Way of the Sneakers v2.0: AE Hitbox Data, Damage & Stun Values, Combos

guy

#1

Located in this thread is general (or, not so general) gameplay information about Guy. I would like to personally thank obey562, MADma3str0, and SUPARNOVAX for making this thread possible. In this first post, readers can find Guy’s hitbox data from both versions of Super Street Fighter IV. In the second post, readers can find Guy’s bread-and-butter combos along with some character specific combos.

If you would like a collection of the images posted below, you can download them here:
Arcade Edition - Guy Hitbox Data.zip on MediaFire.

If you would like to view Guy’s frame data in Arcade Edition, check out the Shoryuken.com Wiki:
Super Street Fighter IV: Arcade Edition - Guy Frame Data.

Finally, for an in-depth introduction to Guy, check out Pedro Marques’s thread:
Guy Tutorial for Beginners / Intermediates: What and How to Do & Essential Basics.


Understanding Hitbox Data:

Explanation

Spoiler

In the hitbox data images for Super Street Fighter IV: Arcade Edition, viewers can find several types of boxes that represent different properties. Here is a list of those boxes and their respective properties:
[LIST]
[]Solid Red Boxes - Represent an attack’s active hitboxes. If this box collides with the opponent’s vulnerable box (solid green box), it will a register a successful hit.
[
]Solid Orange Boxes - Represent the active hitxboes for projectiles. Same rules apply as the solid red hitboxes when registering a successful hit.
[]Solid Blue Boxes - Represent the active hitboxes for throws.
[
]Solid Yellow Boxes - Represent a character’s vulnerable hitboxes, but these boxes can absorb a certain number of hits. In other words, these solid purple boxes represent the “armor” property.
[]Solid Green Boxes - Represent a character’s vulnerable hitboxes. If any physical attack (solid red boxes) or projectile attack (solid orange boxes) collide with a solid green box, a successful hit will be registered.
[
]Solid Purple Boxes - Represent a character’s vulnerable hitboxes, but these boxes are invincible to projectiles (solid orange boxes), such as Ryu’s Hadoukens and Sagat’s Tiger Shots.
[/LIST]
In the leaked hitbox data videos for Super Street Fighter IV, viewers can find several types of boxes that represent different properties. Here is a list of those boxes and their respective properties:
[LIST]
[]Solid Yellow Boxes - Represent the physical space that the character is currently occupying.
[
]Solid Yellow Long Horizontal Boxes - Represent the distance where the active frames of an attack will force the opponent to block. In my comparisons, most of these boxes are truncated. If you’re really curious about these boxes, I’m sure you can find the hitbox videos on the internet.
[]Solid Red Boxes - Represent an attack’s active hitboxes. If this box collides with the opponent’s vulnerable box (outlined green box), it will register a successful hit.
[
]Solid Green (Bright) Boxes - Represent the active hitboxes for projectiles. Same rules apply as the solid red hitboxes when registering a successful hit.
[]Solid Blue Boxes - Represent the active hitboxes for throws. If a solid blue box (throw) collides with a throw vulnerable box (outlined blue box) on the opponent, a throw will be triggered.
[
]Solid Purple Boxes - Represent a character’s vulnerable hitboxes, but these boxes can absorb a certain number of hits. In other words, these solid purple boxes represent the “armor” property.
[]Outlined Green Boxes - Represent a character’s vulnerable hitboxes. If any physical attack (solid red boxes) or projectile attack (solid green boxes) collide with an outlined green box, a successful hit will be registered.
[
]Outlined Blue Boxes - Represent a character’s vulnerable throwable hitbox. Again, if a solid blue box (throw) collides with a throw vulnerable box (outlined blue box) on the opponent, a throw will be triggered.
[*]Outlined Red Boxes - Represent a character’s vulnerable hitboxes, but these boxes are invincible to projectiles (solid green boxes), such as Ryu’s Hadoukens and Sagat’s Tiger Shots.
[/LIST]

General Terminology:

Reference

Spoiler

[LIST]
[]cl. = Close Standing
[
]st. = Far Standing
[]cr. = Crouching
[
]nj. = Neutral Jumping
[]j. = Jumping
[
]d. = Down Direction
[]b. = Backward Direction
[
]f. = Forward Direction
[]df. = Down-Forward Direction
[
]LP = Jab
[]MP = Strong
[
]HP = Fierce
[]LK = Short
[
]MK = Forward
[]HK = Roundhouse
[
]P = Any Punch Button
[]2P = Any Two Punch Buttons
[
]3P = Three Punch Buttons
[]K = Any Kick Button
[
]2K = Any Two Kick Buttons
[]3K = Three Kick Buttons
[
]QCF = Quarter Circle Forward
[]QCB = Quarter Circle Back
[
]HCB = Half Circle Back
[/LIST]


Normal Attacks:

Close Standing Normals

Spoiler

[LIST]
[]Close Standing Jab - Damage: 20 | Stun: 50
[
]Close Standing Strong - Damage: 60 | Stun: 100
[]Close Standing Fierce - Damage: 100 | Stun: 200
[
]Close Standing Short - Damage: 20 | Stun: 50
[]Close Standing Forward - Damage: 80 | Stun: 100
[
]Close Standing Roundhouse - Damage: 100 | Stun: 200
[/LIST]

Far Standing Normals

Spoiler

[LIST]
[]Far Standing Jab - Damage: 20 | Stun: 50
[
]Far Standing Strong - Damage: 60 | Stun: 100
[]Far Standing Fierce - Damage: 100 | Stun: 200
[
]Far Standing Short - Damage: 40 | Stun: 50
[]Far Standing Forward - Damage: 70 | Stun: 100
[
]Far Standing Roundhouse - Damage: 110 | Stun: 200
[/LIST]

Crouching Normals

Spoiler

[LIST]
[]Crouching Jab - Damage: 20 | Stun: 50
[
]Crouching Strong - Damage: 70 | Stun: 100
[]Crouching Fierce - Damage: 100 | Stun: 200
[
]Crouching Short - Damage: 20 | Stun: 50
[]Crouching Forward - Damage: 30,40 | Stun: 30,40
[
]Crouching Roundhouse - Damage: 90[50] | Stun: 100[80]*
[/LIST]

  • The numbers in brackets represent the damage and stun values of Guy’s cr.HK when it doesn’t knock down.

Neutral Jumping Normals

Spoiler

[LIST]
[]Neutral Jumping Jab - Damage: 50 | Stun: 50
[
]Neutral Jumping Strong - Damage: 80 | Stun: 100
[]Neutral Jumping Fierce - Damage: 100 | Stun: 200
[
]Neutral Jumping Short - Damage: 40 | Stun: 50
[]Neutral Jumping Forward - Damage: 80 | Stun: 100
[
]Neutral Jumping Roundhouse - Damage: 50,50 | Stun: 50,50
[/LIST]

Jumping Normals

Spoiler

[LIST]
[]Jumping Jab - Damage: 50 | Stun: 50
[
]Jumping Strong - Damage: 80 | Stun: 100
[]Jumping Fierce - Damage: 100 | Stun: 200
[
]Jumping Short - Damage: 40 | Stun: 50
[]Jumping Forward - Damage: 70 | Stun: 100
[
]Jumping Roundhouse - Damage: 100 | Stun: 200
[/LIST]

Focus Attacks and Throws

Spoiler

[LIST]
[]Focus Attack (Level 1) - Damage: 60 | Stun: 100
[]Focus Attack (Level 2) - Damage: 80 | Stun: 150
[]Focus Attack (Level 3) - Damage: 140 | Stun: 200
[]Forward (Neutral) Throw - Damage: 130 | Stun: 160
[
]Back Throw - Damage: 130 | Stun: 120
[/LIST]

  • The hitbox data for Guy’s focus attacks are grouped together in one image.

Command Normals

Spoiler

[LIST]
[]Ninja Sickle (df.HK) - Damage: 40,60 | Stun: 100,100
[
]Neck Breaker (f.MP, overhead) - Damage: 30,30 | Stun: 50,50
[*]Elbow Drop (d.MP in air) - Damage: 80 | Stun: 100
[/LIST]

Unique Combos and Movement:

Target Combo

Spoiler

[LIST]
[]Stand Strong, Stand Fierce - Damage: 60,40 | Stun: 100,60
[
]The “Stand Fierce” portion of Target Combo can still whiff at certain distances depending on the opposing character’s vulnerable hitboxes.
[/LIST]

Bushin Gokusaken (Bushin Chain)

Spoiler

[LIST]
[]Stand Jab, Stand Strong, Stand Fierce, Stand Roundhouse - Damage: 214 | Stun: 231
[]The “Stand Strong” portion of Bushin Gokusaken can whiff at certain distances depending on the opposing character’s vulnerable hitboxes. This situation is commonly seen against Abel when too many attacks are used to hit confirm into Bushin Chain.
[
]Stand Jab, Stand Strong, Stand Fierce, Down Roundhouse* - Damage: 214 | Stun: 140
[*]The “Down Roundhouse” ender of Bushin Gokusaken can whiff at certain distances depending on the opposing character’s vulnerable hitboxes. This situation is commonly seen against smaller characters, such as Sakura.
[/LIST]

  • The hitbox data for Guy’s different variations of Bushin Gokusaken are grouped together in one image.

Wall Jump

Spoiler

[LIST]
[*]Wall Jump - Damage: 0 | Stun: 0
[/LIST]

Special Moves:

Hozanto (Shoulder)

Spoiler

[LIST]
[]Hozanto (Jab) - Damage: 80 | Stun: 140
[
]Hozanto (Strong) - Damage: 130 | Stun: 160
[]Hozanto (Fierce) - Damage: 160 | Stun: 200
[
]Hozanto (EX) - Damage: 120 | Stun: 200
[]All regular versions of Hozanto have upper body projectile invincibility during the middle portion of the move’s animation.
[
]The EX version of Hozanto has no invincibility.
[/LIST]

Bushin Senpukyaku (Hurricane Kick)

Spoiler

[LIST]
[]Bushin Senpukyaku (Short) - Damage: 40,40,40 | Stun: 100,50,50
[
]Bushin Senpukyaku (Forward) - Damage: 50,50,50 | Stun: 100,50,50
[]Bushin Senpukyaku (Roundhouse) - Damage: 50,20,20,70 | Stun: 50,50,50,50
[
]Bushin Senpukyaku (EX) - Damage: 50,50,50,20 | Stun: 50,50,50,50
[]All versions of Bushin Senpukyaku have lower body invincibility.
[
]The EX version of Bushin Senpukyaku gains complete invincibility until it becomes active.
[/LIST]

Bushin Izuna Otoshi (Bushin Flip Grab)

Spoiler

[LIST]
[]Bushin Izuna Otoshi - Damage: 180 | Stun: 150
[]Bushin Izuna Otoshi (EX) - Damage: 180 | Stun: 150
[]Cannot grab crouching opponents.
[
]EX Bushin Flip is projectile invincible and throw invincible during a small portion of its start up frames.
[*]EX Bushin Flip will “track” the opponent. In other words, EX Bushin Flip will always travel to the opponent’s position when the move is first performed.
[/LIST]

  • The hitbox data for both versions of Bushin Izuna Otoshi are grouped together in one image.

Bushin Elbow Drop (Bushin Flip Elbow)

Spoiler

[LIST]
[]Bushin Elbow Drop - Damage: 80 | Stun: 100
[]Bushin Elbow Drop (EX) - Damage: 80 | Stun: 100
[]EX Bushin Flip is projectile invincible and throw invincible during a small portion of its start up frames.
[
]EX Bushin Flip will “track” the opponent. In other words, EX Bushin Flip will always travel to the opponent’s position when the move is first performed.
[/LIST]

  • The hitbox data for both versions of Bushin Elbow Drop are grouped together in one image.

Run

Spoiler

[LIST]
[]Run - Damage: 0 | Stun: 0
[
]Run (EX) - Damage: 0 | Stun: 0
[*]The EX version of Run has armor and can absorb up to two hits.
[/LIST]

Run - Sudden Stop

Spoiler

[LIST]
[]Sudden Stop - Damage: 0 | Stun: 0
[
]Sudden Stop (from EX Run) - Damage: 0 | Stun: 0
[]When performed from an EX Run, Sudden Stop gains armor and can absorb one hit.
[/LIST]

  • This is one of the buffs that Guy has received in Arcade Edition. However, the armor property is not shown in the hitbox data for Sudden Stop from EX Run in the Arcadia guide. As a result, I’ve included how the hitbox data should appear (marked by the asterisk in the image).

Run - Shadow Kick (Slide)

Spoiler

[LIST]
[]Shadow Kick - Damage: 110 | Stun: 100
[
]Shadow Kick (from EX Run) - Damage: 120 | Stun: 100
[]When performed from an EX Run, Shadow Kick becomes projectile invincible (during its active frames), increases its number of active frames, and decreases its number of recovery frames.
[/LIST]

  • This is one of the buffs that Guy has received in Arcade Edition. However, the projectile invincibility is not shown in the hitbox data for Shadow Kick from EX Run in the Arcadia guide. As a result, I’ve included what I think the hitbox data should look like (marked by the asterisk in the image).

Run - Neck Flip (Overhead)

Spoiler

[LIST]
[]Neck Flip - Damage: 100,70 | Stun: 100,100
[
]Neck Flip (from EX Run) - Damage: 100,70 | Stun: 200,100
[/LIST]

Kaiten Izuna Otoshi (Air Grab)

Spoiler

[LIST]
[]Kaiten Izuna Otoshi - Damage: 180 | Stun: 180
[
]Kaiten Izuna Otoshi (EX) - Damage: 170 | Stun: 180
[]The regular versions of Kaiten Izuna Otoshi have different grab boxes.
[
]The EX version of Kaiten Izuna Otoshi is completely invincible during the frames before its first active frame.
[/LIST]

Super:

Bushin Hasoken (Super)

Spoiler

[LIST]
[]Bushin Hasoken - Damage: 80,40,40,40,40,40,100 | Stun: 0
[
]Guy’s Bushin Hasoken now does 380 damage. It used to do 350 damage in Super Street Fighter IV.
[/LIST]

Ultras:

Bushin Goraisenpujin (Ultra 1)

Spoiler

[LIST]
[*]Bushin Goraisenpujin - Damage: 29,27,27,27,350 | Stun: 0
[/LIST]

Bushin Muso Renge (Ultra 2)

Spoiler

[LIST]
[]Bushin Muso Renge - Damage: 500 | Stun: 0
[
]Guy’s Bushin Muso Renge only has 1 effective frame of startup (0+1). It used to have 2 effective frames of startup (1+1) in Super Street Fighter IV.
[/LIST]


#2

Notes:
[LIST]
[]Guy’s cl.LP, st.LP, cr.LP, and cr.LK all deal the same damage (20) and stun (50). As a result, these attacks are essentially interchangeable in combos. Also, any combo that begins with any same combination of these four attacks will start with the same damage, stun, and scaling. nL will represent a series of “n” light attacks (LP and LK) below. For example, 2L is any combination of two light attacks.
[
]Guy’s nj.HP, j.HP, and j.HK all deal the same damage (100) and stun (200). As a result, these attacks are essentially interchangeable in combos. Also, any combo that begins with any of these attacks will start with the same damage, stun, and scaling. JHA will represent any of these jumping heavy attacks below.
[]FA3 will represent a level 3 Focus Attack.
[
]TC will represent Target Combo (Stand Strong, Stand Fierce) below.
[]BC will represent Bushin Gokusaken (Bushin Chain) below.
[
]HOZ will represent Hozanto (Shoulder) below.
[]RSL will represent Run - Shadow Kick (Slide) below.
[
]BSK will represent Bushin Senpukyaku (Hurricane Kick) below.
[]SU will represent Bushin Hasoken (Super) below.
[
]U1 will represent Bushin Goraisenpujin (Ultra 1) below.
[]U2 will represent Bushin Muso Renge (Ultra 2) below.
[
]FADC will represent Focus Attack Dash Cancel.
[*]Combos using LP HOZ can also use EX HOZ for (slightly) more damage.
[/LIST]

Hit Confirm Combos:
Typical bread and butter combos. Light attacks (LP and LK) are commonly seen here. Only a maximum of two light attacks are used to hit confirm each combo below. Using three or more light attacks may cause the opponent to fall out of range during a combo.

Normal Combos

Spoiler

1L, cl.MP xx LP HOZ - Damage: 144 | Stun: 262
1L, cl.MP xx LP HOZ, HK BSK - Damage: 207 | Stun: 367 (corner)
1L, cl.MP xx LP HOZ, EX BSK - Damage: 249 | Stun: 367 (corner)
1L, cl.MP xx LP HOZ xx SU - Damage: 410 | Stun: 262
1L, cl.MP xx LP HOZ, FADC, U1 - Damage: 425 | Stun: 262 (corner)
1L, st.MP xx EX HOZ - Damage: 176 | Stun: 310
1L, st.MP xx EX HOZ, HK BSK - Damage: 239 | Stun: 415 (corner)
1L, st.MP xx EX HOZ, EX BSK - Damage: 281 | Stun: 415 (corner)
1L, st.MP xx EX HOZ, FADC, U1 - Damage: 457 | Stun: 310 (corner)
1L, st.MP xx MK BSK - Damage: 200 | Stun: 310
1L, st.MP xx RSL - Damage: 168 | Stun: 230

2L, st.MP xx EX HOZ - Damage: 172 | Stun: 320
2L, st.MP xx EX HOZ, HK BSK - Damage: 226 | Stun: 410 (corner)
2L, st.MP xx EX HOZ, EX BSK - Damage: 262 | Stun: 410 (corner)
2L, st.MP xx EX HOZ, FADC, U1 - Damage: 405 | Stun: 320 (corner)
2L, st.MP xx MK BSK - Damage: 193 | Stun: 320
2L, st.MP xx RSL - Damage: 165 | Stun: 250

Stand Strong, Stand Fierce (TC) Combos

Spoiler

1L, TC xx LP HOZ - Damage: 168 | Stun: 296
1L, TC xx LP HOZ, HK BSK - Damage: 222 | Stun: 386 (corner)
1L, TC xx LP HOZ, EX BSK - Damage: 258 | Stun: 386 (corner)
1L, TC xx LP HOZ xx SU - Damage: 396 | Stun: 296
1L, TC xx LP HOZ, FADC, U1 - Damage: 401 | Stun: 296 (corner)
1L, TC xx MK BSK - Damage: 217 | Stun: 338
1L, TC xx RSL - Damage: 189 | Stun: 268

2L, TC xx LP HOZ - Damage: 164 | Stun: 306
2L, TC xx LP HOZ, HK BSK - Damage: 209 | Stun: 381 (corner)
2L, TC xx LP HOZ, EX BSK - Damage: 239 | Stun: 381 (corner)
2L, TC xx LP HOZ xx SU - Damage: 354 | Stun: 306
2L, TC xx LP HOZ, FADC, U1 - Damage: 350 | Stun: 306 (corner)
2L, TC xx MK BSK - Damage: 206 | Stun: 342
2L, TC xx RSL - Damage: 182 | Stun: 282

Bushin Gokusaken (BC) Combos

Spoiler

1L, BC - Damage: 204 | Stun: 253
1L, BC, EX HOZ - Damage: 264 | Stun: 353 (corner)
1L, BC, HK BSK - Damage: 249 | Stun: 328 (corner)
1L, BC, EX BSK - Damage: 279 | Stun: 328 (corner)
1L, BC xx SU - Damage: 394 | Stun: 253
1L, BC, SU - Damage: 394 | Stun: 253 (corner, linked to guarantee all hits)*
1L, BC, FADC, U1 - Damage: 390 | Stun: 253 (near corner)
1L, BC, U1 - Damage: 390 | Stun: 253 (corner)

2L, BC - Damage: 196 | Stun: 270
2L, BC, EX HOZ - Damage: 244 | Stun: 350
2L, BC, HK BSK - Damage: 232 | Stun: 330 (corner)
2L, BC, EX BSK - Damage: 256 | Stun: 330 (corner)
2L, BC xx SU- Damage: 348 | Stun: 270
2L, BC, SU - Damage: 348 | Stun: 270 (corner, linked to guarantee all hits)*
2L, BC, FADC, U1 - Damage: 339 | Stun: 270 (near corner)
2L, BC, U1 - Damage: 339 | Stun: 270 (corner)

  • In the corner, Guy’s super must always be canceled out of Bushin Chain against Rose.

Punish Combos:
Combos for opponents who have made mistakes. These combos should be used when Guy does not have enough time to perform a jumping attack.

Normal Combos

Spoiler

cl.MK, cr.MP, st.MP xx EX HOZ - Damage: 282 | Stun: 420
cl.MK, cr.MP, st.MP xx EX HOZ, HK BSK - Damage: 336 | Stun: 510 (corner)
cl.MK, cr.MP, st.MP xx EX HOZ, EX BSK - Damage: 372 | Stun: 510 (corner)
cl.MK, cr.MP, st.MP xx EX HOZ, FADC, U1 - Damage: 515 | Stun: 420 (corner)
cl.MK, cr.MP, st.MP xx MK BSK - Damage: 303 | Stun: 420
cl.MK, cr.MP, st.MP xx RSL - Damage: 275 | Stun: 350

cl.HK, st.HP, st.MP xx EX HOZ - Damage: 332 | Stun: 620 (character specific)
cl.HK, st.HP, st.MP xx EX HOZ, HK BSK - Damage: 386 | Stun: 710 (character specific, corner)
cl.HK, st.HP, st.MP xx EX HOZ, EX BSK - Damage: 422 | Stun: 710 (character specific, corner)
cl.HK, st.HP, st.MP xx EX HOZ, FADC, U1 - Damage: 565 | Stun: 620 (character specific, corner)
cl.HK, st.HP, st.MP xx RSL - Damage: 325 | Stun: 550 (character specific)

cr.MP, st.MP xx EX HOZ - Damage: 226 | Stun: 360
cr.MP, st.MP xx EX HOZ, HK BSK - Damage: 289 | Stun: 465 (corner)
cr.MP, st.MP xx EX HOZ, EX BSK - Damage: 331 | Stun: 465 (corner)
cr.MP, st.MP xx EX HOZ, FADC, U1 - Damage: 507 | Stun: 360 (corner)
cr.MP, st.MP xx MK BSK - Damage: 250 | Stun: 360
cr.MP, st.MP xx RSL - Damage: 218 | Stun: 280

cr.HP, st.MP xx EX HOZ - Damage: 256 | Stun: 460
cr.HP, st.MP xx EX HOZ, HK BSK - Damage: 319 | Stun: 565 (corner)
cr.HP, st.MP xx EX HOZ, EX BSK - Damage: 361 | Stun: 565 (corner)
cr.HP, st.MP xx EX HOZ, FADC, U1 - Damage: 537 | Stun: 460 (corner)
cr.HP, st.MP xx RSL - Damage: 248 | Stun: 380

df.HK, EX HOZ - Damage: 220 | Stun: 400
df.HK, EX HOZ, HK BSK - Damage: 292 | Stun: 520 (corner)
df.HK, EX HOZ, EX BSK - Damage: 340 | Stun: 520 (corner)
df.HK, EX HOZ, FADC, U1 - Damage: 544 | Stun: 400 (corner)
df.HK, HK BSK - Damage: 260 | Stun: 400 (corner)*
df.HK, HK BSK, SU - Damage: 564 | Stun: 400 (corner)*
df.HK, RSL - Damage: 210 | Stun: 300 (corner)

U1 - Damage: 460 | Stun:0
U2 - Damage: 500 | Stun: 0

  • The df.HK, HK BSK (with optional super) combo does not work properly against Dhalsim, Guy, and Rose.

Stand Strong, Stand Fierce (TC) Combos

Spoiler

cl.MK, TC xx LP HOZ - Damage: 228 | Stun: 346
cl.MK, TC xx LP HOZ, HK BSK - Damage: 282 | Stun: 436 (corner)
cl.MK, TC xx LP HOZ, EX BSK - Damage: 318 | Stun: 436 (corner)
cl.MK, TC xx LP HOZ xx SU - Damage: 456 | Stun: 346
cl.MK, TC xx LP HOZ, FADC, U1 - Damage: 461 | Stun: 346 (corner)
cl.MK, TC xx MK BSK - Damage: 242 | Stun: 353 (3rd hit of MK BSK whiffs)
cl.MK, TC xx RSL - Damage: 249 | Stun: 318

cl.HK, TC xx LP HOZ - Damage: 248 | Stun: 446
cl.HK, TC xx LP HOZ, HK BSK - Damage: 302 | Stun: 536 (corner)
cl.HK, TC xx LP HOZ, EX BSK - Damage: 338 | Stun: 536 (corner)
cl.HK, TC xx LP HOZ xx SU - Damage: 476 | Stun: 446
cl.HK, TC xx LP HOZ, FADC, U1 - Damage: 481 | Stun: 446 (corner)
cl.HK, TC xx MK BSK - Damage: 262 | Stun: 453 (3rd hit whiffs)
cl.HK, TC xx RSL - Damage: 269 | Stun: 418

cr.MP, TC xx LP HOZ - Damage: 218 | Stun: 346
cr.MP, TC xx LP HOZ, HK BSK - Damage: 272 | Stun: 436 (corner)
cr.MP, TC xx LP HOZ, EX BSK - Damage: 308 | Stun: 436 (corner)
cr.MP, TC xx LP HOZ xx SU - Damage: 446 | Stun: 346
cr.MP, TC xx LP HOZ, FADC, U1 - Damage: 451 | Stun: 346 (corner)
cr.MP, TC xx MK BSK - Damage: 267 | Stun: 388
cr.MP, TC xx RSL - Damage: 239 | Stun: 318

Bushin Gokusaken (BC) Combos

Spoiler

cl.MK, BC - Damage: 264 | Stun: 303
cl.MK, BC, EX HOZ - Damage: 324 | Stun: 403
cl.MK, BC, HK BSK - Damage: 309 | Stun: 378 (corner)
cl.MK, BC, EX BSK - Damage: 339 | Stun: 378 (corner)
cl.MK, BC xx SU - Damage: 454 | Stun: 303
cl.MK, BC, SU - Damage: 454 | Stun: 303 (corner, linked to guarantee all hits)*
cl.MK, BC, FADC, U1 - Damage: 450 | Stun: 303 (near corner)
cl.MK, BC, U1 - Damage: 450 | Stun: 303 (corner)

cl.HK, BC - Damage: 284 | Stun: 403
cl.HK, BC, EX HOZ - Damage: 344 | Stun: 503
cl.HK, BC, HK BSK - Damage: 329 | Stun: 478 (corner)
cl.HK, BC, EX BSK - Damage: 359 | Stun: 478 (corner)
cl.HK, BC xx SU - Damage: 474 | Stun: 403
cl.HK, BC, SU - Damage: 474 | Stun: 403 (corner, linked to guarantee all hits)*
cl.HK, BC, FADC, U1 - Damage: 470 | Stun: 403 (near corner)
cl.HK, BC, U1 - Damage: 470 | Stun: 403 (corner)

cr.MP, BC - Damage: 254 | Stun: 303
cr.MP, BC, EX HOZ - Damage: 314 | Stun: 403
cr.MP, BC, HK BSK - Damage: 299 | Stun: 378 (corner)
cr.MP, BC, EX BSK - Damage: 329 | Stun: 378 (corner)
cr.MP, BC xx SU - Damage: 444 | Stun: 303
cr.MP, BC, SU - Damage: 444 | Stun: 303 (corner, linked to guarantee all hits)*
cr.MP, BC, FADC, U1 - Damage: 440 | Stun: 303 (near corner)
cr.MP, BC, U1 - Damage: 440 | Stun: 303 (corner)

  • In the corner, Guy’s super must always be canceled out of Bushin Chain against Rose.

Stun and Huge Punish Combos:
Combos for opponents who are stunned or who have made huge mistakes. These combos should be used when Guy has enough to perform either a jumping attack or a level 3 focus attack. In most cases where these combos will be used, the goal is maximization of damage.

Normal Combos

Spoiler

JHA, cl.HK, st.HP, st.MP xx EX HOZ - Damage: 394 | Stun: 750 (character specific)
JHA, cl.HK, st.HP, st.MP xx EX HOZ, HK BSK - Damage: 439 | Stun: 825 (character specific, corner)
JHA, cl.HK, st.HP, st.MP xx EX HOZ, EX BSK - Damage: 469 | Stun: 825 (character specific, corner)
JHA, cl.HK, st.HP, st.MP xx EX HOZ, FADC, U1 - Damage: 580 | Stun: 750 (character specific, corner)
JHA, cl.HK, st.HP, st.MP xx RSL - Damage: 388 | Stun: 690 (character specific)

JHA, df.HK, HK BSK, SU - Damage: 594 | Stun: 560 (corner)*

JHA, U1 - Damage: 472 | Stun: 200

FA3, cl.HK, st.HP, st.MP xx EX HOZ - Damage: 386 | Stun: 660 (character specific)
FA3, cl.HK, st.HP, st.MP xx EX HOZ, HK BSK - Damage: 422 | Stun: 720 (character specific, corner)
FA3, cl.HK, st.HP, st.MP xx EX HOZ, EX BSK - Damage: 446 | Stun: 720 (character specific, corner)
FA3, cl.HK, st.HP, st.MP xx EX HOZ, FADC, U1 - Damage: 529 | Stun: 660 (character specific, corner)
FA3, cl.HK, st.HP, st.MP xx RSL - Damage: 318 | Stun: 610 (character specific)

FA3, df.HK, HK BSK, SU - Damage: 560 | Stun: 500 (corner)*

FA3, U1 - Damage: 464 | Stun: 200
FA3, U2 - Damage: 499 | Stun: 200

U1 - Damage: 460 | Stun:0
U2 - Damage: 500 | Stun: 0

  • The df.HK, HK BSK, SU combo does not work properly against Dhalsim, Guy, and Rose.

Stand Strong, Stand Fierce (TC) Combos*

Spoiler

JHA, cl.HK, TC xx LP HOZ - Damage: 324 | Stun: 606
JHA, cl.HK, TC xx LP HOZ, HK BSK - Damage: 369 | Stun: 681 (corner)
JHA, cl.HK, TC xx LP HOZ, EX BSK - Damage: 399 | Stun: 681 (corner)
JHA, cl.HK, TC xx LP HOZ xx SU - Damage: 514 | Stun: 606
JHA, cl.HK, TC xx LP HOZ, FADC, U1 - Damage: 510 | Stun: 606 (corner)
JHA, cl.HK, TC xx RSL - Damage: 342 | Stun: 582

FA3, cl.HK, TC xx LP HOZ - Damage: 326 | Stun: 526
FA3, cl.HK, TC xx LP HOZ, HK BSK - Damage: 362 | Stun: 596 (corner)
FA3, cl.HK, TC xx LP HOZ, EX BSK - Damage: 386 | Stun: 596 (corner)
FA3, cl.HK, TC xx LP HOZ xx SU - Damage: 478 | Stun: 536
FA3, cl.HK, TC xx LP HOZ, FADC, U1 - Damage: 469 | Stun: 536 (corner)
FA3, cl.HK, TC xx RSL - Damage: 341 | Stun: 516

  • I’ve only included TC combos here for the sake of consistency. The other combos in this section always do more damage.

Bushin Gokusaken (BC) Combos

Spoiler

JHA, cl.HK, BC - Damage: 356 | Stun: 570
JHA, cl.HK, BC, EX HOZ - Damage: 404 | Stun: 650
JHA, cl.HK, BC, HK BSK - Damage: 392 | Stun: 630 (corner)
JHA, cl.HK, BC, EX BSK - Damage: 416 | Stun: 630 (corner)
JHA, cl.HK, BC xx SU - Damage: 508 | Stun: 570
JHA, cl.HK, BC, SU - Damage: 508 | Stun: 570 (corner, linked to guarantee all hits)*
JHA, cl.HK, BC, FADC, U1 - Damage: 499 | Stun: 570 (near corner)
JHA, cl.HK, BC, U1 - Damage: 499 | Stun: 570 (corner)

FA3, cl.HK, BC - Damage: 350 | Stun: 502
FA3, cl.HK, BC, EX HOZ - Damage: 386 | Stun: 562
FA3, cl.HK, BC, HK BSK - Damage: 377 | Stun: 547 (corner)
FA3, cl.HK, BC, EX BSK - Damage: 395 | Stun: 547 (corner)
FA3, cl.HK, BC xx SU - Damage: 464 | Stun: 502
FA3, cl.HK, BC, SU - Damage: 464 | Stun: 502 (corner, linked to guarantee all hits)*
FA3, cl.HK, BC, FADC, U1 - Damage: 445 | Stun: 502 (near corner)
FA3, cl.HK, BC, U1 - Damage: 445 | Stun: 502 (corner)

  • In the corner, Guy’s super must always be canceled out of Bushin Chain against Rose.

#3

nice dude… i see you finally got it going. looking forward to seeing the finished product. looks like it’s gonna be a lot cleaner than my thread was haha. as soon as you finish up here i’ll pm a mod to unsticky my thread to make room for this one.


#4

i love you


#5

The first post is almost complete. I just need to add (and verify) all of the damage and stun values. Let me know if you see any errors. :tup:


#6

wow, i thought they said Guys ultra 2 have range increase… looks the same to me =/


#7

just want to say thanks for going through the effort to present this so well :slight_smile:

Good stuff


#8

Thanks Mr.SNK (unless it was another mod) for the sticky!


#9

really nicely put together streak. are you planning on providing any videos of some of the character specific combos? like the cl. rh > far fierce > st. strong xx whatever ones.

just a little side note. i didn’t get to test this in training because it happened mid match multiple times. first time i went… what? 2nd time i tried it i went… ok… this doesn’t work. on rose… juggling into super after ff chain in the corner doesn’t work. it causes one of the early hits to whiff… i believe it’s the 3rd hit. this, of course, causes the rest of the super to not come out. canceling into it i’m not sure if the same thing will happen. i’m assuming it doesn’t though(fuck roses hitbox).

one more thing… some one test this but i couldn’t get it to work for the life of me. against guy… try jump in fierce or rh > df+rh > rh hurricane > super. the hurricane whiffed on guy every time i tried it. tried it at different times just to see if i could actually get it to hit… tried it early to get 3 hits out of the hurricane and tried the delayed 4 hit version of the hurricane that allows you to super afterward. never got it to juggle.


#10

Not sure if I’ll have time. I’m moving back home this weekend. There should be a video posted for that character specific combo somewhere in the forums, though. I’ll link it here when I look for it.

I just tested it out myself. Against Rose, you always want to cancel the st.HK into Super after Bushin Chain. If you try to link it in the corner, you’re right. The third hit does whiff, and the super animation completely stops.

Thanks for the confirmation on that. I’ve always felt that df.HK > HK BSK was always tough on Dhalsim, but I never knew that it didn’t work on Guy. I’ll edit the second post to reflect all of these findings. Keep them coming!

I’ve never gotten the HK BSK after df.HK to hit all four times on Dhalsim. You can still link the super afterwards, but the animation will stop (similar to Rose’s case).


#11

Question about the grabbox of his Bushin Flip Grab:

Is the grabbox always south of Guy or does it stay from waist-to-feet? Meaning, would it rotate with him?


#12

entrerix posted this in the “AE Rebalance Patch” thread:

So, I was wondering what you all thought were the most important combos to learn. I already have an idea of which ones that I personally think are essential, but I’d love to hear what you guys think as well. This way, you all can have an impact on this thread. I can bold these combos in the second post. Let me know. :tup:

Bushin Flip Grab only has one active frame. I’m fairly certain that this grab box does not rotate with Guy.


#13
  1. tc xx anything
  2. cr.lkx2, st.mp xx anything
  3. cr.lpx2, bushin chain

#14

Nice work !! Thanks !
I think it would nice to add/differentiate somewhere the BC(Throw) combo. These are an import part of guy’s gameplay to get him out of the corner while putting the opponent there :slight_smile: So when guy is in the corner:

  1. any hitConfirm into BC(Throw), HK BSK or EX BSK.

Also, I know it 's not a real combo because there is reset but when guy is in corner we should add this combo :
2) any hitConfirm into BC(Throw), (veryslight pause) St.Mp (or C.MP) xx Light Bushin Flip Grab.
It’s a reset but it’s unblockable, isn’t it ? I have never been punished… However, I am wondering if we could be punished between the MP and the Bushin flip Grab
Anyway, I think this combo is worth to be mentionned as it is a meterless huge damage combo …

Maybe a new spoiler with those exotic combos should be created ?


#15

you can be punished if they block low or use a quick low normal… as far as I remember.


#16

@Danonino : you are right.
I did some testing in the lab yesterday(against RYU) and in fact it seems to be avoidable(with certain reversal move) but hardly punishable. It’s seems that the only option is to block low: it makes the grab whiff, then it can be punished during the recovery. But you have first to block low, Because it seems that if you spam a normal when you land : it will go out on the wrong side.
As for reversal move :
Shoryu : Lp and Mp SRK will be grabbed. HP and EX will make the grab whiff but can be punished.
Super and Ultra will make the grab whiff but you can punish.
I know I try EX Tatsu but I am not sure of the result: I think only one hit connect and you are ejected outside of the corner.
Some specific characters may have some reversal that works (Guy and Chun ex Tatsu ??? )

Arggh… I forget to take note of the damage and stun :frowning:
So not a combo, but I like it so much… The animation is just so cooolll :wink:


#17

in the “Stun and Huge Punish Combos:” part, can you add what specific characters that these combos work on? Like a line in the bottom with names, I have been practising it on balrog, dhalsim and gief. Does it work on more chars I have little time to practise atm so a little help would be appriciated. This combo: FA3/J.HA, cl.HK, st.HP, st.MP so no one will be confused, thank you :slight_smile:


#18

Someone on the forums made a video for your request, but I can’t find it right now. I’ll try to find it later tonight. The cl.HK, st.HP, st.MP link works on quite a few characters, and here are some off the top of my head: Balrog (Boxer), Dee Jay, Gouken, Guy, Makoto, Sagat, and Zangief.


#19

I tested some today: works on t.hawk, guile, cammy, blanka, sagat and seth also. But a complete list(or link to video) in the first post would be wonderful for new readers :slight_smile:


#20

Guy is clearly cheating in this image. Someone call Ono.