Guy FAQ .-----------------------------. | Copyright 2006 Steven Marr | | By Steven Marr (aka Xenomic)| | [email protected] | | [email protected] | | [email protected] | | AIM: Xenomic | | | '-----------------------------' --------------------------------- Legal Script --------------------------------- All copyrights and trademarks are acknowledged where are not specifically mentioned. If you wish to reproduce this document AS IS, you may do so after asking my permission, and not for profit. If I see fit, I, however, will revoke permission and ask for it to be taken down if necessary. --------------------------------------------------- Table Of Contents --------------------------------------------------- 1. The Basis of this Guide 2. Keys 3. Breakdown of Attacks 4. Guy's Profile 5. Guy's Moveset 6. Breakdown of Guy's Moves 7. Guy's Style 8. Credits ----------------------------------------------------- 1. The Basis of this Guide This guide is to help those get acquainted w ith the Bushin Ninja, Guy. This FAQ will also attempt to breakdown Guy in terms of offense and defense. ------------------------------------------------------------ 2. Keys Use this Legend to help you understand the different definitions that I will be using throughout this FAQ. u=up f=forward d=down df=down-forward db=down-back b=back qcf=quarter-circle forward qcb=quarter-circle back hcf=half-circle forward hcb=half-circle back 360=360 degree rotation of directional pad 720=720 degree rotation of directional pad fdp=Forward Dragon Punch (forward, down, down-forward) bdp=Back Dragon Punch (back, down, down-back) LP=Light Punch MP=Medium Punch HP=Heavy Punch LK=Light Kick MK=Medium Kick\ HK=Heavy Kick PPP=Three punches together KKK=Three kicks together Ch.=Charge move (air)=Move can be done in air. (AIR)=Must be performed in air ---------------------------------------------------------------- ---------------------------------------------------------------- 3. Breakdown of Attacks Here is a breakdown of what category each attack that each fighter in this game uses. Consult this chart if you're unsure as to what attack falls into what category. Moves that meet certain special requirements will be listed by their name. -Projectiles- Moves that can be fired in a fireball-type style, and can hit from across the screen. The following attacks fall into this category: -Hadoken (Ryu) -Shakunetsu Hadoken (Ryu) -Shinku Hadoken (Ryu) -Hadoken (Sakura) -Shinku Hadoken (Sakura) -Gou Hadoken (Shin Akuma) -Messatsu Gou Hado (Shin Akuma) -Chaos Flare (Demetri) -Demon Billion (Demetri) -Sonic Boom (Guile) -Ichimonji (Kenji) -Bakuryusho (Kenji) -Soul Spark (Rose) -Aura Soul Spark (Rose) -Dio-Cega (Jedah) -Sunshot (Ingrid) -Sunburst (Ingrid) -Metallic Sphere (Urien) -Temporal Thunder (Urien) -Aegis Reflector (Urien) -Arctic Stream (Tornado Mist) (Hydron) -Kikouken (Chun-Li) -Kikou-Shou (Chun-Li) -Zanku Hadoken (Shin Akuma) [Also classified as Air] -Tenma Gou Zanku (Shin Akuma) [Also classified as Air] -Soul Smasher (Pyron) -Anti-Air- Moves that are used to counter air attacks and jumping opponents. Typically bad when blocked or when they miss. The following attacks fall into this category: -Shoryuken (Ryu) -Shin Shoryuken (Ryu) -Gou Shoryukne (Shin Akuma) -Messatsu Gou Shoryu (Shin Akuma) -Somersault Kick (Guile) -Aerial Russian Slam (Zangief) -Demon Cradle (Demetri) -Somersault Strike (Guile) -Air Knee Grapple (Alex) -Sunrize (Ingrid) -Sunarch (Ingrid) -Sunshine (Ingrid) -Delta Kick (Felicia) -Hydro Spin (Hydron) -Venom Funnel (Hydron) -Tempest Fall (Hauzer) -Hoyoku-Sen (Chun-Li) -Air- Moves that are done while in the air. Great against Rush attacks and some Other attacks, but bad when against Anti-Air attacks. The following attacks fall into this category: -Flower Kick (Sakura) -Royal Judgment (Anakaris) -Bat Spin (Demetri) -Head Stomp (Alex) -Devil Reverse (M. Bison) -Head Stomp (M. Bison) -Zessho Hohou (Yun) -Nishou Kyaku (Yun) -Sun Dive (Ingrid) -Violence Knee Drop (Urien) -Dangerous Headbutt (Urien) -Bushin Hasso Ken (Guy) -Sakura Otoshi (Sakura) -Hazan Shu (Chun-Li) -Zanku Hadoken (Shin Akuma) [Also classified as Projectile] -Tenma Gou Zanku (Shin Akuma) [Also classified as Projectile] -Orbital Blaze (Pyron) -Rush- Moves that force the character to dash and attack at the same exact time. These are vulnerable to a lot of attacks, those being Projectiles, Anti-Air, and Air, but can be useful against Other attacks. These also help the character get across the screen faster. The following attacks fall into this category: -Ransetsu Jin (Kenji) -Flash Chop (Alex) -Dashing Elbow (Alex) -Boomerang Raid (Alex) -Stun Gun Headbutt (Alex) -Jumonji (Kenji) -Achilles Rush (Leo) -Chronos Rush (Leo) -Hercules Rush (Leo) -Flying Powerbomb (Zangief) -Chariot Tackle (Urien) -Tyrant Slaughter (Urien) -Rolling Buckler (Felicia) -Dancing Flash (Felicia) -Hayakage (Guy) -Bushin Gorai Kyaku (Guy) -Hydro Spin (Hydron) -Psycho Crusher (M. Bison) -Mega Psycho Crusher (M. Bison) -Deluge Assualt (Hauzer) -Deluge Crisis (Hauzer) -Sakizakura Ken (Sakura) -Midare Zakura (Sakura) -Zodiac Fire (Pyron) -Other- These are moves that don't really fall into any one category, and can be classified by their own self. How these moves work against others depends on the situation at hand. The following attacks fall into this category: -Tatsumaki Senpukyaku (Ryu) -Tatsumaki Zankukyaku (Shin Akuma) -Shunpu Kyaku (Sakura) -Bushin Senpu Kyaku (Guy) -Pharoah Magic (Anakaris) -Hole of Hell (Anakaris) -Midnight Pressure (Demetri) -Midnight Bliss (Demetri) -Total Wipeout (Guile) -Knee Press (M. Bison) -Knee Press Nightmare (M. Bison) -Rasen Kyaku (Kenji) -Flying Powerbomb (Zangief) -Enmazuki (Kenji) -Soul Reflect (Rose) -Soul Throw (Rose) -Aura Soul Throw (Rose) -Soul Spiral (Rose) -Nero Fatica (Jedah) -Spreggio (Jedah) -Ira Spinta (Jedah) -Prova-Del-Cervo (Jedah) -Powerbomb (Alex) -Double Lariat (Zangief) -Punishing Flat (Zangief) -Tetsuzankou (Yun) -Kobokushi (Yun) -Sourai-Rengeki (Yun) -You-Hou (Yun) -Guren Ken (Karin) -Hosho (Karin) -Mujin Kyaku (Karin) -Rasen Cho (Karin) -Ressen Ha (Karin) -Yasha Gaeshi (Karin) -Kanzuki-Ryu Shinbi Kaibyaku (Karin) -Kanzuki-Ryu Ko'ou Ken (Karin) -Sunupper (Ingrid) -Sunlower (Ingrid) -Sun Delta (Ingrid) -Cat Spike (Felicia) -Mars Slash (Leo) -Hozanto (Guy) -Tadpole Spawn (Hydron) -Lightning Mast (Hydron) -Strangling Spark (Hydron) -Haru Ichiban (Sakura) -Spinning Bird Kick (Chun-Li) -Hyakuretsu Kyaku (Chun-Li) -Negative Stolen (Demetri) -Gigas Driver (Leo) -Gaia Driver (Leo) -Spinning Pile Driver (Zangief) -Hyper Bomb (Alex) -Final Atomic Buster (Zangief) -Atomic Suplex (Zangief) -Finale-Rosso (Jedah) -Zenpu Tenshin (Yun) -Arakuma Inashi (Karin) -Sand Splash (Felicia) -Please Help Me! (Felicia) -Hellcat (Felicia) -Bushin Flip (Guy) -Volcano Breath (Hauzer) -Gust Flame (Hauzer) -Planet Burning (Pyron) -Piled Hell (Pyron) -Cosmo Disruption (Pyron) -Teleport- These moves can move the character across the screen, and at anywhere on the screen, depending on which version and button the player used to initiate the move. The following attacks fall into this category: Teleport moves -Ashura Senku (Shin Akuma) -Teleport (M. Bison) -Psycho Vanish (M. Bison) -Kagerou (Kenji) -Utsusemi (Kenji) -Galaxy Trip (Pyron) -Miscellaneous (Misc.)- These are attacks that hold one or more properties. The following attacks fall into this category: -Zanku Hadoken (Shin Akuma) [Also classified as Air and Projectile] -Tenma Gou Zanku (Shin Akuma) [Also classified as Air and Projectile] ---------------------------------------------------------------- 4. Guy's Profile Nationality: USA Blood Type: O BWH Sizes: B: 108 W: 77 H: 82 Fighting Style: Bushinnryu Ninpo Likes: Salmon Ochazuke, Cold Tofu, Sneakers Dislikes: Horizontal writing Special Skill: Sprinting (100m: 10.3 sec), making Bonsai First Appearance: Final Fight Additional Appearances: Final Fight Revenge Final Fight 3 Final Fight Streetwise Street Fighter Alpha Street Fighter Alpha 2 Street Fighter Alpha 2 Gold Street Fighter Alpha 3 Street Fighter Alpha 3 Upper Hyper Street Fighter Alpha Capcom Fighting Evolution Pocket Fighter (Cameo) Namco X Capcom ---------------------------------------------------------------- 5. Guy's Moveset (Names of first 3 moves courtesy of psychochronic's faq) Link to faq: http://db.gamefaqs.com/console/ps2/file/capcom_fighting_evolution_a.txt Kubi Kudaki............................................F + MP Kamaitachi..............................................DF + HK then HK Hiji Otoshi (AIR)....................................D +MP Hozanto...................................................QCB + P Bushin Senpu Kyaku............................QCB + K Bushin Flip.............................................QCF + P Bushin Izuna Drop (Close to opponent): P Izuna No Hiji Drop (During Bushin Flip): P Hayagake................................................QCF + K Kyuteishi: LK then LK (during Hayagake) Kage Sukui: MK then MK (during Hayagake) Kubikari: HK then HK (during Hayagake) Bushin Hasso Ken................................QCFx2 + P Bushin Gorai Kyaku..............................QCFx2 + K ---------------------------------------------------------------- 6. Breakdown of Guy's Moves -Normal Moves- -Standing Moves- LP (Quick Jab) -Very fast and has great recovery and startup times. Great for combo starters. MP (Abdomen Punch) -Has a little slow startup time, but is still good for combo starters. MP Close (Elbow) -Extremely fast and a great combo starter, but you have to be next to the opponent for the move to be executed. HP (Slow Jaw Punch) -Slow startup time, but has good reach. Not that great of a move regardless. HP Close (Uppercut) -Pretty fast and has a little slow recovery time, but good for a counterattack. Must be next to opponent for move to be executed. LK (High Kick) -A little slow startup time, but good for combo starters, and can be used somewhat for Anti-Air purposes, though not recommended. LK Close (Foot Stomp) -Very quick and has zero recovery time. Must be next to opponent to execute this move. Can be used for combo starters. MK (Abdomen Kick) -Has somewhat of a slow startup and recovery time, and can be used for combos. Has decent reach on it. HK (Strong High Kick) -Slow startup and recovery times, but great for Anti-Air purposes. -Crouching Moves- LP (Quick Jab) -Same as with the Standing LP. MP (Straight Punch) -Same as with the Standing MP. HP (Rising Elbow) -Pretty powerful as an Anti-Air attack, but slow startup. Great for comboing into a Bushin Senpu Kyaku. LK (Foot Kick) -Same as with the LP. MK (Sweep Kick) -Moves Guy forward as he sweeps the opponent. This move will trip the opponent when used close. Otherwise, it just does damage. HK (Slide Kick) -Guy's trip move. Similar to Bison's Crouching HK as well. Bad if blocked, as it leaves Guy wide-open. -Jumping Moves- LP (Falling Fist) -Lasts the whole time that Guy is in the air. Great for stopping attacks, but leaves Guy open if he misses the opponent. MP (Quick Air Punch) -Very fast, which in turn leaves Guy wide-open if he misses the opponent. Have to time it right to hit grounded opponents. HP (Aerial Backhand) -Same description as with the MP. LK (Falling Leg) -Same as with the LP. LK Straight Up (Falling Heel) -Same as with the LP, except you have to jump straight up to use this move. MK (Quick Aerial Kick) -Same as with the MP. HK (Aerial Backheel) -Same as with the MP. HK Straight Up (Aerial Backflip) -A pretty interesting move in itself. You can use this as either a way to stop Air attacks (aside from Zanku Hadoken, of course), to stop ground attacks like Shungokusatsu, or simply create more space between you and your opponent. Very nifty in Guy's game. -Special Normal Moves- -Kubi Kudaki- -Oh so slow.......but has good damage. Great in a mix-up style play, but not so great if you're going for Aggressive or Conservative Styles... -Kamaitachi- -Pretty good move overall. It's great for mind games, as you can mix-up the first part of the move, then later do the full version of the move, though watch for the last part being blocked... -Hiji Otoshi- -This move is just like Izuna No Hiji Drop. Nothing special about this move at all. -Throws- -Special Moves- -Hozanto- STRONG VS. Projectile attacks (HP version only) Rush attacks NO EFFECT VS. Teleport moves WEAK VS. Projectile attacks Anti-Air attacks Air attacks Other attacks -A fairly decent move in itself. The HP version is capable of going under Projectiles, so use that to your advantage from time to time. Good to combo into other attacks like Bushin Senpu Kyaku. Recovery time is rather decent, though startup time is lacking a bit. -Bushin Senpu Kyaku- STRONG VS. Rush attacks Air attacks (excluding Zanku Hadoken) Other attacks NO EFFECT VS. Teleport moves WEAK VS. Projectile attacks Anti-Air attacks -A copy of Ryu's Tatsumaki Senpu Kyaku (then again, that's where he got it from). Pretty good move in the fact that it comes up very quickly, though it's not safe on block. A decent way to set up juggles in corners. -Bushin Flip- STRONG VS. Projectile attacks Rush attacks Other attacks NO EFFECT VS. Teleport moves WEAK VS. Anti-Air attacks Air attacks -A pretty good move. It can jump over projectiles (though sometimes, you may jump right into one of them), and it can beat many moves (though with some Rush moves, it may be beaten more often than not, such as Alex's Flash Chop). The Bushin Izuna Drop is a good choice for damage if you can manage to pull it off without getting countered, while the Izuna No Hiji Drop is a great way to trick your opponent and set Guy up for another combo. Great for mix-up and mind games. -Hayagake- STRONG VS. Rush attacks NO EFFECT VS. Teleport moves WEAK VS. Anti-Air attacks Air attacks Projectile attacks Other attacks -This move is not as bad as it may seem as above. You can use this move to move towards your opponent quickly, trick them, bait them, and more. The LK version simply moves you quicker to them (doing LK again will cancel him running). The MK version makes him do a sliding kick attack, which is good to avoid projectiles, but tough to do. Great to pester opponents though. The HK version is an aerial kick which cannot be blocked by crouching, which makes for a great mind game. All in all, this move will be one of your key elements in your Guy game. -Super Special Moves- -Bushin Hasso Ken- STRONG VS. Air attacks Other attacks NO EFFECT VS. Teleport moves WEAK VS. Projectile attacks Anti-Air attacks -Good for juggling and Anti-Air purposes, but the damage it does is pretty low (around 15%, IIRC). Your best bet is to use this only when you see the neccessity or opportunity to do so. -Bushin Gorai Kyaku- STRONG VS. Rush attacks Other attacks NO EFFECT VS. Teleport moves WEAK VS. Projectile attacks Anti-Air attacks Air attacks -This move makes Guy attack in a straight line. Only use when you're positive that you'll hit with it, otherwise you'll be left wide-open afterwards. It does a little less damage than Bushin Hasso Ken, but is still a weak Super Special (as opposed to the other fighters in this game). ---------------------------------------------------------------- 7. Guy's Style Guy follows the Street Fighter Alpha system, as described below. Data from psychochronic's faq Link to faq: http://db.gamefaqs.com/console/ps2/file/capcom_fighting_evolution_a.txt *Air-Block: While jumping, hold B: This feature helps you block your opponent projectiles and jumping attacks while you're in the air. This does not apply to ground attacks which can't be taken in the air. If you air-block a jumping normal, you'll land right before your opponent does, allowing you to strike first as they land and recover. *Alpha Counter: While Blocking, reverse QCB + P/K: Known in Japan as the "Zero Counter". Also seen in CvS2 under the following Grooves: (C, A, S, N). This skill costs 50% of your meter which makes your status possible to cancel the remaining guard stun on a blocked attack into a simple counter-attack. It does a small amount of damage and guarantees a knockdown making it useful to turn the tables around or to simply give you a bit of space. Each character here has two Alpha Counters, one of each, a punch and a kick. Both types are good for countering specific attacks, whether it's air, ground, crouch, special or even super so switch between the two accordingly, depending on who you're fighting and the situation. Also going back to it's SFA3 counterpart, the Alpha Counter can kill, so watch out! *Custom-Combo: HP + HK when your Gauge is over 50%: Known greatly as "V-Ism" in SFA3 and "A-Groove" in CvS2. Once activated, your character can simply chain in any normal and special attacks which can be done in a repeated process. The meter now dates in to SFA3 where you can simply activate at 50%. The meter now also dates in to CvS2 as you can activate at 100% and finish off with a Super Combo to dish out some big damage. As an expert would know that there is a large reduction of damage applied to each consecutive hit within. After the first 9 hits, each other hit does a single pixel of damage so beware ofthat effect. This ability is also good because if the opponent blocks, then you have time to switch your attacks and gameplan more quickly before the time runs out. Also during activation, the screen will darken and freeze for a slight second and you'll gain an invincibility frame which is useful to avoid attacks and projectiles freely! Activation with 50%, you'll be invincible 6 frames before and 4 frames after and activation with 100%, you'll be invincible 6 frames before and 14 frames after. Within the 50%-99% range, the higher the percentage, the longer the invinciblity frames kick in. The bad part about the Custom Combo system is that you can't block after activation and should you get attacked, your meter goes back to 0% instead of depeleting 50% of it just like in SFA3 and CvS2. Use this wisely as you're rushing like hell with no shield on you. *Super Combo: Using your characters' designated command, gauge calculated by percentile: One also also taken from CvS2 A-Groove and that's the ability to do a Super Combo. This tactic costs 50% of meter and can be done in Custom Combo when activated at 100%. Very useful if your characters' customs are weak and need to use this for some damage. *Ukemi "Safe Fall": Before touching the ground, hold Px3. You can extend the roll by simply holding F: Also known as the "Safe Fall" and it's been seen in SFA3 and CvS2 under the following 3 Grooves (A, N, K). This is not the CvS2 version of it where you jump a bit back having a tiny bit of invincibility frames at it, this version is nearly exact as it was from SFA3, except it's a little slower. The Ukemi allows the character to roll towards the opponent just as you touch the ground. This ability can be useful for avoiding projectiles, confusing your foes' wakeup strats and any other attacks with heavy recovery. The first 17 frames of the full 43 frames are invincible but the last 26 frames of it are completely vulnerable to attack. This means you're not safe and completely defenseless making this tactic very risky to use. Ukemi must be used with extreme caution. Guy is one that relies on his speed to see him through, and his ability to combo into attacks and play mind games. This comes into great play when playing against powerful opponents like Ryu and Zangief, where getting close can mean certain doom for Guy. The following two sections are dedicated to some combos and styles of play for uping your Guy game. -Combos Section- 1) Bushin Izuna Drop (Close), Hozanto, Hayakage, Custom Combo -Why use Custom Combo? Many people probably will ask this one. The reason being is that in a corner, you can make full use of Custom Combos by constant juggling of the opponent, and the fact that you can do more damage than a Super Special in the time you have with a Custom Combo. Much more efficient, but if you're hit while in Custom Combo, the combo ends, so watch it! The Hozanto is designed to knock opponents back, which allows the follow-up Hayakage (of your choice). 2) Hayagake, Bushin Izuna Drop, Bushin Senpu Kyaku, Custom Combo -Very similar to the last combo, except that you'll have to mix up the Bushin Izuna Drop to get the Bushin Senpu Kyaku to work. If not, then don't bother with Custom Combo. The rest is self-explanatory. 3) Standing LP, Standing MP, Standing HP, Bushin Senpu Kyaku, Hozanto, Hayakage, Custom Combo -The first three hits of the combo are going to be hard to pull off, but key. They're slow and don't come out fast, not to mention that you have to be next to the opponent for them to hit. The rest of the combo is simple. -Styles of Play- Aggressive Style (Offense Game) This is Guy's second best style by far. With his speed, you'll want to put the pressure on your opponent at all times with LK Bushin Senpu Kyakus and Hozantos. Custom Combos are the key here as well, and throw out a Super Special from time to time. If you end up on the defense, counter with Bushin Senpu Kyaku. Conservative Style (Defense Game) Stay away from this style! Guy is not to be used in any defensive manner at all. He's not the turtler that Guile is, and he doesn't have the defense that Alex and Zangief have either. If you end up here, get out of it with Bushin Senpu Kyaku or Hozanto! Mix-Up and Mind Style (Offense and Defense Game) This is Guy's best style that he has. A combination of various Hayakages and various Bushin Flips will keep your opponent on the defensive for quite a while. Along with LK Bushin Senpu Kyakus and Hozantos, this style is for any experienced Guy player. ---------------------------------------------------------------- 8. Credits Thanks to psychochronic for letting me do these faqs. Thanks to assassin17, for giving formatting idea. Thanks to Gamefaqs, for hosting this faq. ----------------------------------------------------------------