadaloo and M. Bison himself.


In a nutshell

Guy is a very tricky character. Not only can he be tricky to fight against, dealing with his "cross-up or not" mix-ups using Jumping Medium Kick and the Elbow Drop or dealing with his Run pressure up close or getting grabbed by surprise Bushin Throws, he's also a very tricky character to learn. Most of his attack plans and mix-ups are very unorthodox when compared to the majority of the cast, but that's one of his big advantages: opponents may not be used to this type of offense and defense. And that only makes Guy's mix-up game and odd style that much more effective.


Players to Watch

Marq Teddy, Nox2

Moves

Unique Attacks

Name
Command
Notes
Elbow Drop
(during jump) D.png + Mp.png
Ninja Sickle
Df.png + Hk.png
Neck Breaker
F.png + Mp.png
High.png
Bushin Gokusaken
Lp.png ---.png Mp.png ---.png Hp.png ---.png Hk.png
Switch Hk.png to D.png + Hk.png for Throw.png ender
Wall Jump
(in air, near wall) Uf.png
Target Combo
Mp.png ---.png Hp.png

Throws

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

Special Moves

Name
Command
Notes
Hozanto
Qcb.png + P.png
Ex.png Armorbreak.png
Bushin Senpukyaku
Qcb.png + K.png
Ex.png
Bushin Izuna Otoshi
Qcf.png + P.png ---.png P.png
When opponent is far, Bushin Izuna Otoshi is replaced with Elbow Drop; Throw.png Airthrow.png Ex.png
Run
Qcf.png + K.png
Ex.png version gains armor (2 hits); Ex.png
   Sudden Stop
Lk.png
Perform after Run
   Shadow Kick
Mk.png
Perform after Run; Low.png
   Neck Flip
Hk.png
Perform after Run; High.png
Kaiten Izuna Otoshi
(in air) Qcf.png + P.png
Airthrow.png Ex.png

Super Combo

Name
Command
Notes
Bushin Hasoken
Qcf.png qcf + P.png

Ultra Combos

Name
Command
Notes
Bushin Goraisenpujin
Qcf.png qcf + 3k.png
Armorbreak.png
Bushin Muso Renge
Hcb.png hcb + 3p.png
Throw.png


AE ver. 2012 Changes

Retreat

Increased speed of retreat.


EX Bushin Senpukyaku

Expanded first hit’s hitbox and increased active period from 1F to 2F to make the move easier to land.


Elbow Drop

Made attack activate not only from stick down + medium punch, but also from stick down-forward + medium punch or stick down-back + medium punch.


Bushin Izuna Otoshi

Reduced landing stun for all versions when additional button input was missed.


Grab Throw / Shoulder Throw

Expanded hitbox forward slightly.


Vertical Jump Heavy Punch

Expanded hitbox up and down.


Angled Jump Heavy Kick

Expanded hitbox up, down, and to the front, and expanded hurtbox accordingly.


Angled Jump Medium Punch

Expanded hitbox up, down, and to the front, and expanded hurtbox accordingly.


Bushin Goraisenpujin

Slightly increased movement amount prior to first hit. Expanded hitbox to the front. Made easy command mode input the same as SSF4.


Neck Flip

Prevented cross up over E. Honda, Chun-Li, Vega, Rufus, Cammy, Sakura, Adon, and Juri when executed close up and opponent is crouching.


Wall Jump

Sped up timing of follow-up input after kicking the wall.


Bushin Hasoken

Expanded the final hit’s hitbox, making it easier to fully hit.


AE Changes

  • Close Standing Medium Kick into Far Standing Medium Punch combos.
  • Close Standing Medium Punch into Medium Punch Shoulder doesn't combo.
  • Target Combo seems to connect easier on crouching opponents.
  • Feels like Jumping Hard Kick into Close Standing Hard Kick might be easier to connect.
  • Far version Standing MK has faster start-up and less recovery
  • Far version Standing MP hit box is buffed a bit
  • Guy's Standing Light Punch improved. The hitbox was extended upward, and the hittable box is significantly reduced, making it good.
  • Improved 3 frame Crouching Light Kick, damage decreased.
  • His EX run follow-up timing is now same with his non-EX versions. Also, his EX run slide will have projectile invincibility, while his EX run stop has armor.
  • Super Combo damage increased, and fixed some issues of it whiffing on some characters if done after a combo.
  • F+MP overhead now does 2 hits, and is even on hit. Previously it left you at frame disadvantage on hit.


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 20 50 20 ch/sp/su 4 2 6 +3 +6 Cannot hit crouching opponents
Close Strong.gif HL 60 100 40 sp/su 5 2 16 +1 +5
Close Fierce.gif HL 100 200 60 sp/su 5 2 19 -3 +2 Forces stand
Close Short.gif HL 20 50 20 sp/su 5 3 11 -3 0
Close Forward.gif HL 80 100 40 sp/su 7 2 11 +3 +6
Close Roundhouse.gif HL 100 200 60 su 7 3 13 +2 +8
Far Jab.gif HL 20 50 20 ch/sp/su 4 2 6 +3 +6 cannot hit crouching opponents
Far Strong.gif HL 60 100 40 sp/su 5 2 16 -4 -1
Far Fierce.gif HL 100 200 60 - 7 2 13 +3 +7
Far Short.gif HL 40 50 20 - 6 2 9 0 +3
Far Forward.gif HL 70 100 40 - 8 2 12 -1 +3
Far Roundhouse.gif HL 110 200 60 - 8 3 16 -1 +3
crouch Jab.gif HL 20 50 20 ch/sp/su 4 2 6 +3 +6
crouch Strong.gif HL 70 100 40 sp/su 6 3 9 +2 +5
crouch Fierce.gif HL 100 200 60 - 9 2 13 +3 +8 Forces stand
crouch Short.gif L 30 50 20 sp/su 3 2 7 +2 +5
crouch Forward.gif L 30*40 30*40 40*20 - 6 2(2)2 12 0 - 2nd hit hard knockdown
crouch Roundhouse.gif L 90[50] 100[80] 60 - 7 11 15 -10[-5] -[-3] Hard knockdown (first 5f), [] refers to after 5th active frame
Jump up Jab.gif H 50 50 20 - 5 7 - - -
Jump up Strong.gif H 80 100 40 - 5 4 - - -
Jump up Fierce.gif H 100 200 60 - 6 4 - - -
Jump up Short.gif H 40 50 20 - 5 8 - - -
Jump up Forward.gif H 80 100 40 - 6 3 - - -
Jump up Roundhouse.gif H 50*50 50*50 60*20 - 5 2(6)4 - - - [air hit] limited juggle knockdown, 2nd hit pursuit property
Jump forward Jab.gif H 50 50 20 - 5 7 - - -
Jump forward Strong.gif H 80 100 40 - 5 3 - - -
Jump forward Fierce.gif H 100 200 60 - 6 4 - - -
Jump forward Short.gif H 40 50 20 - 5 8 - - -
Jump forward Forward.gif H 70 100 40 - 6 6 - - -
Jump forward Roundhouse.gif H 100 200 60 - 8 3 - - -
Ninja Sickle (Downright.gif+Roundhouse.gif) HL 40*60 100*100 60*20 - 11 2(3)2 12 + After landing 13 -9 - 14f~ airborne, 2nd hit floats opponent
Neck Breaker (Forward.gif+Strong.gif) H 30*30 50*50 10*10 - 15 2*2 16 -2 +2
Elbow Drop (Down.gif+Strong.gif air) HL 80 100 40 - 8 until ground After landing 4 - -
Bushin Chain (2nd hit) HL 60 50 10 - 7 2 24 -8 -3
Bushin Chain (3rd hit) HL 80 50 20 - 5 2 18 -9 +3
Bushin Chain (4th hit) HL 100 130 20 su 11 3 26 -11 -
Bushin Chain (4th hit) Down.gif+Roundhouse.gif - 100 0 30 - 3 2 20 - - floats opponent
Strong.gif > Fierce.gif HL 40 60 20 sp/su 7 2 23 -5 -2 Forces stand
Wall Jump - - - - - - - - - -
Focus Attack LVL1 HL 60 100 20 - 10+11 2 35 -21 -21
Focus Attack LVL2 HL 80 150 40 - 18+11 2 35 -15 -
Focus Attack LVL3 - 140 200 60 - 65 2 35 - -
Forward Throw 0.84 130 160 40 - 3 2 20 - - Hard knockdown
Back Throw 0.84 130 120 40 - 3 2 20 - - Hard knockdown
Hozanto Jab.gif HL 80 140 10/20 su 19 3 21 -1 - 5~15f upper body projectile invincible, armor break
Hozanto Strong.gif HL 130 160 10/30 su 23 3 22 -2 - 5~19f upper body projectile invincible, armor break
Hozanto Fierce.gif HL 160 200 20/40 su 30 3 22 -6 - 5~26f upper body projectile invincible, armor break
Hozanto EX.gif HL 120 200 -250/0 su 10 3 24 -6 - armor break, pursuit property
Bushin Senpukyaku Short.gif HL 40x3 100*50x2 20/12x3 - 10 2(6)1(7)1 11 + After landing 19 -18 - 1~9f mid body projectile invincible, 10~28f lower body strike and projectile invincible, 1~9f unthrowable, 7f~ airborne, 2nd-3rd hit pursuit property, 3rd hit cannot hit crouching opponents
Bushin Senpukyaku Forward.gif HL 50x3 100*50x2 20/12x3 - 9 2(6)2(6)2 16 + After landing 19 -15 - 1~26f lower body strike invincible, 1~42f projectile invincible (total body until 10f, lower body after), 7f~ airborne, 2nd-3rd hit pursuit property
Bushin Senpukyaku Roundhouse.gif - 50*20*20*70 50x4 20/12*10x3 - 6 3(6)1(7)1(6)1 16 + After landing 19 - - 1~30f lowerbody strike and projectile invincible, 5f~ airborne, pursuit property, cannot hit crouching opponents
Bushin Senpukyaku EX.gif HL 50x3*20 50x4 -250/0 - 4 2(5)1(6)1(5)2 16 + After landing 19 -20 - 1~10f Invincible, 11~25f lower body strike and projectile invincible, 3f~ airborne, pursuit property, frame advantage is based off 3rd hit
Bushin Flip Jab.gif - - - 20/- - - - Total 68 - - 7f~ airborne, 26 grounded recovery frames, 22f~ can cancel into followup
Bushin Flip Strong.gif - - - 20/- - - - Total 70 - - 7f~ airborne, 26 grounded recovery frames, 22f~ can cancel into followup
Bushin Flip Fierce.gif - - - 20/- - - - Total 70 - - 7f~ airborne, 26 grounded recovery frames, 22f~ can cancel into followup
Bushin Flip EX.gif - - - -250/- - - - Total 65 - - 1~14f projectile and throw invincible, passes through opponent, 7f~ airborne, 20 grounded recovery frames, tracks opponent, 22f~ can cancel into followup
Bushin Izuna Otoshi (throw) 0.80 180 150 0/40 - 1 1 After landing 8 - - Hard knockdown, only hits standing and airborne opponents
Bushin Flip Elbow Drop HL 80 100 0/40 - 13 until ground After landing 8 - -
Run - - - 0 - - - See followup - - 5f~ can cancel into followup
Sudden Stop - - - 0 - - - Total 17 - - Fastest stop is 21f
Shadow Kick L 110 100 10/60 su 4+9 6 22 -10 - Hard knockdown
Neck Flip HL*H 100*70 100*100 10/40*40 - 4+22 2*3 20 -6 +2 1~14f lower body strike and projectile invincible, 15~28f airborne, 1st hit floats airborne opponents
Run EX.gif - - - -250/- - - - See followup - - 1f~ 2-hit armor, 5f~ can cancel into followup
Sudden Stop (from Run) - - - 0 - - - Total 17 - - Fastest stop is 21f
Shadow Kick (from Run) L 120 100 0/60 su 4+9 13 14 -9 - Hard knockdown, 1~28f projectile invincible
Neck Flip (from Run) HL*H 100*70 200*100 0/40*40 - 4+23 2*3 20 -6 +2 1~22f projectile invincible, 1~14f lower body strike invincible, 15~29f airborne
Kaiten Izuna Otoshi 1.00 180 180 10/80 - 3 2 - - - Hard knockdown, connects on airborne opponents only
Kaiten Izuna Otoshi EX.gif 1.00 170 180 -250/0 - 3 3 - - - 1~2f Invincible, hard knockdown, connects on airborne opponents only
Super Combo HL 80*40x5*100 0 -1000/0 - 1+7 2 10 + After landing 18 -15 - 1~8f Invincible, 1f~ airborne, untechable limited juggle knockdown, pursuit property, animation continues on hit or block
Ultra Combo 1 HL 29*27x3*350 0 0 - 0+12 2(11)2(16)2(17)1 40 -20 - 1~12f Invincible, hard knockdown, armor break, pursuit property, 4th hit goes into animation
Ultra Combo 2 0.98 500 0 0 - 0+1 2 38 - - 1~2f Invincible, hard knockdown
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes


Notes