Way of the Sneakers (Hitbox, Damage/Stun, and Combos)

guy

#1

this is for general guy knowledge as every character thread has one of these, and i thought it was about time we started getting the guy thread organized. so here we go…

update: i’ve added the hitbox images from this thread… Guy Hitboxes (All images inside!) explanations of what each colored hitbox means will be after the normals section. so i’d like to thank obey562 for posting them up.

NORMALS

STANDING

-st. jab…20 damage/50 stun
-st. strong(close)…60 damage/100 stun
-st. strong(far)…60 damage/100 stun
-st. fierce(close)…100 damage/200 stun
-st. fierce(far)…100 damage/200 stun
-st. short(close)…30 damage/50 stun
-st. short(far)…40 damage/50 stun
-st. forward(close)…80 damage/100 stun
-st. forward(far)…70 damage/100 stun
-st. rh(close)…100 damage/200 stun
-st. rh(far)…110 damage/200 stun

CROUCHING

-cr. jab…20 damage/50 stun
-cr. strong…70 damage/100 stun
-cr. fierce…100 damage/200 stun
-cr. short…30 damage/50 stun
-cr. forward(1st hit)…30 damage/30 stun
-cr. forward(2nd hit)…40 damage/40 stun
-cr. rh(no knockdown)…50 damage/80 stun
-cr. rh(knockdown)…90 damage/100 stun

JUMPING

-jab…50 damage/50 stun
-strong…80 damage/100 stun
-strong(neutral)…80 damage/100 stun
-fierce…100 damage/200 stun
-short…40 damage/50 stun
-short(neutral)…40 damage/50 stun
-forward(neutral jump)…80 damage/100 stun
-forward**(jumping towards/away)…70 damage/100 stun
-rh***(neutral jump, 1st)…100 damage(50 per hit)/50 stun(1st hit)50 stun(2nd hit)
-rh***(neutral jump, 2nd)
-rh***(neutral jump, 3rd)
-rh(jumping towards/away)…100 damage/200 stun

**this is also guy’s crossup
***apparently nj. rh has 3 active hitboxes so that’s what the “1st, 2nd, 3rd” will mean.

COMMAND NORMALS

-f+strong(overhead)…60 damage/100 stun
-df+rh**(aka ninja sickle)(1st hit)… 40 damage/100 stun
-df+rh(2nd hit)…60 damage/100 stun
-jumping d+strong…80 damage/100 stun

**i couldn’t find both hitboxes for df+rh.

Understanding Hitboxes:
Solid Yellow boxes:
This represents the physical space that the character is occupying. These do not represent hittable boxes. It is there so the characters, when both are pressing forward, they cannot pass through eachother. Moves that can pass through the opponent, for example, akuma’s teleport, that yellow area wil lcompletely disappear so he can pass through the opponents yellow area.

Solid Yellow long horizontal boxes:
They are the distance for where the active frames will force the opponent to block (but I didn’t include any of them in these pictures to show the distances)

Solid Red boxes:
This represents the attack’s active hitbox. If this box collides with the opponent’s vulnerable box(explained further down), it will register a hit. The data that is shown inside the red hitbox, is not important, they are values representing range/height/etc… basically, important info for the development team only

Solid Green Boxes:
This is considered a Projectile Active hitbox. Same rules apply as the red hitbox when it comes to registering a hit.

Solid Blue hitbox:
This is a throw’s active hitbox. If this throw collides with a throw vulnerable box(explained further down) on the opponent, a throw will be triggered.

Green lined boxes:
This represents the character’s vulnerable hitbox. If any attack’s solid red hitbox or projectile’s solid green hitbox collides with the green lined box, a hit will be registered.

Blue lined boxes:
This represents the character’s vulnerable throwable hitbox. If a throw’s Solid Blue hitbox makes contact with A blue Lined box, a throw will be triggered

Red lined boxes:
This represents the character’s vulnerable hitbox, just like the green lined boxes, but it is invincible to projectile attacks(solid green hitboxes).

TARGET COMBOS

-st. strong, st. fierce…100 damage/160 stun
-st. jab, st. strong, st. fierce, st. rh(aka FF chain/Bushin chain)…214 damage/231 stun
-st. jab, st. strong, st. fierce, d+rh(ends in back throw)…214 damage/140 stun

THROWS
-forward throw…130 damage/160 stun
-back throw…130 damage/120 stun

KARA THROWS
-f+strong(doesn’t really go anywhere, useless in my opinion)
-st. strong(much better than f+strong, but doesn’t really go that far. it’s definitely noticeable though)

FOCUS ATTACK
-level 1…60 damage/100 stun
-level 2…80 damage/150 stun
-level 3…140 damage/200 stun

SUPER
-qcfx2+P…350 damage

ULTRAS
-Ultra 1(note: armor breaks)(qcfx2+3K)…460 damage
-Ultra 2(hcbx2+3P)…500 damage

SPECIAL MOVES

-HOZANTO/SHOULDER*(note: armor breaks) [qcb+P]
----------jab(1) (2)(80 damage/140 stun)
----------strong(1) (2)(130 damage/160 stun)
----------fierce(1) (2)(160 damage/200 stun)
----------EX(1) (2)(120 damage/200 stun)

-HURRICANE*** [qcb+K]
----------short(1) (2) (3)(80 damage, 40 per hit/150 stun)
----------forward(1) (2) (3)(150 damage, 50 per hit/200 stun)
----------**rh(1) (2) (3) (4)(90 damage, 50/20/20 respectively/150 stun(note: i couldn’t get all 4 hits to connect outside of a combo)
----------EX(1) (2) (3) (4)(first 3 hits 50 damage, 4th hit 20 damage/200 stun)

-BUSHIN FLIP GRAB [qcf+P, P on mid air or standing opponent]
----------all versions(200 damage/150 stun)
----------EX(200 damage/150 stun)

-BUSHIN FLIP ELBOW [qcf+P, P]
----------all versions(80 damage)/100 stun
----------EX(80 damage/100 stun)

-COMMAND RUN [qcf+K, K]
----------short(N/A)
----------forward(90 damage/100 stun)
----------rh(1) (2)(1st hit 100 damage/100 stun, 2nd hit 70 damage/100 stun)

-AIR THROW [qcf+P(in air)]
----------jab(180 damage/180 stun)
----------strong(180 damage/180 stun)
----------fierce(180 damage/180 stun)
----------EX (170 damage/180 stun)

*hozanto/shoulder has 2 active hitboxes it seems.
**rh hurricane can hit 4 times, but i’ve only been able to do it after an ff chain throw.
***all versions of hurricane have multiple hits so the “1, 2, 3, and/or 4” pertain to each hit of the hurricane.

COMBOS/BNB’s

for this section i’ll be referring to st. strong, st. fierce target combo as TC. as well as st. jab, st. strong, st. fierce, st. rh as FF chain, and st. jab, st. strong, st. fierce, d+rh as “ff chain throw.”

-i’ll be referring to qcb+P as “shoulder,” qcb+K as “hurricane”
-parts that say “guy in corner” refer to guy having to be in the corner, not the opponent.
-parts that say “in corner” refer to opponent having to be in the corner.

COMBOS USING LINKS
-[184 DMG/362 STUN] cr. jab, cl. fierce xx jab shoulder
-[240 DMG/410 STUN] cr. jab, cl. fierce xx forward hurricane
-[151 DMG/250 STUN] cr. jab x2, st. strong xx command run slide
-[152 DMG/270 STUN] cr. jab x3, st. strong xx command run slide
-[161 DMG/250 STUN] cr. short, cr. jab, st. strong xx command run slide
-[162 DMG/270 STUN] cr. short, cr. jab x2, st. strong xx command run slide
-[182 DMG/320 STUN] cr. short, cr. jab, st. strong xx EX shoulder
-[180 DMG/330 STUN] cr. short, cr. jab x2, st. strong xx EX shoulder
-[232 DMG/380 STUN] cr. fierce, st. strong xx command run slide
-[256 DMG/460 STUN] cr. fierce, st. strong xx EX shoulder
-[319 DMG/565 STUN] cr. fierce, st. strong xx EX shoulder, rh hurricane(in corner)
-[361 DMG/565 STUN] cr. fierce, st. strong xx EX shoulder, EX hurricane(in corner)

COMBOS USING TC
-[164 DMG/272 STUN] TC xx jab shoulder
-[168 DMG/296 STUN] cr. jab, TC xx jab shoulder
-[164 DMG/306 STUN] cr. jab x2, TC xx jab shoulder
-[220 DMG/320 STUN] TC xx forward hurricane
-[217 DMG/338 STUN] cr. jab, TC xx forward hurricane
-[206 DMG/342 STUN] cr. jab x2, TC xx forward hurricane
-[222 DMG/386 STUN] cr. jab, TC xx jab shoulder, juggle rh hurricane
-[258 DMG/386 STUN] cr. jab, TC xx jab shoulder, juggle EX hurricane
-[172 DMG/240 STUN] TC xx command run slide
-[175 DMG/268 STUN] cr. jab, TC xx command run slide
-[170 DMG/282 STUN] cr. jab x2, TC xx command run slide

COMBOS USING FF CHAIN
-[286 DMG/351 STUN] ff chain, juggle EX shoulder
-[310 DMG/260 STUN] ff chain throw, juggle rh hurricane(guy in corner)
-[316 DMG/260 STUN] ff chain throw, juggle EX hurricane(guy in corner)
-[264 DMG/353 STUN] cr. jab, ff chain, juggle EX shoulder
-[244 DMG/350 STUN] cr. jab x2, ff chain, juggle EX shoulder
-[254 DMG/350 STUN] cr. short, cr. jab, ff chain, juggle EX shoulder
-[242 DMG/330 STUN] cr. short, cr. jab, ff chain, juggle with rh hurricane
-[266 DMG/330 STUN] cr. short, cr. jab, ff chain, EX hurricane
-[344 DMG/503 STUN] cl. st. rh, ff chain, EX shoulder
-[329 DMG/478 STUN] cl. st. rh, ff chain, rh(in corner)
-[359 DMG/478 STUN] cl. st. rh, ff chain, EX hurricane(in corner)
-[314 DMG/403 STUN] cr. strong, ff chain, EX shoulder

COMBOS USING JUMP INS
-[254 DMG/303 STUN] j. forward, ff chain
-[284 DMG/403 STUN] j. rh, ff chain
-[314 DMG/403 STUN] j. forward, ff chain, EX shoulder
-[344 DMG/503 STUN] j. rh, ff chain, EX shoulder
-[294 DMG/400 STUN] j. forward, cr. jab, ff chain, EX shoulder
-[324 DMG/500 STUN] j. rh, cr. jab, ff chain, EX shoulder
-[282 DMG/380 STUN] j. forward, cr. jab, ff chain, rh hurricane
-[312 DMG/480 STUN] j. rh, cr. jab, ff chain, rh hurricane
-[272 DMG/392 STUN] j. forward, cr. jab x2, ff chain, EX shoulder
-[302 DMG/492 STUN] j. rh, cr. jab x2, ff chain, EX shoulder
-[263 DMG/377 STUN] j. forward, cr. jab x2, ff chain, rh hurricane
-[293 DMG/477 STUN] j. rh, cr. jab x2, ff chain, rh hurricane
-[281 DMG/377 STUN] j. forward, cr. jab x2, ff chain, EX hurricane
-[311 DMG/477 STUN] j. rh, cr. jab x2, ff chain, EX hurricane
-[259 DMG/431 STUN] j. forward, cr. jab, TC xx jab shoulder, rh hurricane
-[289 DMG/531 STUN] j. rh, cr. jab, TC xx jab shoulder, rh hurricane
-[289 DMG/431 STUN] j. forward, cr. jab, TC xx jab shoulder, EX hurricane
-[319 DMG/531 STUN] j. rh, cr. jab, TC xx jab shoulder EX hurricane
-[248 DMG/426 STUN] j. forward, cr. jab x2, TC xx jab shoulder, rh hurricane
-[278 DMG/526 STUN] j. rh, cr. jab x2, TC xx jab shoulder, rh hurricane
-[272 DMG/426 STUN] j. forward, cr. jab x2, TC xx jab shoulder, EX hurricane
-[302 DMG/526 STUN] j. rh, cr. jab x2, TC xx jab shoulder, EX hurricane
-[392 DMG/630 STUN] j. fierce, cl. st. rh, ff chain, rh hurricane
-[416 DMG/630 STUN] j. fierce, cl. st. rh, ff chain, EX hurricane
-[404 DMG/650 STUN] j. fierce. cl. st. rh, ff chain, EX shoulder
-[202 DMG/320 STUN] j. forward, cr. jab x2, st. strong xx run slide
-[232 DMG/420 STUN] j. rh, cr. jab x2, st. strong xx run slide
-[201 DMG/335 STUN] j. forward, cr. jab x3, st. strong xx command run slide
-[231 DMG/435 STUN] j. rh, cr. jab x 3, st. strong xx run slide
-[344 DMG/450 STUN] j. forward, cr. strong, ff chain, EX shoulder
-[374 DMG/550 STUN] j. rh, cr. strong, ff chain, EX shoulder

COMBOS USING SUPER

note: when cancelling into the super in the corner, parts of it can whiff causing the last hit to not come out, therefore these were tested out in the open, with the exception of the last combo in this section.

-[424 DMG] ff chain xx super
-[409 DMG] TC xx jab shoulder xx super
-[339 DMG] cr. jab x2, TC xx jab shoulder xx super
-[378 DMG] cr. jab, TC xx jab shoulder xx super
-[496 DMG] j. fierce, cl. st. rh, ff chain xx super
-[570 DMG/560 STUN] j. fierce, df+rh, rh hurricane, super*
-[474 DMG] crossup j. forward, ff chain throw, rh hurricane, juggle w/super

  • Performed on Ryu. When performed on T. Hawk, the combo does 573 damage.

COMBOS USING ULTRA 1

note: all combos must be done in the corner

-[447 DMG] ff chain, Ultra 1
-[499 DMG] j. fierce, cl. st. rh, ff chain, Ultra 1
-[445 DMG] TC xx jab shoulder FADC Ultra 1
-[451 DMG] j. forward, TC xx jab shoulder FADC Ultra 1
-[481 DMG] j. rh, TC xx jab shoulder FADC Ultra 1
-[542 DMG] run overhead(has to hit opponent out of the air), Ultra 1
-[524 DMG/400 STUN] j. fierce, df+rh, U1
-[415 DMG/320 STUN] cr. short, cr. jab, st. strong xx EX shoulder FADC U1
-[577 DMG/560 STUN] j. fierce, df+rh, EX shoulder FADC U1

note: all combos and damage were tested on ryu.

ok well i guess that’s it… i know there’s more stuff i didn’t cover but this took me like 2 hours to comprise so yea that’s it for now. if there’s anything you wanna add that i missed… let me know and i’ll edit this. also note that the combos i listed are of course not everything he can do… just practical applications. thanks for reading :slight_smile:


The Guy Q&A Thread: Post your questions here!
The Guy Q&A Thread: Post your questions here!
#2

good stuff man, thanks for this


#3

Nice put together bro.


#4

there really needs to be a thank you button… /kneel.

great work


#5

Add c.MP -> bushin chain. It’s one of Guy’s best punishers outside of cl.HK -> bushin chain. Good work tho.


#6

thanks guys i’ll try to update it as regularly as i can with more stuff/combos/etc.

TChamp- i’ll add that one right now… forgot about that thanks.

also i’ll add how much stun each combo does later… COMPLETELY forgot about that too.


#7

this should be stickied. Thanks.


#8

A description of each normal and its best uses would be great. If you need help, I’ll be happy to write them up. Oh, and hyperlinking each normal with a picture of the hitbox would be a good idea too.


#9

Send a PM to a mod to get this stickied.


#10

Nice nice work.

I need to test it out, but I’ve crossed up with jumping roundhouse in corner a few times as well during training mode. I wouldn’t confirm it just yet, but if no one get’s around to confirming that it’s a solid cross up too, then I’ll mess with it again.


#11

Very, very nice. Appreciated.


#12

I swear I have also, will test out.


#13

i posted some of the hitboxes that obey562 posted in his thread on here. i also downloaded all of the rest of them from all of his moves that he also left in the thread. so i’ll try and get all of them hyperlinked up in here some time soon. still trying to get this stickied.


#14

Noticed you didn’t add any comboes starting with c.sk. Pretty staple for a Guy player, imo. Also, feel free to sub in o/s throw break in place of just c.sk in say safe jump set ups or opponent waking up for protection vs throws and a hit coable combo starter.

c.sk, s.mp, s.fp x Hurri, jab/ex shoulder or run slide/stop
c.sk x n, s.mp x run/slide or mk hurri (untechable knockdown or knock opp HUGE portion of the screen away)
Opponent in corner, d/f+rh, link rh hurri late for 4 hits, super : aka the tragic :wgrin:

Good stuffz though, not enough sharing in these parts of the forum, the more we know about the character the faster he progresses into awesomeness (well more awesomeness :smiley: )


#15

arite yea i’ll put up the OS crouch tech stuff also. i’ll probably add the crouch tech stuff in a different section altogether as a tips or maybe even an option select section. i use that quite a bit so thanks for reminding me. also… i’ll be adding all of the rest of the hitbox images over the next week or so when i find time to do it. it includes all of them including hitboxes on specials and the rest of his close up normals and neutral jump stuff.


#16

ok so all hitboxes are now complete and up. this includes special moves, throws, ultra 2, all versions of normals including neutral jumps and command normals. shoulders are interesting as they have 2 stages of active hitboxes and nj.rh apparently has 3 stages of active hitboxes. also i couldn’t find 1 of the hitboxes for df+rh. it wasn’t in the file i downloaded that gave me the images of the hitboxes. hope the images help you guys in some way.

edit: anything that doesn’t have an image of it’s hitbox is because they weren’t in the file i downloaded. if any one can find the ones that are missing, i’ll be happy to put them in here.


#17

Been practicing this corner combo on Boxer today Was pretty neat with hell of damage.

j. fierce, cl. st. rh, st. fierce, st. strong xx EX Shoulder, rh Hurricane (439 damage)/ EX Hurricane (469 damage)

j. fierce, cl. st. rh, st. fierce, st. strong xx EX Shoulder FADC, Ultra 1 (580 damage)

Seems to be a character specific combo. On some characters I can’t get the “strong” to connect.


#18

Thats you should save the U1 unless you absolutely need to do it, those combos are actually Guy’s Dizzy combos if you can manage to land to do FADC into another EX Hoz, and follow up with an overhead or grab or another combo you can stun Rog, It is true its character specific in other cases you can do TC after HK or BU. In some cases you can do cr. mp, st mp idk if you can do TC after cr mp but it’d probably whiff. But mostly that combo setup is for Dizzy, Works wonders on opponents especially since the entire combo doesnt dizzy, that leads to less shaved damage on Ultra if you can land a Dizzy after combo, if you have U2 it kills Seth and Akuma for sure, leaves the rest of the cast with a little bit of stamina left but in a real match if you managed this they would be dead mostly anyways


#19

I hardly ever use Ultra 1 I’m a n Ultra 2 Guy. I was just showing damage outputs for these combo. The combos themselves are up to the players discretion.


#20

Well for that set up both would excel U2 doing more damage