GUY STRATEGY AND COMBOS FOR ALPHA 3 FOR PSX 1. Intro 2. Legend 3. Overall Strategy with Guy 4. Absolutely Insane Combos My e-mail address: shanebadoo@sunbeach.net 1. This is my first time doing this so don't chew me up if you don't appreciate my style. These holy combos and strats were found out by me Shane Dyall and my friend Leroy MacCallister. My e-mail address is shanebadoo@sunbeach.net ,feel free to write me for clarifications or whatever. Feel free to reproduce, just give credit to Leroy and myself and never underestimate the power of the Bushin style ninja. Guy is in my opinion in the top 5 on zero 3. This crazy ninja rules the game in almost every category, speed, combos and style. The only thing that gets me tired about him is his ridiculously high jump. 2. LEGEND j-jab sh-short n-neutral s-strong fo-forward qcf-quarter circle forward f-fierce r-roundhouse qcb-quarter circle back 3. OVERALL STRATEGY WITH GUY Not to insult anybody, but if you are not an expert player leave Guy alone, I say this because although he is devastating, his combos are difficult to perform and you have to know what buttons to press at all times. Try to annoy your opponent as much as possible, this is important especially with characters with get-up moves (Ken, Ryu, Charlie etc.) Make them get up with shoryukens by constantly being in their faces pressing either ducking forward kick or toward and medium punch. Additional pressure can be added by throwing regularly (preferably with the kicks because you can do the punch air super afterward as a combo) and performing this short chain-combo standing ns-f-qcbj this combo is very effective and it does decnt damage. The qcbj can also be substituted with qcbfo or (qcbr only in a corner) When not directly next to your opponent keep him under pressure with fo kick. This pesky kick stops most projectiles in the bud and catches your opponent off-guard more often than not, and the reach it has is uncanny. However donot get too predictable sticking this kick out. A good thing to do is to walk forward and backwards always trying to keep a reasonable distance if your opponent tries to jump. If your opponent tries to jump knock him out of the air by pressing either ns/f or ducking f or nr. The good thing about Guy is that when Guy hits you in zero 3, because of the juggle ability he can hit you again by pressing f or sf (as a chain in the air). Mastering this technique is essential when playing Guy, these extra hits puts your opponents in stars very quickly, or if your opponent likes to flip out constantly it doesnt matter because you can hit them anyway with nf or nr or s-f or you can just super them with the air punch super for mega damage.( I hope I'm not being too confusing, just play the guy and you'll see what I mean). Did I mention that when ever you hit someone jumping in the air with sf you can combo with qcff for the air grab. This sinks damage. The Bushin Izuna Otoshi(qcfp+p) or Bushin flip is extremely effective against projectiles and jumpers from far, Guy now grabs pretty easily in the air for decent damage. This move is also very effective as a pressure move in the corner as you can press ducking s into anything afterward.(not a combo, just a play) The guys at CAPCOM decided that they would take out the air juggle super after the Bushin flip in zero 3, so don't be dissapointe d if you have been trying that combo and it has not been working. Guy's Houzan Tou(qcbp) or dashing elbow now goes through regu lar projectiles, need I say more, imagine the possibilties. I hardly ever use the running attack unless I am faking someone or unless it is a sure hit, even then I still restrict my use to the fo kick because after the r kick you are vulnerable to attack. Lastly, after Guy's slide hits as a counter move you can air super them. In conclusion, I have outlined some basic and advanced guy strategy, you have to play the style that suits you though I have found that guy is best played aggressively. Oh, I almost forgot don't, jump too much and when you do use r or pull down and press s for a short jump with an elbow.That's all the Guy strategy for now. I would like to thank Game-God Kao Megura for the insiration that only he can give. 4. ABSOLUTELY INSANE COMBOS I am an expert player so most these combos will require above average skill to perform. I will not waste time with regular combos, these combos are the ones that I use and are my preference. THESE COMBOS ARE 100% DOABLE!!!!!! I will put a - between each button to avoid confusion. nb. the first combo only works on tall characters and for some reason unknown, it works on Ken and not Ryu. a:j-sh-j-s-f-r you can air super afterwards anywhere on screen or ju st press s or f, however in the corner you can chian juggle j-s-f-r / s-f-qcfp+p / s-f-qcbr / s-f-air super.(cool huh???) b:j-s-f-r this is basically like combo a: this will work on anyone You can do the same juggles afterward. You can also start this combo by jumping in with an attack. c:s-f-qcbj anywhere on screen or substitute fo for j. The initial chai n s-f hits crouching opponents. Infact after the initial chain s-f you can combo any super except the Bushin Spirit.(Guy grabs you and the screen flashes) If you chose to chain the kick super level 3 a nd Guy pushes them into the corner(which he almost always does) you can chain juggle with j-s-f-r / s-f-qcbr / s-f-qcfp+p I hope this document was help to you. E-Mail me about questions o r if you have sime crazy combo send it to me. Thank you GAMEFA QS for honouring my document.