A3: A-Guy

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.

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.

I remember you from the Dii forums.

I’m everywhere O_o
What was your alias there?

Nobody remembers me from Quake :frowning:

Bump…Question though…How do you throw the opponent during the Final Fight chain?

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_(SFA3)

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

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.

guy sucks

[media=youtube]zxEmlvwLKJE[/media]

[media=youtube]DosNiFJ0EXE[/media]

[media=youtube]gPPmq25Shfk[/media]

[media=youtube]4zKqVPO8S1Q[/media]

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.

they’re easy to walk cancel too

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.

It’s also possible with Player 1, but is character- and position-specific. It definitely works against Blanka.

:hp:

Yes, it works every time against Blanka.

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

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

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.

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.

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?

[media=youtube]ClVzL5BRh80[/media]

right at 1:20

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.