Guide part 27
Super Street Fighter 4 Character Strategies
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Fighter Overview
Guy is a frantic fighter. As he is without a fireball and effective zoning tools, he requires very aggressive, close-up fighting where he can land quick combos to chew into the opponent's health. This constantly forward-moving action makes Guy vulernable to counter hits, but he's got enough variety in his tool set to make it work.
To get in close, use things like guy's c.HK slide which is surprisingly safe when blocked, provided you hit with just the tip of the attack. Better yet, it's also possible to combo a s.MP off of a connected c.HK slide if you hit right—a proper hit will not knock the opponent down. Use the slide to move in and immediately transition to poke strings and combo attempts.
Guy's Izuna Otoshi ( + P ) spin is another good method of closing the distance on your opponent, though you don't want to just throw it out at random from afar. Instead, mix it into your poke strings, pressuring the opponent with normal pokes and canceling into LP Izuna rolls which you can then interrupt with an elbow drop to keep up the pressure. You can actually combo off of an elbow drop if it connects.
The Run ( + K ) is another method for closing distance on the opponent. Most of your runs should be interrupted with the Stop ( LK ) but occasionally mix the Neck Flip ( HK ) in as it hits overhead and will catch a lot of low-blocking opponents. The Hozanto ( + P ) works well as part of poke strings, and it'll pass through projectiles as well. In poke strings, the forward motion of the Hozanto keeps distances tight. FADC the attack, dash forward and keep up the pressure or go for a grab.
We think Guy's Bushin Goraisenpujin ultra ( + KKK ) is the better of his two ultra combos since it'll combo off of a simple Bushin Gokusaken target combo in a corner, and has some invincibility on start-up. His other ultra is an unblockable grab that gives Guy an interesting tool, but its range is weak making it difficult to connect with.
Combos
j.HK s.HK s.MP xx + MK
This combo front-loads a handful of heavy hits that give it considerable damage for something so short and simple.
j.MK s.MP xx s.HP xx + LP xx + P
Guy's j.MK is a pretty solid cross-up attack. If you land the Hozanto near a corner, you can juggle with another, EX Hozanto, or if you've got the meter cancel into Guy's super as we've done in the video.
j.HP s.HK s.LP s.MP s.HP s.HK + KKK
This combo starts with a pretty basic target combo link. If you're in a corner—or even near the corner—you can then juggle with Guy's Bushin Goraisenpujin ultra combo for all hits. If you're too far from a corner, you can FADC the last hit of the target combo and connect with the first two hits of the ultra, but that's it.
Moves List
( normal )
+ MP ( in air )
Elbow Drop - A high-priority jump-in attack that's especially great because it changes the trajectory of your jump. Jump from a distance that looks like a cross-up setup and interrupt the jump with the Elbow Drop to hit the opponent from the front for a nice mix-up. Comboing off the Elbow Drop is a bit tougher than other jump-ins, but it's certainly possible.
( normal )
+ HK
Ninja Sickle - A fairly safe poke by virtue of its backward flip that leaves Guy outside the range of a counter attack.
( normal )
+ MP
Neck Breaker - A straight-forward overhead attack that's pretty quick and has solid range. Train the opponent to block low with crouching LK attacks and then throw in the Neck Breaker to keep 'em guessing.
( normal )
s.LP xx s.MP xx s.HP xx s.HK or + HK
Bushin Gokusaken - This is Guy's bread-and-butter target combo. Because each attack moves Guy forward, it's pretty sure to combo as long as you connect the first LP. If you want to switch positions, you can end the combo with + HK instead of the kick to toss the opponent behind you.
( special )
+ P
Hozanto - Passes through projectiles (and other attacks) at the beginning of the roll animation, so it's great for pressuring projectile fighters. Also good in combos. The LP version is most useful.
( special )
+ K
Bushin Senpukyaku - The kick can operate as an anti-air if you've got some space between you and the attacker. Strangely, the HK version of the kick doesn't connect with opponents on the ground, while either of the other two kicks will.
( special )
+ P P
Izuna Otoshi - If you execute the forward air roll and hit P right over an opponent, you'll grab him for the legit Izuna Otoshi toss. Pressing P in any other position during the roll will net you an Elbow Drop-like attack that can also be useful. The throw is, like other throws, unblockable, though it won't work on crouched opponents. You can connect with pokes up close and, if the opponent defends for an overhead (i.e. stands up), cancel into a LP Izuna Otoshi for a quick grab or just more pressure. EX version will pass through fireballs and automatically picks the range of the roll.
( special )
+ P ( in air )
Kaiten Izuna Otoshi - Actually a decent anti-air measure if executed TK style. On the ground, input + P for an instant air grab as the opponent jumps in.
( special )
+ K LK or MK or HK
Run / Sudden Stop / Shadow Kick / Neck Flip - Pressing LK after the run stops Guy in his tracks. MK gives you a low trip that must be blocked low, while HK gives you an arching kick that hits overhead (must be blocked high). Probably most useful after a knockdown for a meaty mix-up (will you go high or will you go low?). The EX version of the Run gives Guy super armor (similar to a focus attack), letting you pass through one attack from the enemy. You can use it to pass through a fireball or eat a punch en route to a shadow kick.
( super combo )
+ P
Bushin Hasoken - A very comboable super and it's also good as an anti-air. Definitely worth working for (i.e. saving super meter).
( ultra combo )
+ KKK
Bushin Goraisenpujin - Guy's better ultra. It's pretty easily comboable off of a Bushin Gokusaken target combo in a corner, and that makes it useful.
( ultra combo )
+ PPP
Bushin Muso Renge - Short range but unblockable. It's a grab, so you can't combo into it no matter how creative you are. Limited use in our opinion, but it looks boss.