Guy general overview/potential, options and more!

Hello guys, I’m going to start a little project of mine, the name/purpose of course It’ll remain a secret, for now. However I’d like the help of the community on this. I’ll need some information about the character, I’m do this for every character in the game except Toro/Kuro/Cole/Megaman, so I’ll ask a few questions to gather what I need. I’m doing this but I won’t be a slacker, as in, I’ll be searching every thread to look for what I need, but since some threads aren’t updated in a while, this would be helpful to me and for the community, 'cause the information would be updated.

When giving the information asked try to be specific and clear, regarding inputs and etc, and if you want I’ll gather the values, so you guys won’t need to worry about that. The ideia is to get a general overview of the characters options and potential, I’m talking about hitconfirms, setups and etc.

Thank you for your time :slight_smile:

**
.What are the characters strong and weak points?

.Suitable Partners(no need to be exhaustive here, because I’ll play around with this):

.Meterless/Ex(Super/Cross Art) Combos:

.Char specific Setups(on knockdown for example):
**

Strong points good run away and cover distance fast, does a lot of damage when close range. Weak points his stay in the air more and have a lot of unsafe special attacks. Hes not easy to use but in the right hands hes dangerous.

for partners? anybody can be good except CATS and MEGAMAN!!! …isn’t pacman a grabber?

on combos any combo ending with st. mp can be chain into hp for more damage lol but if your too far its going to whiff and that might hurt you. learning the crounching low kick link into st.mp is the bushido way

            combos (sorry for not label what meterless & which ones are with meter) 

            works on crounching opponents
            cr. low kick st.mp, running slide 186 damage (Ae guy, mix up)
            cr. low kick st.mp, low bushin senpukyaku 150 damage (after low bushin senpukyaku you can add ex bushin senpukyaku 246 damage, tag out, or 
            a super art 401 damage). 
            cr. low kick st.mp, st.mp ex hozanto dash forward cl.mk, walk a little cl. hp, high bushin senpukyaku 337 damage can tag out (careful on 
            distance unless in the corner look into corner combos) also after ex hozando you can also do final fight chain(lp,mp,hp,hk) into air command grab 341 damage


            standing
           1) jump hk or hp, close hk, hp tag out
           2) jump hk or hp, crouching hp, st.mp running slide 322 damage (Ae guy, mix up)
           3) jump hk or hp, close hk, final fight chain (lp,mp,hp,hk) options
            running slide 393 damage (jump cancel into command grab 405 damage, jump cancel into run stop into final fight chain then jump into 
            command grab 411 damage, jump cancel into run stop cl mk, walk little cl, hp high bushin senpukyaku 420 damage can tag out, 
            or jump cancel into run stop into final fight chain (lp,mp,hp,hk) jump cancel into run stop super art [all hits connect for maximum damage] 456 damage, super art upon recovery of 
            final fight chain 497 damage, jump cancel into run stop cl mk, walk little cl, hp cross art does depend partner but with lars does 550 damage
           5) cr. low kick close st.hp low bushin senpukyaku 180 damage (after low bushin senpukyaku you can add ex bushin senpukyaku 308 damage, tag out, or a super art 431 damage* 
            this combo you gotta be close).

            corner combos 
          1)  jump hk or hp close st.hp low hozanto final fight chain (lp,mp,hp,hk) jump into command grab 428 damage or super art instead of command grab 516
            damage
          2) jump hk or hp close st.hp low hozanto walk barely (can't see) close mk, close mk, close mk, close hp high bushin senpukyaku 410 damage,
            during tag out 434 damage, for super art and cross art 2 close mk, close hp for maximum damage. for super art to hit it has to be link  
            for all it hits to connect does 540. its really hard timing and gotta be fast. cross art does depend partner but with lars does 634. connecting
            with super art is hard but cross art is easy since you just cancel.

            tag combos
            tag in
           1) final fight chain into air command grab XC I tried finding better ones but hes too buff get it because he got jump cancel now lol
           2) close st.mk walk little close st.hp high bushin senpukyaku can tag out or super art or cross art.

Bushinryu!!! not Bushido…

Also after comboing into LK tatsu you can plink into a HK tatsu for one hit. or plink into cr Hk for a KD

Instead of editing making a new note making side note, LK tatsu combos doesn’t work on koro, kuro, pacman.

For guy’s combo ending with high tatsu, the incoming tag partner gotta jump instead of thier normal tag combos.

Finally when tag in final fight chain (lp,mp,hp,hk) into his air command grab its his best mid screen meterless combo raw luancher 359 . unless you wanna tag out then close mk (when their body reaches your head for the timing), walk a little close mk walk a little close hp into high tatsu.*super doesn’t connect so you can just cross counter instead from a raw launcher and using law 606 damage.

found a new combo!

after a close mk you can walk a little into close Hp
with this you can combo into LK tatsu, into super art does 503 damage midscreen (I did a jump Hk/Hp in this combo)

you also do jump Hp/Hk close mk, walk a little close mp, far mp chain hp into running slide does 340 damage

you can also in the corner
jump in hk/hp, close mk, walk a little close hp, low hozanto, walk a little close mk, close mk, close mk, close Hp high tatsu does 413 (just 3 pionts more damage than the original…but if you tag cancel it does a addition 428 damage. the normal one even though does 3 pionts less damage if tag out cancel it does 434 addition damage than this new one)

this is kind of help the pressure after a block cr.low kick into walk close mk that looks like a walk up grab.

*update march 29

umm I got bad news with the combo I just posted
against crounching opponents the combo doesn’t connect only works on zangief, albel, mardack, oger, vega, balrog, sagat, bear crounching or standing their not safe.

everyone else with a counter hit should work if they crounch!..(*close mk walk a little close hp work in AE)

alright! I think this is final post because I feel I squeze all the juice from guy lol

Hard Tag combo!

jump hk or hp, close hk, final fight chain (lp,mp,hp,hk) jump cancel into run stop cl mk into luancher *399 damage

(comment just active the run with mk and then lk to stop then immediatly mk XD)

I see people still coming to this thread lol well I got a treat for ya all

when guy is pair up with cammy guy damage gets buff!

guy corner combo instead of final chain or 3xmk just

jump hk or hp close st.hp low hozanto, walk little close hp, hk tatsu *389 damage, tag in cammy 2 hk cannon spike *damage 524 tag in guy close hp hk tatsu (1 meter)

*(sorry I meant to post this information sooner but injustice came out that day and well better late than never XD)
the information is incomplete I try to update when I get back into this game with 2 meter its 575,578,579, 3 meter 630 sorry I update on how to get those number)