Ultra Street Fighter IV/Guy/Omega

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Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Guy

SSFIV-Guy Face.jpg


In a nutshell


In USF4, Guy was known as a character who could hit hard up close, but often struggled in neutral to achieve that win condition. In Omega, his prayers were answered - he sports some of the best buttons in the game, and can easily push opponents into the corner to win off only two or three good decisions. Omega Guy's 2MP is a contender for the strongest button in any version of SF4, with startup and recovery that make it look like a light normal. It has an amazing hitbox, can anti-air and low profile on frame 1, and confirm into huge damage while keeping him near throw range even after two consecutive hits. He can convert most hits into juggle starters, which become far more powerful in the corner, giving him some of the strongest BnB combos in the game.

Guy did also receive some nerfs relative to his USF4 version, particularly related to his walkspeed and aerial mobility. This makes him slightly more reliant on dashes to close the gap, but this is barely an inconvenience with his incredible buttons and 15f dash. Elbow Drop is much weaker at altering his forward jump trajectory; combined with his new shorter jump arc this makes his air game less variable, but his new Bushin Flip + Falling Kick ender gives him a new way to approach from the air. Guy is a perfect encapsulation of Omega Mode with his crazy offensive potential, and sits firmly in the top 5 of most competitive tier lists.


Click for USF4 version


Notable Changes from USF4 to Omega

Bafcord Omega Doc - Guy
Detailed Frame Data with USF4 Comparisons - Guy

  • General/Movement Changes:
    • Walk speed slightly decreased (Forward 0.0495 > 0.045, Back 0.0385 > 0.035) - USF4 buff reverted
    • Forward Dash: 3f faster (18f > 15f), slightly longer distance
    • Back Dash: Slightly shorter distance
    • Jumps: 4f faster (40f > 36f), much shorter distance
    • Throw: slightly shorter range
      • For 1 bar, can cancel Forward Throw into Bushinryu Shoulder Throw (side switch)


  • Normal Move Changes:
    • 5LP - puts airborne opponents into juggle state, allowing juggles to special moves or Bushin Chain
      • e.g. 5LP xx HK Senpukyaku, 5LP~MP xx 2PP
    • cl.5LK - 6f better advantage (+6/+3), much better pressure tool
    • cl.5HK - 15 less damage, 50 less stun (weaker combo starter)
    • far.5LK / far.5HK - USF4 buffs reverted; slower and worse anti-airs

    • 2MP - 2f faster, 1f better advantage (+6/+3), less recovery and pushback
      • In long hitconfirms, link into 5MP~HP Target Combo can whiff (character-specific)
    • 2LK - 1f worse advantage (+4/+1)
    • 2MK - special cancellable on both hits; 1st hit can combo into grounded special, 2nd hit can lead to juggle
      • 2nd hit xx Bushin Flip can set up uncrouchable Bushin Flip Throw
    • 2HK - new sweep (not a slide); mostly safe at -6 on block

    • Mizukirigeri - 3HK - new Slide input (USF4 Guy's 2HK); 4f slower, more damage/stun, 2f worse on block
      • Has 2 extra active frames, so it remains 0 on block if perfectly spaced
    • Neck Breaker - 6HP - new Overhead input (was 6MP); can kara cancel the startup into special moves
      • 2f slower (17f), worse on block (-5 from -2), more damage/stun
    • Ninja Sickle - 4HK - new input (was 3HK); 1f faster, less damage/stun
      • Nodokiri - +HK - TC followup on hit/block/whiff; whiffs on crouchers, can juggle into Super or 623PP anywhere; if only Nodokiri connects, gives free juggle state vs. grounded opponents
    • Bushin Gokusaken - LP~MP~HP~HK Chain - launches much higher, allowing followup U1, HK Senpukyaku, or 623PP
      • 5f safer on block after HK (-6)
    • Target Combo - 5MP~HP - 1f worse on block (-3/-6)
    • Elbow Drop - j.2MP - forward jump version is much worse at altering jump trajectory; can still stop backwards jump momentum


  • Special Move Changes:
    • Hozanto (214P) - All versions much faster; LP combos from lights, MP and HP combo from heavies and are great against projectiles
      • LP has very short range, can AA, and puts opponent into limited juggle state (juggle HK Senpukyaku in corner)
      • MP is safest at -3, knocks down but can cancel to Super
      • HP gives free juggle state on hit; juggle EX Hozanto midscreen, or LP Hozanto + followup juggle in corner
      • EX is 2 hits; 1st hit crumples, giving strong combo after FADC (including U1/U2); most damage/stun occurs on 2nd hit of EX Hozanto
    • Bushingoraikyaku (2PP during 5MP) - Costs 1 bar, works from close/far 5MP or Bushin Chain 5MP; similar to EX Hozanto
      • Can drop out near max range; can juggle after airborne 5LP~MP Chain
    • Bushin Senpukyaku (214K) - mostly unchanged, some slight damage tweaks. HK version is main meterless juggle ender
    • Yamagoe (Bushin Flip) (236P) - all versions have shorter trajectory, much less landing recovery on whiff
      • + Otoshi / Air Throw (6P/4P) - startup increased from 1f to 5f, no longer proximity-based; EX version input with 6P only
      • + Ikazuchi / Elbow Drop (5P) - EX version has automatic throw followup in hit, but fewer active frames, making it much harder to land (must do very late in flip); can be unsafe on standing opponents or whiff entirely if done too early
      • + Kabutowari / Falling Kick (K) - aerial version of Neck Flip, but does not hit overhead; better advantage if done later; if used very late, will whiff and reduce Guy's landing recovery
    • Kaiten Izuna Otoshi / Air Throw (Air 236P) - Mostly unchanged from USF4, but EX version does more damage/stun
    • Instant Kaiten Izuna Otoshi / Leaping Air Throw (623P) - basically the same as Air version, but starts with a command jump
      • EX version has a strike hitbox allowing for juggles; usually optimal 1-bar damage, but gives mediocre oki; has some slight AA invincibility
    • Utsusemi (623K) - new armored counter, teleports behind opponent on successful activation; may allow a punish on buffered pokes
      • EX version is invincible and goes straight into the teleport; too slow to be useful except possibly to avoid chip KO
    • Run (236K) - no longer automatically stops when reaching opponent
      • Slide (MK) is super cancellable (great option due to its high damage and safety on block)
      • EX Slide (MK) is safer, does 3 hits and can FADC after 1-2 hits for a powerful combo
      • EX Neck Flip (HK) can combo from 5MP~HP, and links into 2LK on hit (or 2MP vs. short crouchers)
      • EX Hozanto (LP) - new followup, launches on hit and can followup with HK Senpukyaku anywhere on screen
      • EX Hagakure Ten (MP) - new followup, does a teleport + overhead Elbow Drop; great advantage on hit/block
      • EX Hagakure Chi (HP) - new followup, armored shoulder tackle that crumples and side switches on hit; can juggle afterward


  • Super/Ultra Changes:
    • Super (236236+P) - 3f startup (5f faster than USF4), safe on block (-2), and 50 more damage
      • Has great juggle potential, fully connecting after Run~Slide or any Hozanto
    • Ultra 1 (236236+KKK) - can now juggle meterless from Bushin Chain (must connect the 2nd hit of U1)
    • Ultra 2 (214214+PPP) - new input, much easier to use quickly for a punish


  • Moves with ending Input Buffer:
    • 5LP; Close 5MP, 5LK, 5MK, 5HK; 2LP, 2MP, 2HP, 2LK; Neck Breaker (6HP), Bushin Gokusaken Chain (after HP, HK, or 2HK)
    • Hozanto (214P), LK Bushin Senpukyaku (214LK), Bushin Flip + Elbow Drop / Falling Kick (236P ~ P/K), Utsusemi (623K, after successful Counter or EX Teleport)
    • Run + Stop (236K ~ K, meterless), EX Run + HK Overhead / MP Teleport Elbow / HP Shoulder Tackle (236KK ~ HK/MP/HP), Focus Attack + Forward Dash

Character Specific Data

Guy

VITALS
Health: 1000 Stun: 950
WALKING
Forward Walk Speed: 0.045 Back Walk Speed: 0.035
JUMPING
Jump Total Frames: 4+36+4 Jump Distance: 1.75 Forward, 1.925 Back
DASHING
Forward Dash Frames: 15 Forward Dash Distance: 1.28
Back Dash Frames: 26 Back Dash Distance: 1.17
FA + Forward Dash Frames: 17 FA + Back Dash Frames: 19
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-16 FA + Back Dash Airborne: 4-10
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -2 Lv1 FA + Back Dash (Block): -4
Lv2 FA + Forward Dash (Block): +4 Lv2 FA + Back Dash (Block): +2

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5MP (Close) cl. Mp.png 5 2 16 1 5 60 100 M Sp Su Forces stand; cancels into Bushingoraikyaku (2PP) on hit/block; can combo into HP Hozanto
5HP (Close) cl. Hp.png 5 3 18 -3 2 100 200 M TC Sp Su Forces stand
5LK (Close) cl. Lk.png 5 2 6 3 6 20 50 M Sp Su -
5MK (Close) cl. Mk.png 7 2 11 3 6 80 100 M Sp Su -
5HK (Close) cl. Hk.png 7 3 13 2 8 85 150 M Su Whiffs on all crouching characters
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP st. Lp.png 4 2 6 3 6 20 50 M TC Ch Sp Su Starts juggle state vs. airborne opponents; whiffs on all crouching characters; semi-reliable AA
5MP (Far) far. Mp.png 5 2 16 -4 -1 60 100 M TC Sp Su Forces stand; cancels into Bushingoraikyaku (2PP) on hit/block; cannot combo into HP Hozanto
5HP (Far) far. Hp.png 7 2 13 3 7 100 200 M - -
5LK (Far) far. Lk.png 6 2 9 0 3 40 50 M - Whiffs on short crouching characters
5MK (Far) far. Mk.png 8 2 12 -1 3 70 100 M - -
5HK (Far) far. Hk.png 8 3 16 -1 3 110 200 M - Whiffs on crouching characters ~Shoto height or below
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 4 2 6 3 6 20 50 M Ch Sp Su -
2MP Down.gifMp.png 4 5 6 3 6 60 100 M Sp Su Incredible neutral button and anti-air
2HP Down.gifHp.png 9 2 13 3 8 100 200 M - Forces stand
2LK Down.gifLk.png 3 2 8 1 4 20 50 L Sp Su -
2MK Down.gifMk.png 6 2(2)2 12 0(-4) KD 30*40 30*40 L*L Sp Su 6-15f low profile; both hits cancellable (adv. if 1st hit whiffs); KD Adv: +28
2HK Down.gifHk.png 7 4 18 -6 KD 100 200 L - New animation, no longer a slide; KD Adv: +20
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Neck Breaker
(Overhead)
Right.gifHp.png 17 1*6 13 -5 1 30*50 50*100 H kara 2 hits; kara cancels into special moves up to ~24f
Ninja Sickle
(Flip Kick)
Left.gifHk.png 6 1(3)2 12+13 land -9 KD 50*30 50x2 M TC Either hit puts opponent into free juggle state, grounded or airborne; KD Adv: +41
+ Nodokiri + Hk.png 13 2 15 1 KD *60 *100 KD - Whiffs on all crouching characters; will not juggle if 4HK was used vs. airborne opponent; if this hits without 4HK, puts opponent into free juggle state; KD Adv: +47
Mizukirigeri
(Slide)
Downright.gifHk.png 11 13 15 -12(0) KD 100 200 L - Guy's old 2HK animation; KD Adv: +14~26
Target Combo Mp.png~Hp.png 7 3 23 -6 -3 60*40 100*60 M Sp Su Both Close/Far 5MP work; can whiff on some characters at farther ranges; -2/+1 when cancelled into Run+Stop
Bushin Gokusaken
(start)
Lp.png~Mp.png 7 2 24 -8 -3 20*60 50*50 M TC Entire Bushin Chain sequence juggles vs. airborne opponents (but not into Throw ender)
+ Bushin Gokusaken
(partial)
+ Hp.png 6 2 18 -9 3 *80 *50 M TC Can chain into HK on hit/block or 2HK on hit
+ Bushin Gokusaken
(end chain)
+ Hk.png 11 3 21 -6 KD *100 *130 M Su Launches high for a juggle; KD Adv: +52
+ Bushin Gokusa
(throw ender)
+ Down.gifHk.png 3 2 20 - KD *100 - M - Side switches; may whiff at max range (-3 on hit); cannot activate vs. block or armor; opponent is put into free juggle state; can followup midscreen with Super or 5MP; KD Adv: +45
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 5 7 - - - 50 50 H - -
j.MP (angled) Upright.gifMp.png 5 3 - - - 80 100 H - -
j.HP (angled) Upright.gifHp.png 4 5 - - - 100 200 H - -
j.LK (angled) Upright.gifLk.png 5 8 - - - 40 50 H - -
j.MK (angled) Upright.gifMk.png 6 6 - - - 70 100 H - Crossup
j.HK (angled) Upright.gifHk.png 8 3 - - - 100 200 H - -
j.LP (neutral) Up.gifLp.png 5 7 - - - 50 50 H - -
j.MP (neutral) Up.gifMp.png 5 4 - - - 80 100 H - -
j.HP (neutral) Up.gifHp.png 6 4 - - - 100 200 H - -
j.LK (neutral) Up.gifLk.png 5 8 - - - 40 50 H - -
j.MK (neutral) Up.gifMk.png 6 3 - - - 80 100 H - -
j.HK (neutral) Up.gifHk.png 5 3(9)1*1 - - - 100*50x2 150*75x2 H*M*M - Puts airborne opponents into limited juggle state; 3 hits, but only 2 can connect on most characters
Elbow Drop Air Down.gifMp.png 8 until land - -2(6) 0(9) 80 100 M - Less effective at altering forward jump trajectory (back jump unchanged); better frame advantage vs. crouching
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+11 2 35 -21 KD 90 150 M Dash KD Adv: +11; +30 after Forward Dash, +28 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+11 2 35 -15 crumple 80 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 65 2 35 crumple crumple 140 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Grab Throw
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 80*[90] 0*[200] T *Sp Can cancel into back throw followup; KD Adv: +17
+ Bushinryu Shoulder Throw + Left.gifLp.pngLk.png - - - - KD [150] [200] T - Costs 1 bar during Forward Throw, replacing final hit of throw animation; KD Adv: +11
Shoulder Throw
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +13
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Bushingoraikyaku Down.gif2p.png
(After 5MP)
7 3(11)1(3)
2(26)2
24 -8
(-36)
KD 200 250 M - Input during cl/far.5MP or Bushin Chain 5MP on hit/block; large gap between last 2 hits (may drop at max range); can juggle if used during Bushin Chain on airborne opponent; KD Adv: +29
LP Hozanto
(Shoulder)
Qcb.pngLp.png
214+LP
7 6 21 -6 KD 80 150 M Su 5-15f upper body projectile invuln, 1-4f and 16-18f reduced upper body hurtbox; puts opponent into limited juggle state; very little horizontal range; KD Adv: +47
MP Hozanto
(Shoulder)
Qcb.pngMp.png
214+MP
17 3 21 -3 KD 120 200 M Su 5-14f upper body projectile invuln; KD Adv: +26
HP Hozanto
(Shoulder)
Qcb.pngHp.png
214+HP
19 3 22 -7 KD 130 200 M Su 5-15f upper body projectile invuln; puts grounded opponents into free juggle state; only combos from cl.5MP, cl.5HP, or 5MP>HP; KD Adv: +43
Ex.png Hozanto
(Shoulder)
Qcb.png2p.png
214+PP
10 3(12)3 27 -9 KD 60*120 0*200 M FA 1-12f projectile invuln, 19-22f low profile; 2 hits; 1st hit causes crumple, 2nd knocks down; both hits FA cancellable; KD Adv: +23
LK Bushin Senpukyaku
(Tatsu)
Qcb.pngLk.png
214+LK
10 2(6)1(7)1 11+19 land -18 KD 35x2*40 50x3 M - 1-9f throw invuln, 10-26f lower body strike invuln; projectile invuln 1-9f (mid body), 10-26f (lower body); 7-37f airborne; 3rd hit whiffs on grounded opponents; KD Adv: +31
MK Bushin Senpukyaku
(Tatsu)
Qcb.pngMk.png
214+MK
9 2(6)2(6)2 16+19 land -16 KD 40x3 50x3 M - 1-26f lower body strike invuln; projectile invuln 1-10f (all), 11-42f (lower body); 7-42f airborne; KD Adv: +25
HK Bushin Senpukyaku
(Tatsu)
Qcb.pngHk.png
214+HK
6 3(6)1(7)
1(6)1
16+19 land - KD 50*20x2*70 50x4 M - 1-30f lower body strike/projectile invuln, 5-46f airborne; whiffs on grounded opponents; first hit has increased juggle potential; KD Adv: +25~31
Ex.png Bushin Senpukyaku
(Tatsu)
Qcb.png2k.png
214+KK
4 2(5)1(6)
1(5)2
16+19 land -29
(-22)
KD 50*40x2*50 50x4 M - 1-10f full invuln, 11-25f lower body strike/projectile invuln; 3-41f airborne; (block Adv. if 3 hits connect); KD Adv: +24
Kaiten Izuna Otoshi
(Air Grab)
Air Qcf.pngP.png
Air 236+P
3 2 13 land - KD 180 180 T - Only hits airborne opponents; KD Adv: +7
Ex.png Kaiten Izuna Otoshi
(Air Grab)
Air Qcf.png2p.png
Air 236+PP
3 3 13 land - KD 200 200 T - Only hits airborne opponents; KD Adv: +7
Kaiten Izuna Otoshi
(Leaping Air Grab)
Dp.pngP.png
623+P
3+5 3 21+13 land - KD 180 180 T - 4f airborne; only hits airborne opponents; button strength determines trajectory; KD Adv: +7
Ex.png Kaiten Izuna Otoshi
(Leaping Air Grab)
Dp.png2p.png
623+PP
3+4 4 21+13 land - KD 200 200 T - 4f airborne, 5-10f strike/projectile invuln; only hits airborne opponents; strike hitbox; has juggle potential; KD Adv: +7
Utsusemi
(Counter)
Dp.pngK.png
623+K
1 16 37 - - - - - - 1-16f armor; absorbs attack, then teleports behind opponent
Ex.png Utsusemi
(Teleport)
Dp.png2k.png
623+KK
- - 48 - - - - - - 1-29f full invuln; teleports behind opponent on frame 27 (19f vulnerable recovery)
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Yamagoe
(Bushin Flip)
Qcf.pngLp.png
236+LP
- - 42+17 land - - - - - - 7-42f airborne; short trajectory; earliest followup at 22f, can be input with negative edge
MP Yamagoe
(Bushin Flip)
Qcf.pngMp.png
236+MP
- - 41+15 land - - - - - - 7-41f airborne; medium trajectory; earliest followup at 22f, can be input with negative edge
HP Yamagoe
(Bushin Flip)
Qcf.pngHp.png
236+HP
- - 44+17 land - - - - - - 7-44f airborne; far trajectory; earliest followup at 22f, can be input with negative edge
+ Ikazuchi
(Elbow Drop)
+ P.png 14 until land 8 land 0(2) 3(5) 80 100 M - Stops forward momentum
+ Kabutowari
(Falling Kick)
+ K.png 14 2 7 land -4(2) 2(9) 80 150 M - If input too late, kick will whiff; can be used to reduce landing recovery for a mixup
+ Bushin Izuna Otoshi
(Throw)
+ Left.gif or Right.gifP.png 5 3 8 land - KD 180 150 T - Works on standing or airborne opponents; throw can hit behind Guy; KD Adv: +17
Ex.png Yamagoe
(Bushin Flip)
Qcf.png2p.png
236+PP
- - 44+14 land - - - - - - 1-14f throw/projectile invuln, 7-44f airborne; tracks opponent's location; followups can be input with negative edge
+ Ex.png Ikazuchi
(Elbow Drop)
+ P.png 9 6 8 land -7(1) KD 50*150 0*200 M - Automatically transitions to throw followup on hit; active frames don't reach very far downward, so must be delayed against short crouching characters; KD Adv: +17
+ Ex.png Kabutowari
(Falling Kick)
+ K.png 14 1*1 7 land 1(6) 4(9) 70*50 100x2 M - 2 hits; causes air reset vs. airborne opponents that immediately drops opponent to the ground; if input too late, kick will whiff; can be used to reduce landing recovery for a mixup
+ Ex.png Bushin Izuna Otoshi
(Throw)
Right.gifP.png 5 3 8 land - KD 230 200 T - Works on standing or airborne opponents; throw can hit behind Guy; 4P input will result in Elbow Drop; KD Adv: +17
Run Qcf.pngK.png
236+K
- - 69 - - - - - - Followups can be input 5f onward; continues running for 69f until followup is input; does not stop upon reaching opponent
+ Sudden Stop + Lk.png - - 17 - - - - - - -
+ Shadow Kick
(Slide)
+ Mk.png 9 6 22 -10(-5) KD 120 150 L Su 8-24f semi-low profile (not reliable vs. many fireballs); juggles into super before the knockdown occurs; KD Adv: +14~19
+ Neck Flip
(Overhead)
+ Hk.png 22 2*3 20 -6 2(3) 100*70 100x2 H - 15-28f airborne; 1st hit whiffs on crouchers (except Hugo); better advantage on Hit vs. short crouching characters
Ex.png Run Qcf.png2k.png
236+KK
- - 79 - - - - - - 2 hits armor 1f~end; followups can be input 5f onward; continues running for 79f until followup is input; does not stop upon reaching opponent
+ Ex.png Sudden Stop + Lk.png - - 17 - - - - - - 1 additional hit of armor during recovery
+ Ex.png Shadow Kick
(Slide)
+ Mk.png 9 2*2*9 14 -5(3) KD 40x2*100 25x2*150 L*L*L FA 1-21f projectile invuln, 8-24f low profile; 3 hits, only 3rd knocks down (all are FA cancellable, can combo into Lv. 2 Focus); KD Adv: +19~27
+ Ex.png Neck Flip
(Overhead)
+ Hk.png 16 2*3 19 -5 3(4) 70*50 100*50 H - 10-21f airborne; 1st hit whiffs on crouchers (except Hugo); better advantage on Hit vs. short crouching characters
+ Ex.png Hozanto + Lp.png 7 6 21 -6 KD 80 100 M FA Puts opponent into limited juggle state; can juggle 214HK or 214PP anywhere on screen; KD Adv: +49
+ Ex.png Hagakure Ten
(Elbow Drop)
+ Mp.png 50 2 8 4(5) 9(10) 80 100 H - 24-33f full invuln; teleports upward before doing overhead elbow
+ Ex.png Hagakure Chi
(Shoulder Crumple)
+ Hp.png 23 5 17 -3 KD 80 150 M FA 1-27f armor; crumples opponent on hit, then side switches; KD Adv: +56
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Bushin Hasoken
(Super)
Qcf.pngQcf.pngP.png
236236+P
1+2 2(7)2(8)2 21 -2 KD 430 - M - 1-13f full invuln; high juggle potential; KD Adv: +60; Dmg Distribution: 40x2*80*20x5*40*130
Bushin Goraisenpujin
(Ultra 1)
Qcf.pngQcf.png3k.png
236236+KKK
0+12 2(5)2(16)
2(17)1
40 -20 KD 29*27x3*350 - M - 1-12f full invuln; In juggles, must connect the 2nd hit of U1; KD Adv: +50
Bushin Muso Renge
(Ultra 2)
Qcb.pngQcb.png3p.png
214214+PPP
0+1 2 38 - KD 500 - T - 1-2f full invuln; escapable post-freeze; KD Adv: +21; Dmg Distribution: 15x12*18*45*18x2*45*18*158
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

  • 252/385, 0 bar -- 2MP, 2MP, 5MP xx Run ~ MK Slide
  • 510/385, 4 bar -- 2MP, 2MP, 5MP xx Run ~ MK Slide xx Super
  • 278/440, 1 bar -- 2MP, 2MP, 5MP xx EX Run ~ LP Hozanto, HK Senpukyaku
  • 344/470, 2 bar -- 2MP, 2MP, 5MP xx EX Run ~ LP Hozanto, EX Instant Otoshi
    • Strict timing on Hozanto; early LP can whiff, late LP doesn't combo
      ---
  • 270/477, 0 bar -- (Corner) 2LK, 2LP, 5MP~HP xx HP Hozanto, LP Hozanto, HK Senpukyaku
  • 314/497, 1 bar -- (Corner) 2LK, 2LP, 5MP~HP xx HP Hozanto, LP Hozanto, EX Instant Otoshi
  • 406/417, 4 bar -- (Corner) 2LK, 2LP, 5MP~HP xx HP Hozanto, LP Hozanto, Super
    • Note: vs. Decapre and Elena, start these combos with only 2LP or 2MP before the Target Combo
      ---
  • 212/335, 0 bar -- 2LK, 2MP, 5MP xx MK Senpukyaku
  • 212/335, 0 bar -- 2LK, 2MP, 5MP xx Run ~ MK Slide (side switch)
  • 268/405, 1 bar -- 2LK, 2MP, 5MP ~ 2PP Followup
  • [403/427]/230, 0 bar -- 2LK, 2MP, 5MP xx EX Hozanto (1st hit) xx FADC, [Ultra 1 / Ultra 2]
    • 1st hit of EX Hozanto crumples, must input followup quickly
      ---
  • 238/425, 0 bar -- 2LK, 2MP, 5MP xx LP Hozanto, HK Senpukyaku (corner only)
  • 292/455, 1 bar -- 2LK, 2MP, 5MP xx LP Hozanto, EX Hozanto
  • 442/335, 4 bar -- 2LK, 2MP, 5MP xx LP Hozanto, Super
    • LP Hozanto works on everyone except Decapre, Elena, Evil Ryu, Ken, Ryu, Sakura
      ---
  • 207/375, 0 bar -- 2LK, 2MP xx LP Hozanto, HK Senpukyaku
    • Short confirm time, but works on everyone from close range
      ---
  • 350/550, 1 bar -- 2LP, cl.5HP xx HP Hozanto, EX Hozanto
  • 334/605, 0 bar -- (corner) 2LP, cl.5HP xx HP Hozanto, LP Hozanto, HK Senpukyaku
  • 388/635, 1 bar -- (corner) 2LP, cl.5HP xx HP Hozanto, LP Hozanto, EX Senpukyaku
    • Better oki than EX Instant Otoshi juggle ender, but slightly less damage
      ---
  • 264/353, 1 bar -- EX Run ~ HP Tackle, 5LP~MP~HP~HK (no followup juggle)
  • 428/150, 1 bar -- EX Run ~ HP Tackle, Ultra 1
    • Opponent will be juggle airborne after this crumple unless you FADC (not worth the extra meter)
      ---
  • 311+/550+, 1 bar -- EX Bushin Flip ~ Falling Kick, 2LP, cl.5HP xx HP Hozanto (+ followup juggle)
    • Meterless Bushin Flip can work too for a bit less damage; can be harder to time for a followup link
      ---
  • 236/320, 1 bar -- EX Run ~ HK Overhead, 2LK xx MK Senpukyaku
    • In the corner, the following characters can be hit by 2LK xx LP Hozanto for a juggle starter:
    • Balrog, Blanka, Chun-Li, Dee Jay, Dudley, E. Honda, El Fuerte, Fei Long, Guile, Guy, M. Bison, Makoto, Poison, Rufus, Sagat, T. Hawk, Yang, Yun, Zangief


Punishes:

  • 386/570, 0 bar -- (corner) cl.5HP xx HP Hozanto, 5LP~MP~HP~HK
  • 357/625, 0 bar -- (corner) cl.5HP xx HP Hozanto, LP Hozanto, HK Senpukyaku
  • 434/660, 1 bar -- (corner) cl.5HP xx HP Hozanto, LP Hozanto, EX Instant Otoshi
  • 591/520, 4 bar -- (corner) cl.5HP xx HP Hozanto, LP Hozanto, Super
    ---
  • 300/360, 1 bar -- 4HK ~ K Followup, EX Instant Otoshi
    • Easier in corner, but works midscreen if juggled immediately
  • 484/200, 4 bar -- 4HK ~ K Followup, Super
    ---
  • [468/492]/330, 3 bar -- (standing) cl.5HK, 2MP, 5MP xx EX Hozanto xx FADC, [Ultra 1 / Ultra 2]
  • 535/435, 4 bar -- (standing) cl.5HK, 2MP, 5MP xx Run ~ MK Slide xx Super
  • 314/428, 0 bar -- (standing) cl.5HK, LP~MP~HP~HK, microwalk HK Senpukyaku
  • 369/453, 1 bar -- (standing) cl.5HK, LP~MP~HP~HK, EX Instant Otoshi
  • 443/353, 4 bar -- (standing) cl.5HK, LP~MP~HP~HK, Ultra 1
    ---
  • 256/420, 0 bar -- 2HP, 5MP xx Run ~ MK Slide (side switch)
  • 320/500, 1 bar -- 2HP, 5MP ~ 2PP Followup
  • 390/549, 3 bar -- 2HP, 5MP xx EX Hozanto (1st hit) xx FADC, cl.5HK, LP~MP~HP~HK, HP Senpukyaku


-- Ranged Punishes --

  • 180/250, 0 bar -- far.5MK xx Run ~ MK Slide
  • 430/0, 4 bar -- Super
    • Excellent range and startup, punishes moves often considered "safe"


Counterhit Confirms:

  • CH 2HP, Ultra 1
  • CH cl.5HK, Ultra 1 (standing only)
  • CH cl.5MK, cl.5MK, 5MP
    • 5MP can go into HP TC, but may whiff on some characters
  • CH cl.5MK, cl.5HK, 5MP (standing only)
    • 5MP can go into HP TC, but may whiff on some characters
  • CH Run ~ HK Overhead, 2MP (crouching only)
    • Overhead hits twice vs. standing, so counterhit won't apply
    • No input buffer after meterless Run~HK, so link is more difficult


Ultra Setups:

  • Bushin Chain (LP~MP~HP~HK), juggle Ultra 1
    • input U1 as early as possible; must connect with 2nd hit
  • EX Hozanto (1st hit) xx FADC, link Ultra 1 / Ultra 2
    • crumples on grounded connect only; can also link cl.5HK + Bushin Chain and juggle U1 afterward


Other Setups:

  • Uncrouchable Bushin Flip Throw setups - (opponent can avoid throw with reversal crouching normal)
    • HP Hozanto, EX Bushin Flip ~ Throw (works anywhere)
    • HP Hozanto, HP Bushin Flip ~ Throw (works midscreen, can't be too close to corner)
    • 2MK (2nd hit) xx LP/EX Bushin Flip ~ Throw (2MK must be done from close range for KD)
      • If opponent anticipates this and hits wakeup buttons, use MP Flip ~ delayed Elbow Drop instead
  • After Corner Senpukyaku:
    • LP Bushin Flip ~ Elbow (hits meaty in front)
    • MP Bushin Flip ~ Elbow (whiffs behind, land for 2LK/Throw mixup)
  • After 4HK:
    • juggle 5MP instead of HK followup, then cancel to Run or Bushin Flip for a mixup


Useful Info

Reversals:

  • EX Senpukyaku (Qcb.png2k.png / 214KK) - fast and invincible, but cannot FADC for safety
    • LK version can beat throws and MK version can beat lows/projectiles with a good read
  • EX Run (Qcf.png2k.png / 236KK) - 2 hits of armor + additional armor on Stop or HP Tackle; vulnerable to throws
  • Utsusemi (Counter) (Dp.pngK.png / 623K) - meterless version has armor, EX version is 1f invincible teleport
    • Both are fairly weak due to the long recovery, but EX version can help escape a guaranteed chip KO scenario
  • Super (Qcf.pngQcf.pngP.png / 236236+P) - very fast, safe, and invincible
  • Ultra 1 (Qcf.pngQcf.png3k.png / 236236+KKK) - a bit slow for a reversal; invincibility runs out just before active, so it can trade
  • Ultra 2 (Qcb.pngQcb.png3p.png / 214214+PPP) - grab is escapable post-flash, but does great damage if the opponent commits to a grounded attack


Anti-Airs:

  • 2MP - fast, low profiles with a great hitbox
  • far.5HK - longer range, not as effective as USF4 version and somewhat likely to trade
  • EX Senpukyaku (Qcb.png2k.png / 214KK) - hits directly above Guy, has invincibility
  • EX Instant Otoshi (Dp.png2p.png / 623PP) - has some invincibility after becoming airborne, has to be used a little early
  • LP Hozanto (Qcb.pngLp.png / 214LP) - fast with a decent hitbox, can juggle afterward into HK Senpukyaki, EX Instant Otoshi, or Super
  • 5LP - juggles on hit, can combo into Bushin Chain or juggle into special moves
    • Mediocre AA hitbox, but effective after dashing under opponent
  • nj.HK - can land and juggle after air-to-air; 1st hit combos to HK Senpukyaku, 2nd/3rd hits juggle to Super


Anti-Focus:

  • Hozanto (Qcb.pngP.png / 214P) - armor break; LP version is good for cancelling on reaction
  • Senpukyaku (Qcb.pngK.png / 214K) - multi-hit; MK version may also cause focus release to whiff under Guy
  • Target Combo (Mp.png~Hp.png) - 5MP has good range, can confirm into HP on reaction to armor absorb
  • Bushingoraikyaku (Mp.png xx Down.gif2p.png) - another good reaction cancel after 5MP is absorbed


Anti-Projectile:

  • Hozanto (Qcb.pngP.png / 214P) - HP version has the most range and is the most rewarding; MP is slightly faster and safer if blocked
    • EX Hozanto can work, but the pushback on the 1st hit can push Guy backwards into a slow projectile
  • EX Run ~ Slide (Qcf.png2k.png~Mk.png / 236KK~MK) - EX Run can absorb up to 2 hits; the slide itself is projectile invincible
  • MK Senpukyaku (Qcb.pngMk.png / 214MK) - 1f projectile invuln, fairly reliable if close enough; can interrupt gaps in fireball blockstrings
  • Ultra 1 (Qcf.pngQcf.png3k.png / 236236+KKK) - works from around half screen; fully connects even if the 2nd hit whiffs
    • Super has a similar range to U1, but almost always drops out when used at range


Juggles:

  • Juggle Enders for Limited Juggle states:
    • HK/EX Senpukyaku, EX Hozanto, EX Instant Otoshi, Ultra 1 (2nd hit), Super (most juggle potential)
  • HP Hozanto (214HP) - free juggle starter; EX Hozanto midscreen, LP Hozanto + Followup in corner
  • LP Hozanto (214LP) - limited juggle starter, followups can work anywhere
    • Also applies to EX Run ~ LP Hozanto followup
  • Ninja Sickle (4HK) - free juggle starter
    • Nodokiri (HK Followup) also starts a free juggle if the 4HK starter whiffs
    • On a full 4HK ~ HK followup connect, opponent is in a limited juggle state
  • Bushin Chain (5LP~MP~HP~HK) - launches opponent into limited juggle state
    • If Chain is hitting airborne opponent, only Super can juggle afterward
  • Bushin Chain Backthrow (5LP~MP~HP~2HK) - free juggle starter, works best when Guy is in the corner
    • Can juggle 5MP or Super midscreen; other character-specific juggle exist (e.g. another Bushin Chain vs. Hugo)


Miscellaneous:

  • vs. Elena - in the corner, Lv. 2 Focus ~ Dash will cross up on block - Video


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