Might Guy (SCON4): Difference between revisions
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===Strategy=== | ===Strategy=== | ||
5B and 5BB: Great for stagger pressure and tick throw but loses to fast high crush moves, and the second jab has really poor range that it’s almost never going to win after a clash and it’ll even sometimes whiff after the first jab is blocked.<br /> | |||
5BBB and its follow ups: The safer and faster follow up after the second jab. It is punishable on block, but continuing the string can beat the punish attempt. Great for adding in your 5BB stagger pressure. However, delaying it too much will lose to the opponent’s immediate fast high crush moves after 5BB is blocked. The only follow up you should consider on block is 5BBBB, which is Guy’s 8B. It launches on normal hit, and on block you can continue with both B and A to try to escape, but can both be punished.<br /> | |||
5BBA and its follow ups: Extremely unsafe on block by itself, and anything after that can be punished accordingly if the opponent is looking at the screen. If Guy doesn’t continue the string, the opponent still has plenty of time to recognize that and punish it because the recovery is way too long. The saving grace for doing this after blocked 5BB is that it’s a mid and doing 5BBAY will launch the opponent immediately if the opponent tries to do fast high crush moves. 5ABAY is your main combo filler, but if the opponent KNJs after 5AB you can be stuck in the kick animation that has really long recovery and Guy doesn’t have Hyuuga cancel to save him. The A follow up, which is an uppercut, has a hitbox in the back so it can catch the opponent off guard when they KNJ and try to punish your whiffed combo.<br /> | |||
Unique anti-KNJ tech:<br /> | |||
8A: A tracking teleport kick that gives a combo if the opponent fails to tech roll. It hits the opponent’s back when both characters are facing the same direction, making it a great anti-KNJ tool that covers both RKNJ and LKNJ and potentially gives a combo. If the opponent tech rolls, immediately do a charged 4B can guard break the opponent and get a huge reward.<br /> | |||
5B: One of the only jabs that can truly punish LKNJ when done immediately after turning around, but it has a strict timing and can be hard to pull off online.<br /> | |||
Punish game: <br /> | |||
5B is i11, which is the fastest jab in the game, can punish a lot of stuff that other characters can’t, but the move has a really high hitbox. 5A is a i15 mid jab that will cover punishable moves and landing that low profile 5B, but it’s slower and has worse range. | |||
===Combos=== | ===Combos=== | ||
Revision as of 13:29, 10 July 2022
| Guy Mighty | |
| Error creating thumbnail: Unable to save thumbnail to destination | |
| HP | 230 |
| Guard Gauge | 1840 |
| Jab Speed | Frame 11 |
| Jab Height | High |
| Backdash Type | Normal |
Summary
Float like a butterfly, sting like a bee.

at Character Select.
at Character Select.Gameplay
Moveset
| Basic Moves | Notes |
|---|---|
| Fastest jab in the game tied with lee. One of the furthest reaching normals in the game | |
| Launcher, low crush | |
| Big stomp, ground slam | |
| Auto-Guards, can be charged to guard break the opponent in one hit | |
| Mid attack, decent damage | |
| Launches the opponent into the air, low crushes | |
| Dive kick | |
| Special Moves | |
| Mid jab that is slower than the normal jab | |
| Teleport to the opponent and do a somersault kick | |
| Konoha reppu, can be | |
| Counter, teleport behind the opponent | |
| Leaf whirlwind, can combo into itself close to the wall | |
| Good combo ender at a range | |
| Hammer swing | |
| Throws | |
| Normal throw | |
| Hard knockdown throw | |
| Super Moves | |
| Big hug, really good range | |
| Primary lotus, less range than the hug for more damage | |
| Reversal, opens a gate. All damage is increased after activating |
Strategy
5B and 5BB: Great for stagger pressure and tick throw but loses to fast high crush moves, and the second jab has really poor range that it’s almost never going to win after a clash and it’ll even sometimes whiff after the first jab is blocked.
5BBB and its follow ups: The safer and faster follow up after the second jab. It is punishable on block, but continuing the string can beat the punish attempt. Great for adding in your 5BB stagger pressure. However, delaying it too much will lose to the opponent’s immediate fast high crush moves after 5BB is blocked. The only follow up you should consider on block is 5BBBB, which is Guy’s 8B. It launches on normal hit, and on block you can continue with both B and A to try to escape, but can both be punished.
5BBA and its follow ups: Extremely unsafe on block by itself, and anything after that can be punished accordingly if the opponent is looking at the screen. If Guy doesn’t continue the string, the opponent still has plenty of time to recognize that and punish it because the recovery is way too long. The saving grace for doing this after blocked 5BB is that it’s a mid and doing 5BBAY will launch the opponent immediately if the opponent tries to do fast high crush moves. 5ABAY is your main combo filler, but if the opponent KNJs after 5AB you can be stuck in the kick animation that has really long recovery and Guy doesn’t have Hyuuga cancel to save him. The A follow up, which is an uppercut, has a hitbox in the back so it can catch the opponent off guard when they KNJ and try to punish your whiffed combo.
Unique anti-KNJ tech:
8A: A tracking teleport kick that gives a combo if the opponent fails to tech roll. It hits the opponent’s back when both characters are facing the same direction, making it a great anti-KNJ tool that covers both RKNJ and LKNJ and potentially gives a combo. If the opponent tech rolls, immediately do a charged 4B can guard break the opponent and get a huge reward.
5B: One of the only jabs that can truly punish LKNJ when done immediately after turning around, but it has a strict timing and can be hard to pull off online.
Punish game:
5B is i11, which is the fastest jab in the game, can punish a lot of stuff that other characters can’t, but the move has a really high hitbox. 5A is a i15 mid jab that will cover punishable moves and landing that low profile 5B, but it’s slower and has worse range.
Combos
| Combos | Notes |
|---|---|
| Easy combo mid stage | |
| Easy combo into high damaging super when close to walls | |
| Combo requiring meter into super | |
| Easy combo into super |
Changes from Vanilla

now use the same animation as Neji
can loop into itself
can now be 
- Added


Resources
Guides and Info
Super GNT4 Maito Gai (Might Guy) Guide by TOMxLEON