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Ouroborus
06-05-2003, 06:32 PM
Hi, I've just picked up this character and so far he fuckin rocks.:cool:

So far I've learned that c.mp is his best poke and can buffer into whatever. I like to buffer into bushin elbow drops as it can cross the opponent up.

Also I buffer into bushin slide or cresent kick for a mixup game but it doesnt work as good as the elbow drops.

Other things I've learned is throw into super in the corner and j. d+mp beats most air to air moves.

I'm trying to improve my game with him so if anyone here plays him, please post your strats.

bushin187
06-09-2003, 10:30 AM
- start by poking with s.MP s.FK and c.RK
- c.jab and c.MP is good anti-air you can folluw up with

1 super
2 bushin sempuu kyaku
3 qcf +punch punch

c.JP s.SP s.FP is the chain you will be using the most ( it's better because it hits crouching opponents and you can cancel it into super and specials ). examples

c.JP s.SP s.FP xx qcf + SP,SP
c.JP s.SP s.FP xx qcb + Jp, Jp
c.JP s.SP s.FP xx qcf + SK,SK

c.SP has the best range so if your opponent is too far for a c.JP use a c.SP only ( you also have to skip the c.FP because you can't cancel te long version in a special move. )
so the chains will look like this

s.SP xx qcf + SP,SP
s.SP xx qcb + Jp, Jp
s.SP xx qcf +SK,SK

use those chains to stay in your opponents face. Mix them up and use overhead attack. Try to crush their guard. If guard is crushed or low use super.
level 3 kick super (qcf,qcf+kick) is the best. You can juggle afterwards. examples

Lvl 3 kick super / final fight chain / final fight chain
Lvl 3 kick super / final fight chain / s.SP , s.FP xx qcf +RK, kick
Lvl 3 kick super / final fight chain / s.Sp , s.FP xx qcb +Rk , kick

second juggle depends on corner juggle limit ( once u hit the corner one more juggle is allowed ).

(note player 2 guy can juggle out of the corner)

i prefer
Lvl 3 kick super / final fight chain / s.SP , s.FP xx qcf +RK, kick
Lvl 3 kick super / final fight chain / s.Sp , s.FP xx qcb +Rk , kick

because you opponent might flip out afterwards and you can do another juggle or airthrow.

koreso bushin ryu !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!! I'll post later

GianL
06-09-2003, 05:00 PM
c.JP, s.SP, s.FP is not a true chain. fact is, when you score counter hit with the c.JP (other possiblities i.e. c.SK) the opponent will be in hitstun longer than normal, and long enough to link into a s.SP which can be chained into s.FP. after s.SP, s.FP chain you should really always try to go for a XX lvl3 super followed by one of the juggles bushin stated, whenever you have the full meter (practice that shit).

on wake-up the 2-hit c.FK is a decent choice (except against 0-frame invincibility moves like chun-li's tensho kyaku or a super like ken's shoryu reppa). when you sense they will try to block because they're thinking another sweep will come, that's one of the situations where you could go for a s.MP, s.FP XX qcf+P. strength of P for the bushin lightning drop/ elbow in this sequence really depends on how far you both are from the corner and what you think the other player tries after the s.FP.
say, you are both in the corner and opponent blocks a close s.SP, s.FP on wake-up but after the FP tries to jump out, in that case you could go for a JP bushin drop to catch em in their attempt to escape. be careful tho, and stay mixing it up, cause the next time the opponent could very much be expecting that JP bushin drop and just dragon punch out of it.
after a blocked s.SP, s.FP you could far more generally go for an FP bushin elbow, because it comes out extremely fast.
these are just examples and keep in mind that you should experiment with all the possiblities.

I will post more later as well:D (bushin murder setups:evil: )

bushin wij moeten echt weer eens spelen, kan ik je n00bass ownen:lol:

ballpoint
06-10-2003, 03:50 AM
just a conceptual..type.. question.
i hear Guy takes it bad from Shotos who sit there and turtle and c.FP anything that comes from air. i imagine that shit could work in A2, but in A3 you have the guard meter so it's not as easy. but say you were playing as classic Ryu (or World Tour Ryu with infinite guard meter), then does Guy have problems?

ie is Guy a reactionary character that has difficulties if the opponent doesn't act first?

bushin187
06-10-2003, 04:53 AM
Originally posted by GianL
c.JP, s.SP, s.FP is not a true chain.

when you sense they will try to block because they're thinking another sweep will come, that's one of the situations where you could go for a s.MP, s.FP XX qcf+P. strength of P for the bushin lightning drop/ elbow in this sequence really depends on how far you both are from the corner and what you think the other player tries after the s.FP.

say, you are both in the corner and opponent blocks a close s.SP, s.FP on wake-up but after the FP tries to jump out, in that case you could go for a JP bushin drop to catch em in their attempt to escape. be careful tho, and stay mixing it up, cause the next time the opponent could very much be expecting that JP bushin drop and just dragon punch out of it.
after a blocked s.SP, s.FP you could far more generally go for an FP bushin elbow, because it comes out extremely fast.
these are just examples and keep in mind that you should experiment with all the possiblities.

I will post more later as well:D (bushin murder setups:evil: )

bushin wij moeten echt weer eens spelen, kan ik je n00bass ownen:lol:

I never use c.JP, s.SP, s.FP becuz I'm lazy but c.JP, s.SP is a true chain and s.SP, s.FP too. i will look into it gian

fp elbow drop doesn't work midscreen and I think Jp elbowdrop is always a bad idea becuz SP elbow drop will catch people too if they jump.
- use FP elbowdrop in the corner and SP midscreen

short hurricane kick ( anti-air, wake up )
forward hurricane kick ( pschycic dp )
roundhouse hurricane kick ( combo's )

qcb + jp ( can combo)
qcb + sp ( move through fireball ,get close to opponent)
qcb + fp ( move through fireball )

when you do qcb + punch u r invincible while turning you have to anticipate your opponent a bit.

I was gonna post my 1337 strat Ouroborus but gian will just copy it now :bluu:




just a conceptual..type.. question.
i hear Guy takes it bad from Shotos who sit there and turtle and c.FP anything that comes from air. i imagine that shit could work in A2, but in A3 you have the guard meter so it's not as easy. but say you were playing as classic Ryu (or World Tour Ryu with infinite guard meter), then does Guy have problems?

ie is Guy a reactionary character that has difficulties if the opponent doesn't act first?.

ball point if opponet has inf guard a guy player would have to change his strat a bit . and there are other ways to get people to eat the lvl3 super

- more overhead attacks
- s. SP xx run , kkk grab
- antiair lvl3 punch plays a bigger role

usually i don't use these three so much because I don't want to give the opponent a chance to regenerate his bar


post more later


;)

GianL
06-10-2003, 04:58 AM
in my opinion, guy benefits from confusing your opponent at close range, mixing it all up from fast moves (ex. close s.MP, s.FP xx FP bushin elbow) all the way to a sporadic slow move (ex. s.MP, s.FP xx RK hayakage/run cancel kick). this means that the opponent must be put under pressure, until he lets down his guard to try and counter, and these counter attempts is what you should be looking out for to counter yourself. so in the case of having to fight a classic ryu, who is turtling, i'd suggest you keep the pressure extremely tight, so don't leave holes anywhere but stay steady on the offense, and keep mixing it up. mixing it up is very important: say you keep jamming at the opponent with s.MP, s.FP xx qcb+JP/mountain breaker (a sequence which doesnt leave you open for counterattack), you could try a close c.SK, walk-up throw another time. there's a good chance he will not see it coming fast enough and fall for it. (this is called tick throwing, one of the oldest tricks in the book) the next time your opponent could try to counter you walking up, when you sense that, you could hesitate and snuff his poke. his kick throw leaves the opponent open for juggle opportunities, ex. : kick throw, lvl3 8-double fist/bushin hassou ken<----essential guy trick, especially vs defensive opponents where generally the throw is your weapon.
on another note, ryu's c.FP is outprioritized by the bushin elbow drop and the air elbow drop--if you time it right, else you will trade at least;). it's the dragon punch that guy fears.

ie is Guy a reactionary character that has difficulties if the opponent doesn't act first?

to answer your question more directly, i think guy has to (learn to) pressure the defensive and lure them out. in the end turtlers will always lose, very much against the mighty (complicated) a-guy:lol: he has absolutely no difficulties with pressuring the opponent and making them open up

if you look at guy and his whole arsenal, I'd personally say that he doesn't have much single abusable moves, but he instead
relies on winning in all these different situations with all his very
different moves. his main focus is to keep poking/whiffing and trying to create an opening for a fat combo. there will be some rounds where he won't even get that opening, but will win on the strength of his pressure game.

by the way,
guy's jump is not so good in itself, it goes far and is hard to aim with. (there are of course n00bie situations where he should jump-in for a fat combo though). I'm not trying to rule jumping-in out in the whole. say you jump over ryu's hadoken from far, and ryu will try a counter dp, he can shorten the trajectory of the jump with d+SP!, leaves him safe in most cases. the d+SP also has good air-to-air priority, and decent air-to-ground.

GianL
06-10-2003, 05:12 AM
I was gonna post my 1337 strat Ouroborus but gian will just copy it now :wtf:

c.JP does not chain into s.SP, go check it out


gast doe alsjeblieft niet zo raar en ga niet dingen verbeteren die ik niet heb gezegd. tering we waren toch cool, wtf is deze attitude

Gandido
06-17-2003, 08:45 AM
C.jab -> s.Strong is NOT a true chain. It only works on counterhit. However, it is his prefferential block string. You can mix up the run trap pretty well by alternating between that and s.strong -> s.fierce chain.

His hurricane kicks work like DPs in a way. IIRC, they beat out low hitting moves (gotta check this out again) and leave them in the air, allowing for more juggles.

His airthrow sets up all kinds of crazy shit. Integrate it into your game pretty well, and you'll see what I mean.

If you're going to use one of the qcf + k followups, use the roundhouse one. IMO, it's the only one worth using (besides the stop, obviously.)

-Gandido-

shadowcharlie
06-17-2003, 06:14 PM
Originally posted by Gandido
If you're going to use one of the qcf + k followups, use the roundhouse one. IMO, it's the only one worth using (besides the stop, obviously.)

-Gandido- gandido, how does one space himself for the roundhouse followup? i keep eating normals or dps when i try it...

GianL
06-18-2003, 02:06 PM
how does one space himself for the roundhouse followup? i keep eating normals or dps when i try it...

im sorry i just felt like trying to answer your q:
i think it is possible if you set the opponent up for it. like scaring him to counter first, watch til you get him on defense. sort of the same way as you would use a general overhead attack.
be sure not to perform it too close or you will leap over a crouching opponent.
i usually go for a slide/axekick-run when i score a lvl 3 kick super, but dont juggle after wards, because the opponent is forced to roll after landing from a lvl 3 kick super.

MrSimpson
06-23-2003, 07:35 PM
BIZump. Any character specific strats? Any at all use of V-Guy?

shadowcharlie
06-23-2003, 07:54 PM
Originally posted by MrSimpson
BIZump. Any character specific strats? Any at all use of V-Guy? v guy sucks

MrSimpson
08-05-2003, 02:27 PM
Buummppp. Does anybody want to discuss matchups? Cr strong is a must AA vs gief, it beats the splash o doom. You can do the follow up of your choice afterwards. Cr jab or cr strong i think beat out Giefs knee drop. Also i try to bait out his long ass normals like st fierce and try to hurricane kick the limb. I wouldnt advise jumping in, lariat owns everything Guy has I think. Really not that terrible of a match up for him IMO. Anyone has strats against A-Chun? Tough match for me. Everyone <3's loves Guy.

Kikosho
08-06-2003, 02:34 PM
Hey guys (no pun intended),

Great thread. Here's a cool video I saw at another thread. It's an A-Guy vs. V-Akuma (my worst enemy). Well here it is:

http://www10.plala.or.jp/achomovie/acho_zero3_20030713a.wmv

MrSimpson
08-06-2003, 05:06 PM
Yeah thats a sweet vid, i saw it earlier. Good idea to post it here though ;) Is that the same Guy who was in the Japanese National vids? I cant read kanji heh.

marvelscrub
08-06-2003, 09:12 PM
GianL: Just curious.. Why don't you juggle after the lvl3 kick super?

MrSimpson: I HATE fighting Gief with Guy.. :( You can't get fancy at all and have to play a very minimal game to keep him out (I like to play fancy :)). I think d.jab beats the hurricane kick??

Bleh.. Oh yeah, I dunno think it has been mentioned but the forward kick hurricane is best for hitting low normals.. Well, not the normal, but to pass thru and hit the attacker upclose.

MrSimpson
08-07-2003, 09:51 AM
marvelscrub: Yeah he limits Guy a lot but its kind of a cool match up. Fun to play to me anyway heh.

Buttermaker
03-17-2004, 09:34 PM
I was looking for some Guy info and found this thread and the following post which fits in here nicely.

Originally posted by Gandido
Guy too powerful. Fear the ninja :)

To whomever asked why he's still high up there, it's because of his bullshit recovery game. Like, if he scores any kind of air counterhit, or a major ground counterhit, you're fucked. He can:

a) j.forward to get you when you hit the ground into s.strong xx run.
b) walk up, airthrow, into more bullshit because the counterhit effect will make their recovery bounce slightly higher, which:
1) leads into A
2) do a bushin flip with either strong or fierce depending on how you think they will recover.
c) wait for them to recover while walking up to them, c.strong into bushin grab.

and if they're afraid of all that BS, just do them anyways and you'll score damage because it'll all combo! :) <3 Guy

He gets so much damage off a counterhit anything, be it air or ground that it gets annoying.

Also, his free stuff after corner throws. Throw someone into corner, then do short (or forward, think it's short though) hurricane to get them to block (beats their mashes mostly). If they teched wrong, they'll be so high in the air that you can nail a c.strong xx lvl 3 air super after because they can't airblock ground hits.

Forward hurricane hits crouchers and acts as a dp. Semi-safe.

Counterhit c.jab = death. Instant dizzy combo if you're like, 2/3 to 3/4ths screen away from the corner.

c.jab (CH), s.strong s.fierce chain xx lvl 3 kick super (you can do c.jab CH then c.strong or s.fierce if you want), then final fight chain which should put them into the corner, so you get another extra juggle. Then do strong fierce into either Bushin Grab (you should get the elbow though) or RH hurricane (less damaging but always a sure dizzy). Then kill the fucker with j.fierce, ff chain, into strong fierce or another final fight chain. I love Guy. Ninjas = <3.

Close fierce is messed up. I've seen that shit like roll-cancel through low hits. C.rh is CRAZY good. Major counterhits off that = hella sweet.

Something I rarely see though is people linking FF chains without a counterhit c.jab. It's easy once you get used to it. Just make sure you can tell the char is standing.

An above-average Guy can give absolutely anyone problems. IMO, his only true landslide bad matchup is Charlie, and it's because Sonic Boom overrides ALL of his options. S.rh is a bitch too, but at least if you predict it, it's a free FF Chain, since s.jab beats it out, and that = damage.

End of Guy rant. Will finish it up tomorrow.

Gandido
03-21-2004, 07:20 AM
Originally posted by Buttermaker
I was looking for some Guy info and found this thread and the following post which fits in here nicely.



After seeing how Shinya dealt with Sonic Booms I don't think that Charlie is that bad of a matchup for Guy. I still don't like it though.

ALSO, s.short makes a wonderful anti air when c.strong isn't working well. Just make sure you do it from a distance so you get the s.short that points upwards, and if you think you'll get a counterhit, cancel into jab Bushin flip and you'll get some nice damage. :D You CAN always cancel into run to get some nice vertical position, and as always, if they're afraid to tech, s.strong into whatever you want.

Gandido
03-25-2004, 07:11 AM
Something that I think has been overlooked:

When people do KK roll to get out of the corner and such, don't sweep them. Instead, they're giving you a free Bushin chain! Start it off with close s. short and go into the chain as you normally would (not a link, s.short (c) -> jab -> strong -> fierce -> rh). Saw it done on a video once, but I never really made much since I didn't understand what happenned BEFORE, but now I do.

Airthrow into corner into Bushin chain is also really nice. So is air to air counterhit j.strong, land, Bushin chain. :)

Gandido
04-07-2004, 10:21 AM
Did some testing: airthrow to corner, land, bushin chain CAN'T be neutral teched. However, front and back techs work. If they use back tech you can still kill them since you do jab (whiff) strong -> fierce into elbow.

Xenozip.
04-19-2004, 08:45 AM
I hate to interrupt this thread, but.. I made some V-Guy combo replays for Final Burn Alpha and was wondering if there was any way to maximize their damage :

http://www.shoryuken.com/forums/showthread.php?s=&postid=1484183#post1484183

The file is at the bottom of my post. Any feedback would be appreciated.

Duck Strong
04-20-2004, 11:49 PM
I remember you from the Dii forums.

Xenozip.
04-21-2004, 12:31 AM
Originally posted by Duck Strong
I remember you from the Dii forums. I'm everywhere O_o
What was your alias there?

Nobody remembers me from Quake :(

CapMaster
02-16-2006, 04:24 PM
Bump...Question though..How do you throw the opponent during the Final Fight chain?

FMJaguar
02-16-2006, 05:38 PM
jab,strong,fierce,D+RH, X-ism only,

BTW if someone wants to go fill in the wiki feel free:

http://www.shoryuken.com/wiki/index.php/Guy_%28SFA3%29

Ouroborus
02-16-2006, 08:27 PM
wow, this thread is still here?

anyways i gave up using guy a long time ago. floaty ass jumps = :tdown:

however, edma has a sick ass guy

Gaijinblaze
12-27-2006, 10:11 PM
Good thread people. Just about everything I know about Guy has come from this thread, and a few Japanese videos.

Anyway, how do you typically set up f+MP? As far as I know, it's his only useful (?) ground overhead, but it seems to come out pretty slow. Any useful strings to make better use of it?

Also, after I connect with a hurricane (let's say LK) in the corner and do MP, HP chain, I can't cancel into anything for some reason. Is it the game preventing that, or is my execution just way off?

One more thing, anyone know where I can download Xeno's Guy vid? I know it's at ComboVideos but it doesn't seem to download from there, and I hate going to Youtube every time I want to watch it.

Ouroborus
12-28-2006, 12:37 AM
guy sucks

Deathscythe
12-28-2006, 10:31 AM
http://www.youtube.com/watch?v=zxEmlvwLKJE

http://www.youtube.com/watch?v=DosNiFJ0EXE

http://www.youtube.com/watch?v=gPPmq25Shfk

http://www.youtube.com/watch?v=4zKqVPO8S1Q


Me(Guy) vs. my friend(Charlie)


Guy doesn't suck at all. The floaty jumps can be kept to a minimum by jumping and doing down+strong.

tolkien
12-29-2006, 09:30 PM
they're easy to walk cancel too

Gaijinblaze
01-13-2007, 10:25 AM
Some more questions:

I'm aware that when you're P2, level 3 K super in the corner will crossup, so any juggle you do has to go in the other direction. Does P2 mean player 2, or that you're facing the left corner regardless of whether you're P1 or 2?

Also, after that super, I saw Daigo do MP, HP x bushin flip->grab (coincidentally in the crossup situation I just mentioned). What P do I use for the flip in that combo? I noticed it isn't listed on the first page.

That's all for now. Still having trouble landing that overhead though. Sometimes I'll try it after a jump-in move, or a c.LP, but people keep hitting me out of it.

Deathscythe
01-13-2007, 11:53 AM
Some more questions:

I'm aware that when you're P2, level 3 K super in the corner will crossup, so any juggle you do has to go in the other direction. Does P2 mean player 2, or that you're facing the left corner regardless of whether you're P1 or 2?

Also, after that super, I saw Daigo do MP, HP x bushin flip->grab (coincidentally in the crossup situation I just mentioned). What P do I use for the flip in that combo? I noticed it isn't listed on the first page.

That's all for now. Still having trouble landing that overhead though. Sometimes I'll try it after a jump-in move, or a c.LP, but people keep hitting me out of it.


It's strictly Player 2. The glitch only applies with P2 A-Guy. You'll know that because when you do Bushin Chain roundhouse will just go right through and you crossup onto P1 side.

Middlekick
01-13-2007, 12:27 PM
It's also possible with Player 1, but is character- and position-specific. It definitely works against Blanka.

Buttermaker
01-16-2007, 07:12 AM
Also, after that super, I saw Daigo do MP, HP x bushin flip->grab (coincidentally in the crossup situation I just mentioned). What P do I use for the flip in that combo? I noticed it isn't listed on the first page.
:hp:

It's also possible with Player 1, but is character- and position-specific. It definitely works against Blanka.
Yes, it works every time against Blanka.

I've also had it happen against Cammy, Claw and Honda, if I remember correctly.

Bullet2k4
01-26-2007, 02:33 PM
how exactly do you walk cancel with guy to continue his combos?like

CH j.d+mp in air,walk cancel FF chain

lvl3 Kick super FF Chain, walk cancel,mp,fp,bunshin flip

Kyokuji
01-26-2007, 02:37 PM
Don't need to walk cancel the FF chain. They can't flip anyway.
But the first one's right. A walk cance is just :qcf:/:qcb: and then holding forward/back as you land.

BKB
01-26-2007, 04:58 PM
For walk cancelling, instead of quarter circle motions I would highly recommend doing :

:df::r:
or
:db::l:

Quarter circles DO work, but when you only have to walk a short distance (when you counterhit before the apex of your jump, etc), you might get a special move. If you learn to do it this way, you never have to worry about that.

Bullet2k4
01-30-2007, 06:43 PM
ive seen a vid where guy could do

FF Chain, FF Chain, mp,fp

i didnt think it would actually be possible.wouldnt you have to walk cancel to do this?

http://www.youtube.com/watch?v=ClVzL5BRh80

right at 1:20

BKB
01-30-2007, 06:56 PM
The first FF-chain was outside the corner, so corner jugle limit wasn't active yet.

also, you can't walk cancel after a grounded normal attack. Only after a jump.

Gaijinblaze
05-10-2007, 07:03 PM
Not a whole lot going on here. To some people A3 is like a new game, you know.

I just noticed, the only videos I have favourited at Youtube are A3 vids with Guy players, so maybe it would be beneficial to someone if I posted it. All of them are very old though, at least 2 or 3 years. Since there is so little discussion past the basics, videos are probably the only thing a new Guy player would have for practical gameplay info. Just as a heads up for other new people, emulating the Japanese doesn't work well against the CPU. >:(

http://www.youtube.com/profile_favorites?user=GaijinMo