Strategy Guide








K Bushin Gale Kick
P Northern Mountain-Breaker
P, P Bushin Lightning Drop (or Lightning Elbow)
K, K Wind Dash

Perform the wind dash with:

LK for a Sudden Stop

MK for a Shadow Penetration (slide attack)

HK for a Neck Hunter (flying kick)



P (level three in Z ISM) Bushin Musou Renge
K Bushin Strong Thunder Kick
P Bushin Eight-Double Fist


A3 Guy is proving to be more interesting. The turn punch [Northern Mountain-Breaker] will still combo from a strong [MP] - fierce [HP] chain, you just have to use the jab [LP] version of the turn punch [Northern Mountain-Breaker]. Sometimes the Northern Mountain-Breaker will whiff if you didn't cancel it fast enough, so practice :) Oh, and Guy can chain another strong-fierce chain after this combo when in the corner. Fun stuff.

---Nick D. [via alt.games.sf2]---            

I've been playing around with Guy in A3 and I found out that he has really insane combos. Aside from those already mentioned, here are some:

1) LP, MP, HP, HK, then juggle with MP, HP into Bushin Gale Kick.

2) MP or HP Northern Mountain-Breaker in the corner then juggle with LP, MP, HP, HK.

3) Jumping HK, standing MP, HP into level 3 kick super [Bushin Strong Thunder Kick], after the last hit of the super do LP, MP, HP, HK.

---Marwan Al-Nusif [via alt.games.sf2]---            

When your opponent is in the corner do his knee bash [KK throw] and juggle with his Bushin Eight-Double Fist.

---Julius E.---            

With your opponent relatively close, perform his original chain from A1 (standing jab [LP], strong [MP], fierce [HP], roundhouse[HK]) and before they have the chance to recover, Bushin Eight-Double Fist to juggle. Incredible damage, however, the timing has become more difficult in the final version of the game.

---Tony "Chun" Lim---            


If the other player blocks the elbow attack in a "failed" Bushin Lightning Drop (or gets hit by it, actually), it's a good idea to pull a low forward two-in-one into an immediate HK Wind Dash (I find it comes out fastest with HCF HK and then pressing MK). The opponent doesn't really expect it, and from my personal experience, most people are not very familiar with the HK Wind Dash (as opposed to the forward MP).

---HH---            

Something to do for major style points. Do guys 4 hit chain: stand jab, stand strong, stand fierce, stand roundhouse. The stand roundhouse will knock him up and far. Sometimes I like to follow up with the Bushin eight fist. But i also like to do a short wind dash. Then immediately short stop and do his Bushin musou Renge. This looks really cool :)

---Ben Chen---            

- At the start of a match, attack immediately. If you're fighting a fireball character, Bushin Lightning Drop (HP version). If not, you can use the Wind Dash and slide kick them (MK version). If the opponent is used to it, vary between the Wind Dash MK slide and HK overhead version.

- Always keep up the pressure. When your opponent is getting up, overhead elbow (towards + MP). If they get used to that, vary with a trip (crouching MK). Once they're accustomed to blocking your pokes, use the unblockable Bushin Musou Renge (level 3 super).

- Watch out for Ryu's wake-up super Hurricane Kick (Shinkuu Tatsumaki Sempuukyaku). If you see that he does this a lot - back off just when he gets up, let him do his super Hurricane, and while he is doing it hit him with your punch super (Bushin Eight-Double Fist at level 3). Keep up the pressure.

- Use Guy's flying elbow in mid air a lot (jump, down + MP). This will enable you to land early while jumping in to avoid uppercuts. When someone misses and uppercut, do Guy's Final Fight chain(jab, strong, fierce, roundhouse) followed immediately by his punch super, Bushin Eight-Double Fist. When he lands from this (if he's not dead :D), keep up the pressure, overhead elbow, throw, etc...

- If you don't have a super available, after Guy's Final Fight chain, do his HK Wind Dash (flying overhead kick) immediately, as the opponent is rolling away. Alternatively, perform the MK Wind Dash.

- For cowardly opponents, Wind Dash without attacking (LK version), then grab him/her.

- When your opponent is on the ground and about to get up, do his level 3 super, Bushin Musou Renge. Be carefull if it's a Shoto, he may Dragon Punch when getting up. Use your own judgement.

- If you're fighting Chun li, don't try to match speed with her. Instead, be patient. Use Guy's agility and long jumps to get over her Kikoken and roundhouse her face. When she jumps in (and believe me, she will... a lot!), time yourself, and punch super (Bushin Eight-Double Fist - level 2 or 3, NOT 1). Also, when she jumps, Wind Dash or walk under her and hit her when she lands. She can't block while turning around.

- For Zangief, use Guy's normal hits to hit him when he tries to grab you. When he keeps jumping towards you(trying his 360s, no doubt), do Guy's punch super (Bushin Eight-Double Fist - level 1, 2 or 3).

---Bushin---            












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