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Guy

From The Codex
Street Fighter/Guy
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Guy is a Capcom character who first appeared in the beat-'em-up series Final Fight and later became a playable character in the Street Fighter series, debuting in Street Fighter Alpha. He is a red-clad master of the Bushin style of ninjutsu and is of Japanese descent.

Guy

Hm... What a shame that a beautiful moonlit night must play host to this feeling of unease. The heroes of this city vanish one by one. In their place crop up dealers of weapons and immoral creatures to prey on the innocents. It pains me to think of the victims of this nightmare city, those who will never be accounted for, never missed. Their stories will never be told. Yet, when viewed from the lens of history, our struggle is so tiny as to be meaningless. However, I cannot stand idly by and watch as the good suffer and the evil prevail. It is up to me to ensure that our small chapter of history be written by a just and steady hand. The power of Bushinryu shall be my quill!
~ Guy

Origin
Origin Final Fight
Creator Takashi Nishiyama, Hiroshi Matsumoto
First Appearance Final Fight
Voiced by *Japanese: Tetsuya Iwanaga (Street Fighter Alpha: Warriors' Dreams, Street Fighter Alpha 2, Street Fighter Alpha 3, Final Fight Revenge, Capcom Fighting Evolution, Namco X Capcom), Tsuguo Mogami (Super Street Fighter IV, Street Fighter X Tekken, Ultra Street Fighter IV)
  • English: Jim Byrne (Street Fighter 1995 TV Show), Jason Miller (Super Street Fighter IV, Street Fighter X Tekken, Ultra Street Fighter IV)
Characteristics
Species Human
Gender Male
Pronouns He/Him
Sexuality Heterosexual
Age Unknown
Birthday August 12, 1965[1]
Height *Final Fight (Arcade): 5.87 ft[2]
  • Street Fighter V: 179 cm[3]
Weight *Final Fight (Arcade): 158 lbs[4]
  • Street Fighter V: 72 kg[5]
Ethnicity Japanese
Status Alive
Alignment Neutral Good[6][7]
Archetype One Man Army
Occupation Ninja for Bunshinryu Clan
Time Period *Street Fighter: 1987[8]
  • Street Fighter 2: 1991[9]
Language Japanese/English
Combat Style Bushinryu/Ninjutsu[10]
Homeworld Earth
Relationships
Affiliations Mike Haggar, Cody Travers, Rena, Maki Genryusai (Childhood friend), Lucia, Rose
Enemies Mad Gear Gang, M. Bison, Poison, Hugo Andore

Background

This dropdown contains the synopsis of Guy's story. Read at your own risk as you may be spoiled otherwise!

Pre-Final Fight
Guy was born in the United States to Japanese parents, likely in one of Metro City's districts, and moved there early in his life. In the late 1970s to early 1980s, he was a delinquent in Japan, a fierce youth with piercing eyes and a combative nature, frequently engaging in street fights regardless of his opponents' size. One day, he attempted to ambush the 38th Bushin Master, Zeku, who effortlessly evaded the attack. After being struck by one of Zeku's techniques, Guy learned it was a Bushin-style move. Zeku then asked for Guy's name, and together they revived the secrets of Bushin-ryu ninpō (Spiritual Warrior School of Ninja Arts). After failing his university entrance exam, Guy moved to the United States alone.

Final Fight
Guy is one of the three playable characters—alongside Cody and Haggar—in the original arcade version of Final Fight, released by Capcom in 1989. Due to hardware limitations on the Super NES, two separate cartridges were made: the 1990 version allowed Cody to be playable, while the 1992 version added Guy as a playable character. In Final Fight Guy, an in-game explanation notes that Cody was away training under Guy's grandsensei in Japan.

In 1986, Mike Haggar is elected mayor of Metro City and vows to clean up its streets. When the Mad Gear Gang kidnaps his daughter Jessica to ensure his compliance, Haggar refuses to negotiate. Together with Cody, Jessica’s boyfriend, and Guy, her bodyguard and friend, Haggar takes the fight to the Mad Gear gang. They split up, and Guy first encounters Sodom in the Subway hideout. Guy defeats the large samurai wannabe in an underground fighting ring.

Guy continues through the industrial district, defeating waves of thugs before confronting Rolento, the militaristic fourth ringleader of Mad Gear. Impressed by Guy’s skill, Rolento offers him a position in the gang, but Guy refuses, stating that as a Bushinryu practitioner he must oppose evil. Guy defeats Rolento, scarring him with a dropped knife.

Later, Guy and Cody confront Abigail in the bay area. Despite Abigail's brute strength, Guy manages to defeat him with precise combos, while Cody rushes off to rescue Jessica from Belger. Guy eventually reunites with Haggar and Cody uptown, where Cody defeats Belger by delivering a finishing uppercut that sends him plummeting from a high-rise window. Haggar rescues Jessica, while Cody and Guy leave, knowing the fight against evil continues. Jessica pursues them, but Guy ensures Cody stops to explain his actions.

The events of Final Fight elevate the trio to hero status within Metro City and allow Guy to understand that one-to-many body arts are the essence of Bushin-style ninpō.

Final Fight 2
After the Mad Gear Gang's initial defeat in Final Fight, they return following a period of preparation. With Guy and Cody absent—Guy having traveled to Japan for additional training—the gang kidnaps Guy's grandsensei Genryusai and Rena, Guy's fiancée and Genryusai's daughter. Haggar teams up with Rena's sister Maki and Carlos, a South American swordsman, to rescue them. The mission is successful, and Guy later writes to thank them, promising to return soon.

Although Guy is not playable in this installment, several power-ups in the game are modeled after him.

Final Fight 3
After the Mad Gear Gang's defeat in Final Fight 2, a gang war erupts in Metro City, ultimately allowing the Skull Cross Gang to take control. Guy returns to Metro City following his training and meets with Mayor Haggar. The Skull Cross Gang detonates a bomb and sparks a riot downtown, freeing their leader Black from prison. Alongside police officer Lucia and a mysterious street fighter named Dean, Guy and Haggar battle the new criminal organization. On the rooftop of the Skull Cross Gang’s headquarters, the group confronts and defeats Black, who is thrown into a high-voltage transformer and electrocuted, bringing an end to the Skull Cross Gang.

Final Fight Revenge
In 1988, Guy returns to Metro City and senses a dark, malevolent force within the city. He eventually discovers that the source is a zombified Belger, the former leader of the Mad Gear Gang. Guy defeats Belger in combat but is bitten and infected with an unknown illness. He returns to Japan to focus on combating the illness through intense meditation and training. By the time of Street Fighter Alpha 3, Guy has fully recovered from the infection.

Street Fighter Alpha
Guy and Sodom were the first Final Fight characters added to the Street Fighter series, later joined by Rolento in Alpha 2 and Cody in Alpha 3 (Maki also appears in the Upper and MAX editions).

In 1987, Guy confronts M. Bison after sensing a dark presence within him. Guy defeats Bison, discovering his inner power in the process, while Bison, left on the ground, vows that Guy will face consequences in the future. The game also introduces a rivalry between Guy and Ryu, with the two serving as sub-bosses for each other.

Street Fighter Alpha 2
Six months later, Guy nears the completion of his training, and Zeku, the grandmaster of the Bushinryu style, acknowledges him as a worthy potential successor. Since only one grandmaster can exist at a time, Zeku challenges Guy to a decisive battle. Guy accepts, and after a fierce but malice-free fight, he emerges victorious. Zeku names Guy the 39th heir to Bushinryu and warns him of a looming evil that threatens the world before disappearing. Guy resolves to confront this threat.

Prior to his fight with Zeku, Guy encounters Rose, who points out a "void" in his mind. When Guy insists he has nothing on his mind, Rose remarks, "so strong, yet so stupid." Guy counters that she cannot see that their battle will be her last, and he defeats her before facing M. Bison.

Street Fighter Alpha 3
In 1989, a year after the final Mad Gear Gang incident and Cody's arrest, Guy returns to Metro City to meet his old friend Mike Haggar. They greet each other, and Haggar asks if Guy has discovered who is disturbing the world's balance. Guy admits he does not know, only recalling Zeku's warning about a great evil in the future. Haggar explains that a mysterious organization has taken root in the city over the past six months and that Parliament is already under its control. While investigating drug trafficking, Haggar notes that Cody is in detention for injury charges following a scuffle during a separate investigation. Guy reflects on Cody's actions, and Haggar worries about his friend’s state, especially after Cody cut ties with Jessica.

Guy asks about the gym, and Haggar informs him it is closed but still standing. Remembering his time living there a year prior, Guy heads to 22nd Avenue. Upon arrival, he senses a presence and challenges the individual to a fight. He later encounters Karin, who shares her knowledge of a prophecy, revealing that the great evil Zeku warned of is Shadaloo. Guy and Karin set out to dismantle it. Along the way, Guy meets Rose, who is determined to destroy Shadaloo's leader, M. Bison. Guy attempts to dissuade her, but she continues her quest. He also reunites with Cody, who has become a merciless vigilante and escaped convict, driven more by a love of fighting than justice. The two battle, but after calming down, Guy accepts Cody's need to live his own life. Cody continues traveling, and Guy bids him farewell, recognizing his inherent goodness.

Guy and Karin split paths; Karin confronts Sakura for a rematch, while Guy faces Maki, who challenges him for his title. Guy does not consider her a worthy opponent, and the fight ends without serious conflict, with Maki conceding but refusing to give up. Eventually, Guy finds Bison, but it is too late—Bison and Rose have already fought, leaving Rose severely injured. Guy carries the unconscious Rose to seek treatment, feeling an unexplained fear. Unbeknownst to him, Bison, though defeated and killed, has attached his spirit to Rose. Nevertheless, Rose survives, setting the stage for Bison's eventual return.

Street Fighter IV
In 1994, S.I.N., a branch of Shadaloo, floods Metro City with weapons. Guy steps in to protect the city and soon encounters Cody, who has once again escaped from prison. The two face off, but the outcome is left unknown, and Cody continues on his way, remarking to Guy, "people change — I've changed, you've changed." Guy enters the S.I.N. tournament and eventually reaches its headquarters, where he sees Bison carrying an unconscious Rose. Guy confronts Bison atop his plane, threatening to destroy it if he does not release her.

What happens next is not explicitly shown, but it is implied that either Guy defeats Bison or Bison relinquishes Rose, unwilling to fight. Guy then revives Rose, surprising her with his intervention. Later, he meets Cody again, noting that despite Cody's focus on fighting, he consistently targets criminals, thugs, and terrorists, making him a hero in spite of himself. Guy asks if Cody will return, but Cody responds that the only place for him is back in his cell.

Additionally, though it is possible it could have been Ibuki, Guy may have been responsible for throwing the kunai seen in Fei Long's ending, as Ibuki has no connection to S.I.N. in her storyline. Guy also appears in the conclusion of Cody's intro, standing in the same location where his own intro begins.

Street Fighter V
In Rashid's character story, Guy serves as one of Rashid's contacts on social media and appears to have started a blog to teach Bushinryu techniques.

Guy's silhouette also appears during Zeku's character story while the narrator discusses the Bushin style. Additionally, he is briefly mentioned by Cody in his character story prior to Cody's encounter with Zeku.

Street Fighter 6
Guy makes a brief cameo in Kimberly's arcade story, appearing in a full picture along with several posters displayed around Kimberly's room at her home.

Appearance

General Description: Guy is a slim, athletic male with a toned build, standing shorter than many other male characters in the series. He consistently wears a serious expression, rarely smiling, with occasional shocked reactions.

Facial Features: Guy has prominent bangs that often cover his eyes, with hair length varying across different games. In Final Fight, his hair is black and his facial features resemble Ryu’s. In later titles, his hair is brown, and his face is redesigned with more distinctly Asian features to differentiate him from Ryu. He typically has a constant frown.

Clothing/Outfit:

  • Final Fight: Guy wears a sleeveless bright orange karate gi with a white undershirt, a thin dark obi, brown ankle and arm bands, fingerless sparring gloves similar to Ryu and Ken, and brown jikatabi boots. His look is identical in official Final Fight 2 artwork.
  • Street Fighter Alpha / Final Fight Revenge: His gi is dark orange and sleeveless, layered over a wire mesh shirt for defense. The gi features white outlines around the armholes. He wears golden-yellow bands on his waist, arms, and ankles, fingerless yellow arm wraps with grappling gloves, and Nike Dynasty sneakers.
  • Final Fight 3: Combines his original Final Fight and Alpha looks, with the addition of bronze and silver han kote (ninja gauntlets).
  • Final Fight: Streetwise (Non-Canon): Outfit similar to Final Fight 3 but includes white and red sweatpants, a different pair of sneakers, black fingerless gloves, and a tattoo on his left arm.
  • Super Street Fighter IV: First alternate costume is based on his original Final Fight outfit with a white headband and added sword. Second alternate costume resembles traditional Japanese samurai clothing. Nike logo modified to a generic lightning bolt.
  • Street Fighter V: Outfit is mostly unchanged; brown mesh replaced by a white short-sleeve fitted shirt, shins dark teal, yellow gloves replaced with fingerless gloves, sneakers replaced with brandless white ones. Hair is shoulder-length and tied in a low ponytail.
  • Street Fighter 6: Appears as a poster retaining Super Street Fighter IV look. During Kimberly’s World Tour, his outfit features a large white Bushin kanji on the back, wavy logo on sneakers, and all-white ninja garb during training. Hair is shorter and styled in side fringes.

Special Features: The kanji 武神 (Bushin, meaning "god of military arts") is prominently displayed on his gi. Guy’s frown and serious demeanor are constant distinguishing traits.

Alternate Forms/Disguises: Guy contains various outfit changes across games serve as stylistic variations of his ninja attire.

Personality

  • Calm and Stoic: Guy maintains a composed and reserved demeanor, rarely showing emotion and approaching situations with a professional, disciplined mindset.
  • Noble and Just: He possesses a strong sense of justice and moral integrity, acting according to his principles and only intervening when necessary.
  • Protective Ally: Guy is fiercely protective of those he cares about, stepping in to assist and defend allies such as Rose and Maki when they are in danger.
  • Focused and Duty-Bound: His singular dedication to his mission often leads him to ignore distractions, reflecting his disciplined ninja mindset and commitment to defeating evil.

Goals

  • Stop Mad Gear Gang (Succeeded).
  • Stop M. Bison (Succeeded).

General Information

Name: Guy[11]

Origin: Final Fight

Overall Series: Street Fighter

Greater Franchise: Capcom

First Appearance: Final Fight

Company: Capcom

Creator: Takashi Nishiyama, Hiroshi Matsumoto

Actor

  • Japanese Voice Actor: Tetsuya Iwanaga (Street Fighter Alpha: Warriors' Dreams, Street Fighter Alpha 2, Street Fighter Alpha 3, Final Fight Revenge, Capcom Fighting Evolution, Namco X Capcom), Tsuguo Mogami (Super Street Fighter IV, Street Fighter X Tekken, Ultra Street Fighter IV)
  • English Voice Actor: Jim Byrne (Street Fighter 1995 TV Show), Jason Miller (Super Street Fighter IV, Street Fighter X Tekken, Ultra Street Fighter IV)

Gender: Male

Sexuality: Heterosexual

Pronouns: He/Him

Handedness: Right-Handed

Age: Unknown

Blood Type: O[12]

Birthday: August 12, 1965[13]

Time Period

Timeline: Main Timeline

Homeworld: Earth

Residence: Japan[16]

Story Role: Main Protagonist, Clan Successor

Legacy: City-wide Legacy (Guy is noted to be Metro City's Greatest Hero[17])

Influence: Event Influence

Language: Japanese/English

Ethnicity: Japanese

Religion: N/A

Classification: Metro City's Greatest Hero[18], Ninja, Alpha Warrior, Bushinryu Clan Successor

Species: Human

State of Being: Regular

Physiology: Humanoid Physiology

In-Universe Creator: Unknown

Occupation: Ninja for Bunshinryu Clan

Ranking: Successor[19]

Combat Style: Bushinryu/Ninjutsu[20]

Affiliations: Mike Haggar, Cody Travers, Rena, Maki Genryusai (Childhood friend), Lucia, Rose

Enemies: Mad Gear Gang, M. Bison, Poison, Hugo Andore

Height:

Weight:

Status: Alive

Alignment: Neutral Good (Aided Mike Haggar when the Mad Gear gang went and kidnapped his daughter Jessica[25]. When a threat to the world rises, so will the shadow of Bushin[26])

Protection Level: Metropolitan Protector in Final Fight (Guy is noted to be Metro City's Greatest Hero[27]), Global Protector in Street Fighter (When a threat to the world rises, so will the shadow of Bushin[28])

Potential

Archetypal Tiering: One Man Army

Codex Statistics

Key: Final Fight Series | Street Fighter Alpha Series | Street Fighter IV

Key Information

  • Final Fight Series: This key covers all events within the Final Fight series of games.
  • Street Fighter Alpha Series: This key covers all events within the Street Fighter Alpha series of games.
  • Street Fighter IV: This key covers all events during the Street Fighter IV series of games.

Grade: B | B | A

Tier: 9-B, Higher with Weapons | 9-B | 7-B

Cardinality: Finite

Dimensionality: 3-D

Power Source: Ki (All Fighters utilize "Ki" as their primary energy source[33]. The training of "Chi" involves 3 layers and 9 steps, solidifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate point, in other words, a fighter is focusing all of their determination into one point of their body[34])

Attack Potency: Wall level (Buster) (Final Fight characters can easily bust apart tires[35], destroy oil barrels with a single hit[36], kick and destroy[37] multiple oil barrels at once[38], destroy telephone booths in one punch[39], send garbage cans flying with one punch[40], easily break through[41] wooden doors[42] and[43] metal doors[44], break large human-sized wooden cartes with a single punch[45], can destroy wooden[46] barrels in one hit[47], can destroy billboards[48], can break apart thick sheets of glass with two punches[49], along with breaking multiple at once[50], break apart metal grates[51], destroy walls in a single attack[52], fully destroy large metal doors[53], and break apart cars with multiple punches[54]. Can fight and harm Damno[55], who can casually bust through a door[56]), Higher with Weapons (Weapons the Final Fight characters find on the ground deal more damage then their regular punches[57]) | Wall level (Buster) (Guy's intro consists of him kicking and destroying multiple barrels[58]. Superior to Street Fighter 1 Ryu, who broke multiple stone tiles[59], and broke three cinderblocks with one attack[60]. The Street Fighter cast can break[61] apart cars overtime with various hits[62]. They can also destroy metal barrels[63]. Along with destroy stone walls overtime[64]. Can destroy barrels in a single hit[65]. The Street Fighter cast can break[66] apart cars overtime with various hits[67]. They can also destroy metal barrels[68]. Along with destroy stone walls overtime[69]. Can fight and harm Sagat[70], who broke a large rock in half[71]. Can destroy barrels in a single hit[72], Can fight and harm Zangief[73], who overpowered a large bear[74]. Should be comparable to Adon[75], who broke a chunk off a statue's head[76]. Should be comparable to characters like Birdie, who bent a large piece of metal[77]) | City level (Potency) (It's noted by Cody that maybe the night won't be so boring after all after he saw Guy in the shadows[78], and later fought and harmed Cody[79], Oni Akuma acknowledges Cody as a fighter, noting that he will be destroyed as long as he holds back[80], with Cody acknowledging it as a good fight[81], in Oni Akuma's ending, with a punch he caused an entire volcanic eruption[82], with it having similairites to a VEI4 volcanic eruption, which is around where volcanoes release 24 megatons of thermal energy. Cody is disappointed when defeating Akuma[83], who could destroy Gotenkou island overtime, which is of this size[84]. Casually broke out of his prison cell[85]. Can destroy barrels in a single hit[86])

Durability: Wall level | Wall level | City level

Striking Strength: Wall Class (Buster) | Wall Class (Buster) | City Class (Buster)

Lifting Strength: Class 50 (The Final Fight protagonist can easily overpower and grapple Hugo[87], who can lift a semi-truck[88]. Final Fight characters can break out of being handcuffed[89]) | Class 50 | Class 50

Travel Speed: At least Superhuman (Comparable to the street fighter cast, where all fighters create afterimages when using their super combos[90]. Faster than Dan beating him in a race where he had a headstart, who can outrun a wall of flames[91]. Comparable to Sagat, who was able to get down from a large statue and appear behind the man watching him, before the man even noticed[92]) | At least Superhuman | At least Superhuman

Attack Speed: Transonic | Transonic | Transonic

Reaction Speed: Transonic (Comparable to the Street Fighter cast, who can react to a sonic boom attack from Guile[93], even during the Alpha series[94]) | Transonic | Transonic

Stamina: Superhuman (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[95]. Final Fight characters can fight through repeated gauntlets of enemies across Metro City without showing any signs of tiring[96]. Final Fight characters can recover and keep fighting even after their entire body was set on fire[97]. Can go through intense battles and long periods of training)

Range: Standard Melee, Extended Melee with Weapons, Hundreds of Meters with Firearms

Intelligence: Gifted Intelligence (Guy is noted to be an intelligent fighter who balances his street smarts with ninjitsu tradition[98])

Knowledge:


Powers and Techniques








In Final Fight as they bash their way through the streets of the city, they can collect power-up items which are concealed inside wooden crates, metal drums and other objects, they can either find weapons such as knives, pipes and swords to use in battle or they can collect healing items[230]:


Equipment

Weapons

Weapon Description Usage Game Debut
Knife A bladed weapon found in stages. Can be picked up and used for close-range attacks. Final Fight
Pipe A metal blunt weapon found in stages. Can be picked up and swung to strike enemies. Final Fight
Sword A long bladed weapon found in stages. Can be picked up and used for slashing attacks. Final Fight
Stick A stick that can be punched off of Rolento's person. Rolento's default weapon. Can be picked up and used for close-ranged attacks. Final Fight Revenge
Police Stick A police stick that can be punched off of Edi. E. Edi. E's default weapon. Can be picked up and used for close-ranged attacks. Final Fight Revenge
Nyoi-Bo A weapon that can be found on the ground in stages. Can be picked up and used for close-ranged attacks. Slightly stronger than Rolento's Stick. Disappears after 10 successful hits. Final Fight Revenge
Chainsaw A chainsaw that can be found on the ground in stages. Can be picked up and used for close-ranged attacks. Final Fight Revenge
War Hammer A war hammer that can be found on the ground in stages. Can be picked up and used for close-ranged attacks. Can Stun an Opponent in 3 Hits. Disappears after around 10 successful hits. Final Fight Revenge
Spiked Knuckles Spiked Knuckles that can be found on the ground in stages. Can be picked up and used for close-ranged piercing attacks. The spiked knuckles also slightly improves punching power. Final Fight Revenge
Poison Claws Poison Claws that can be found on the ground in stages. Can be picked up and used for close-ranged piercing attacks. Poison gains an extra hit to the Cat Claw Special Move as well as increased punch damage when using these. Final Fight Revenge
Hand Grenades Hand Grenades that can be found on the ground in stages. Can be picked up and sued for explosive attacks. Explodes on impact or after 2 seconds. Final Fight Revenge
Bow Gun A bow gun that can be found on the ground in stages. Can be picked up and used for long range attacks. Final Fight Revenge
Pistol A pistol that can be found on the ground in stages. Can be picked up and used for long ranged attacks. Has up to 8 shots. Final Fight Revenge
Shotgun A shotgun that can be found on the ground in stages. Can be picked up and used to shoot out three projectiles at once. Has up to 10 shots. Final Fight Revenge
Machine Gun A Machine Gun that can be found on the ground in stages. Can be picked up and used to shoot out over 48 shots. Final Fight Revenge
Rifle A rifle that can be found on the ground in stages. Can be picked up and used to fire high-powered shots one at a time. Has up to 16 shots. Final Fight Revenge
Freeze Gun A freeze gun that can be found on the ground in stages. Can be picked up and used to freeze opponents. Has up to 16 shots. Final Fight Revenge
Stun Gun A stun gun that can be found on the ground in stages. Can be picked up and used to fire a ball of electricity, which knocks down opponents. Has up to 10 shots. Final Fight Revenge
RPG An RPG that can be found on the ground in stages. Can be picked up and used to shoot out an explosive missile. Has up to 8 shots. Final Fight Revenge
Flamethrower A flamethrower that can be found on the ground in stages. Can be picked up and used to shoot out fire to burn a target. Has up to 32 shots Final Fight Revenge

Food Items

Item Effect
Barbecue Refills the entire strength meter.
Pizza Refills half of the strength meter.
Hamburger Refills half of the strength meter.
Curry Refills half of the strength meter.
Banana Refills 1/4 of the strength meter.
Apple Refills 1/4 of the strength meter.
Grapes Refills 1/4 of the strength meter.
Soda Refills 1/9 of the strength meter.
Vitamins Refills 1/9 of the strength meter.
Gum Refills 1/9 of the strength meter.

Bonus Point Items

Item Points
Diamond 10,000 pts.
Gold Bar 10,000 pts.
Necklace 5,000 pts.
Ring 5,000 pts.
Money 3,000 pts.
Dime 3,000 pts.
Radio 1,000 pts.
Hat 1,000 pts.
Hammer 1,000 pts.

Notable Techniques

Dash

Press control pad left or right twice quickly.

Dash Attack

Dash, then press attack button. For characters like Guy & Lucia, continue to press attack button for multi-hit combinations.

Back Dash

Hold L or R button (default). Then press control pad twice quickly in opposite direction.

Jumping Dash Attack

Dash, then jump. While in air, press Y button.

Jump Kick

Jump, then while in air press Y button.

Reverse Grab

Grab an opponent, then press control pad down and Y button simultaneously. They will then flip the hold on the enemy.

Hold Direction

Hold the L or R buttons to keep facing the same direction as the fighter moves across the screen, allowing them to walk backwards.

Super Combo Level Gauge

Each time a fighter executes normal moves and special moves, their Super Combo Gauge will build up. Their level will increase when the gauge reaches certain points, and then they will be able to perform Super Combos and Alpha Counter moves.

When performing Super Combos, the amount of damage inflicted by a successful combo can be controlled depending on the buttons pressed. With the Super Combo Level Gauge at full power (Level 3) fighters can perform the Super Combo, using 1, 2 or 3 attack buttons simultaneously to increase or decrease the number of hits inflicted. The more buttons fighters press simultaneously, the more damage will be inflicted but more power will be consumed from the fighter's gauge.

Alpha Counter

←↙↓ + any Punch button

When fighters block their opponent's attack, press the Directional Buttons, ←↙↓, in a smooth motion, then press a punch or kick button (depending on the character). This performs an Alpha Counter attack, which is a quick counter move against their vulnerable opponent. Alpha Counters consume 1 level on the Super Combo gauge.

Block/Air Block

Press Directional Button away from opponent. Fighters can even block in mid-air.

Grab/Throw

Press Directional Button toward opponent, then press either Medium or Hard Punch or Kick button. Some characters may be able to execute a grab or throw move automatically.

Recovery/Escape

Fighters can recover from dizziness more quickly by pressing back and forth on the control pad and by pressing the attack buttons rapidly. Fighters can escape grab moves in this manner as well.

Defensive Fall

Through using the above throw command to reduce damage from throws where the character safely falls to the ground.

Avoid Being Floored

When a fighter is hit by a knock-down move (Dragon Punch, Leg Throw, etc.), press the Directional Buttons, ←↙↓, in a smooth motion, then press any punch button. The character will roll forward and avoid being floored by the opponent's move.

Taunt

Fighters can taunt their opponent through pressing the SELECT button.

Avoid Being Floored

Fighters can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command buttons, the fighter will roll forward and avoid being floored by their opponent's move.

Block/Air Block

When the opponent is attacking, press ← on the Control Pad instead of fighting back to avoid taking damage. Blocking also works while the fighter is in the air.

Alpha Counter

When the fighter blocks their opponent's attack, press the above command. This will perform an Alpha Counter attack, which is a quick counter move against the vulnerable opponent. Alpha Counters consume one level on the Super Combo Gauge.

Defensive Fall

When the fighter is being thrown, if they try to throw back at the right time, the amount of damage they receive will be reduced and they will fall safely to the ground.

Throwing/Gripping

Move toward the opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, they may be able to execute a throw or grab move automatically.

Taunting

To do some serious trash talking, press SELECT.

Recovering/Breaking Free

If the opponent attacks the fighter continuously, the fighter may temporarily pass out. The recover quickly, press the Control Pad or any button rapidly. If the fighter does the same inputs while grabbed, they can break free from a grapple.

Super Combo

The Super Combo Level Gauge builds up as they perform moves. When it reaches a certain length, its level increases allowing the fighter to perform Super Combos, Alpha Counters, and Custom Combos.

  • X-Ism: The fighter can perform a Super Combo only when the Super Combo Level Gauge is full. Super Combos use the entire gauge.
  • A-Ism: Fighters have three levels of Super Combos, corresponding to the three levels of punches/kicks (light, medium, and heavy). The Punch or Kick button pressed determines the power of the Super Combo, and uses a similar amount of the gauge. The higher the gauge level when the fighter starts, the more powerful their Super Combo will be.

Custom Combo

Custom Combos are available with V-Ism characters only.

When a V-Ism character's Super Combo Level Gauge builds up to 50% or more, they can perform a Custom Combo by pressing Punch and Kick buttons of the same strength simultaneously.

  • During a Custom Combo, shadow images follow the fighter and attack in the same way.
  • Fighters can continue on a Custom Combo until the Super Combo Level Gauge runs out.
  • Fighters cannot block during a Custom Combo.
  • If the fighter takes damage, the Custom Combo ends.

Alpha Counter

When blocking an attack, press → or ← (toward opponent) + Punch and Kick buttons of the same strength

This counterattack moves uses 1 Super Combo level and shortens the Guard Power Gauge.

Block

  • Standing Block: Press → or ← away from opponent
  • Air Block: Press → or ← away from opponents (A and V Isms only)
  • Croucing Block: Press ↙ or ↘ away from opponent.

Block an opponent's attack by pressing a Directional Button away from it. Use a standing air or crouching block according to the attack. (Air blocks are not available with X Ism).

Defensive Fall

When knocked up in the air, press 2 Punch buttons simultaneously (not avilable with X Ism).

Use a defense fall to avoid an opponent's additional attacks.

Defensive Roll

When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).

Throw, Escape

→ or ← + 2 Punch or Kick buttons simultaneously.

This move works as a throw when the fighter is attacking, or an escape when an opponent grabs the fighter.

Damage Reduction

Press the Directional buttons, Punch or Kick buttons rapidly.

This counter move reduces the damage when the fighter is under attack or blocking.

Guard Crash

The Guard Power Gauge shortens while blocking, or if the fighter is hit with a Guard Crush. If the fighter refrains from blocking, the gauge will gradually recover. If the gauge drains out, they won't be able to block until they recover power.

Punch

There are three basic punches:

Light Punch (JAB)

Press the Y button. The jab is very quick, but does little damage.

Medium Punch (STRONG)

Press the X button. The strong punch does a fair amount of damage.

Hard Punch (FIERCE)

Press the L button. The fierce punch does a large amount of damage, but is slow.

Kick

There are three basic kicks:

Light Kick (SHORT)

Press the B button. The short kick is very quick, but does very little damage.

Medium Kick (FORWARD)

Press the A button. The forward kick is strong and is fairly quick.

Hard Kick (ROUNDHOUSE)

Press the R button. This roundhouse kick is powerful, but very slow.

Close Attacks

Close Attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: THROWS and HOLDS.

Throws

Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.

  • Example: It is possible for Ryu to grab Ken and throw him over his shoulder. To do the Shoulder Throw, Ryu must push forward against Ken and then he must push the Hard Punch (Fierce) button.

Holds

Holds allow fighters to grab an opponent and then hit or bite them again and again.

  • Example: It is possible for Blanka to bite Guile on the head. To do the Head Bite, Blanka must push forward against Guile and then he must push the Hard Punch (Fierce) button.

Special Moves

Each character has developed his or her own special moves for use in combat.

Regular Moves

Press a Punch (P) or Kick (K) button.

Special Moves

Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.

Block

  • Upper block: ←
  • Lower block: ↙

Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.

High Jump

↓↑ Jump higher than a regular jump.

Dash

→→ or ←←

Parrying

  • Standing parry: → (toward opponent)
  • Crouching blocking parry: ↓

Press toward opponent for an upper attack or ↓ for a lower attack the moment the opponent's attack hits. If successful, the fighter moves first and takes the advantage.

Quick Standing

↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.

Dizzy Recovery

All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.

Throw & Grapple

LP + LK simultaneously When close to an opponent, press the Light Punch + Light Kick buttons simultaneously to throw the opponent. Some characters have grab moves instead of throws. Also, input the command the moment the opponent grabs the fighter to escape from the opponent's throw move.

Leap Attack

MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.

Personal Action

HP + HK simultaneously Each character has an individual Personal Action with a unique effect.

Super Art

Directional Button/Joystick + Punch or Kick Button A Super Art move is a super powerful special move. As the fighter attacks, their Super Art Gauge gradually fills up. When the gauge is full, the fighter can perform a Super Art move. Each fighter has three Super Arts.

EX Special Move

2P or 2K buttons

When the Super Arts Gauge is blinking light blue, press two P or K buttons while inputting a Special Move command to perform a more powerful version of the Special Move. An EX Special Move requires a certain amount of Super Art Gauge.

Normal Moves

Press the punch or kick buttons to perform normal moves. The actual attack performed depends on the position of the fighter and the button pressed.

Special Moves

Inputting a specific combination of directional and attack buttons allows the fighter to perform a special move. Even if the opponent blocks a special move, they will still take a small amount of damage. Inputting the command for a special move during certain normal moves allows the fighter to cut short, or "cancel", the normal move and quickly go straight into performing the special move. Using cancelling skillfully is one way to create damaging combinations.

Block

Pushing the directional button away from the opponent allows the fighter to block their attacks. They can block high (Standing) and low (crouching) attacks. High and low blocks can block specific attacks, but not every attack. The fighter will need to carefully and quickly swap between them to block all incoming attacks.

Dash

Press the forward directional button twice to perform a forward dash, or the backward directional button twice to perform a backward dash. Dashing allows the fighter to quickly close the distance between them and their opponent, or to fall back and reassess the situation.

Stun Recovery

If the fighter keeps getting pummeled, they will eventually become stunned. While stunned, they cannot do anything. Their only hope is to press the directional buttons and other buttons as fast as they can to recover from the stun faster.

Throws and Throw Escapes

When standing close to the opponent, pressing the light punch button and light kick buttons simultaneously allows the fighter to throw their opponent. Theyh can change the direction they throw the opponent by pressing the left or right directional buttons. They can prevent themself from being thrown by pressing light punch and light kick together when their opponent begins to throw them. This is called "throw escape".

Some characters can also perform a throw when jumping (aerial throw), or special move throws (command throws). Throw escapes cannot be performed against aerial or command throws.

Recovery

When the opponent's attacks have knocked their character to the ground, they can press the down directional button twice or any two attack buttons simultaneously the instant that they hit the dirt to perform a quick recovery. A successful recovery will reduce the amount of time spent prone on the ground and make it easier to respond to the next incoming attack.

Some attacks, such as throws, do not allow a recovery to be performed after them.

Personal Action

While standing, the fighter can press the heavy punch and heavy kick buttons together to make sure they perform a personal action and taunt their opponent. This action in and of itself has no special properties.

Focus Attack

Performing

Press and hold the Medium Punch and Medium Kick buttons together to charge up a Focus Attack. To perform a full strength Focus Attack, hold the buttons until the attack is unleashed automatically. If the fighter releases the button while charging, the Focus Attack will come out sooner, but weaker.

Hyper Armor

The fighter can absorb up to one enemy attack in the time between pressing the Medium Punch / Medium Kick buttons and the Focus Attack being peformed. They can then go on to counter by performing the attack.

Absorb an opponent's attack and, rather than take direct damage, a section of the fighter's vitality gauge will change color, and will regenerate over time. This damage will recover as time passes, but if they are hit again before it finishes recovering, the remaining section will vanish and can no longer be recovered.

Levels

There are three levels of charging for a Focus Attack. The levels depend on how long the fighter holds the Medium Punch and Medium Kick. The fighter will flash white each time the Focus Attack level increases.

Levels
Attack Level Main Benefits of Focus Attack performed
Level 1
  • Only does regular damage
  • Crumples opponent if a counter hit
Level 2
  • Crumples opponent if hits, allowing easier follow up
Level 3 (Keep holding until performed)
  • Becomes unblockable
  • Has Armor Break properties
  • Crumples opponent if hits, allowing easier to follow up.

When an opponent crumples, they are rendered totally defenseless as they fall to the floor. Follow up with extra attacks or throw to take advantage of a crumpled opponent and do further damage.

The fighter cannot move or jump during a Focus Attack, but they can perform either a forward or backward dash to cancel the Focus Attack quickly.

Super Combo

Hitting the opponent or performing special moves will increase the Super Combo Gauge. The gauge is divided into four segments and, when completely full, a special command can be inpute to perform an all-powerful Super Combo. Doing so will use up all of the Super Combo Gauge.

Super Cancel

Input the Super Combo command while performing a normal move or special move and the fighter can cancel and move directly into the Super Combo. This is called a "Super Cancel". Using Super Cancels strategically allows the fighter to chain a normal move into a special move, and then into a Super Combo for massive amounts of damage.

EX Special Moves

The fighter can also perform an EX special move by pressing two or more of the required buttons (punch or kick) when inputting a special move command. This will consume one segment of the Super Combo Gauge. EX special moves are further powered up versions of the normal special moves.

EX Focus

When performing certain regular or special moves it is possible to press Medium Punch and Medium Kick together and cancel into a Focus Attack. This is called "EX Focus." (It will consume two segments of the Super Combo Gauge.) EX Focus has the same properties as a regular Focus Attack, aside from having no Hyper Armor effect.

The EX Focus can also be used when the fighter's special moves are blocked to protect themself from the opponent's counterattack.

Ultra Combo

The Revenge Gauge fills up as the opponent damages the fighter. Once it is over 50% full, the fighter can input a character-specific command to perform an "Ultra Combo," a devastating special move.

Performing an Ultra Combo will consume the entire Revenge Gauge. The higher the gauge is charged upon performing the attack, the more damage the ultra combo will do.

Normal Attacks

Press the punch or kick buttons to perform a normal attack. The precise attack varires depending on the fighter's position and the button pressed.

Special Moves

Pressing the directional and attack buttons in specific combinations will perform special moves. Special moves will take off a small amount of damage even when blocked. By performing a special move during certain normal attacks, the fighter can cancel the normal attack and move swiftly into doing a special move.

EX Special moves

These are special moves that are more powerful or have a stronger effect than normal. Fighters can perform an EX Special Move by pressing a punch or kick button (depending on the move) at the same time as the fighter inputs a special move command. This will use one stock of the fighter's Critical Gauge.

Guarding

Fighters can block an opponent's attack by pressing the directional button away from them. There are two types of guard: standing and crouching. Each can be used to block different types of attacks, so they'll need to know which type of guard is best for each situation.

V-Skill

Pressing the medium punch and medium kick buttons simultaneously will trigger a special action with a unique effect specific to that fighter.

V-Trigger

When a fighters V-Gauge is at MAX, press the hard punch and hard kick buttons simultaneously to trigger a special action specific to that character, consuming the entire V-Gauge. With effects like temporary power ups and teleportation, the V-Trigger can turn the tide of battle and give a fighter the upper hand.

V-Reversal

When guarding, press all kick or punch buttons at the same time while simultaneously pressing the directional button towards the opponent to consume one V-Gauge stock and perform a counter-move.

  • Whether the fighter need to press punch or kick button depends on the fighter.

V-Shift

Press Hard Punch and Medium Kick at the same time to spend 1 stock of V-Gauge and perform a backward evasive action.

V-Shift Break

If a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion. While in this state, press Hard Punch and Medium Kick together to perform a fighter-specific counterattack called a V-Shift Break.

Throws and Throw Escapes

When standing close to the opponent, the fighter can perform a throw by pressing the light punch and light kick buttons simultaneously. If their opponent tries to throw them, they can execute a throw escape by pressing the light punch and light kick buttons together at just the right moment.

Recovery

When an opponent knocks the fighter down with an attack, they can perform a quick recovery by either pressing a directional button, or pressing two or more punch or two or more kick buttons simultaneously at just the right moment.

Movement[246]

Walking

Pressing left and right on the control pad/left control stick will let the fighter move in that direction. The fighter can move forwards or backwards with no difficulty, not losing balance even while moving backwards while fighting against an opponent.

Dashing

Through double tapping the left control stick in the same direction, the fighter will perform a dash. Dashing lets the fighter cover more ground than regular advancing or retreating.

Jumping

Through inputting the control pad/left joystick upwards, the fighter will perform a jump. The fighter can either jump straight up or to either side. Jump are utilized for moving while avoiding opponent attacks, though jumping around too much will make the fighter look predictable.

Normal Attacks[247]

Normal Attacks are performed through the fighter using the punch or kick inputs, allowing them to perform attacks of different strengths depending on the input done. There are weak versions of normal attacks known as light attacks, while weak they come out quick. There are medium attacks which are well balanced and easy to use. There are heavy attacks that leave the fighter open to counter attacks, but to make up for it they deal good damage.

Through inputting the control pad/left joystick downwards, the fighter will crouch, if attacking in this state the fighter will perform a crouch attack.


Through inputting the jumping action, the fighter can also attack while jumping, performing jumping attacks.

Blocking[248]

There are two kinds of blocks: Standing Blocks and Crouching Blocks.

  • Standing Block: Press the left joy stick in the opposite direction of the opponent while standing to perform a standing block. Standing blocks can guard against any attacks that aren't aimed at the fighters feet.
  • Crouching Block: For attacks standing blocks can't defend against, crouching blocks are instead viable. While facing right, input diagonally down and left with the control pad/left joy stick to block. Crouching Blocks can't defend against Overhead or Jumping Attacks, but they can deal with a lot of other attacks.

Throws[249]

When a fighter cannot break through an opponent's block, they can use throws to deal damage instead. At close range press the light attack inputs at the same time for a normal throw. Throws are a great option for close-ranged offense.

Throw Escape

If the fighter is about to get thrown, they can answer back with a throw escape, by pressing the light attack inputs at the same time.

Special Moves[250]

Through a fighter doing their correct inputs, they will be able to fire off their special move. Different special moves work better in different situations for a fighter.

Super Arts[251]

Super Arts depend on the Super Art gauge. The Super Art gauge can be filled up to 3 levels, if a fighter has at least one level in the bar, they can perform a Super Art.

The Level 3 Super Art is every fighter's trump card. The Super Art gauge fills up whenever the fighter's attack hits or if they're attacked.

The Drive Gauge[252]

All fighter's have a Drive Gauge which indicates a fighter's concentration and energy level. Utilizing this gauge lets a fighter perform unique actions.

Drive Impact

The fighter presses the right two shoulder buttons at the same time to perform a powerful attack. Drive Impacts can absorb two attacks from the opponent, but there are some exceptions. When in trouble, a fighter's Drive Impact can break through any attack. Drive Impacts have a unique characteristic: They can break a cornered opponent's block.

Drive Parry

This is performed by holding down the medium attack inputs at the same time, for a powerful defensive tool.

Drive Parries are effective against both standing and crouching attacks, and a successfull Drive Parry will replenish the drive gauge.

While Drive Parries are powerful, they can't defend against throws.

Perfect Parry

A Perfect Parry is the result of performing a Drive Parry the moment an opponent's attacks hits them. This is an invaluable tool for their counterattack game.


Fighting Style: Guy uses Bushinryu ninjutsu, combining acrobatic moves, rapid strikes, and grappling techniques. His style emphasizes agility, wall jumps, somersaults, flying kicks, and fast combo chains.

Hiji Otoshi (Flying Elbow Drop)

Guy clasps his hands together and thrusts downwards with one of his elbows.

Kubi Kudaki ("Neck Smasher")

Guy clasps his hands together and strikes downward with a stabbing elbow.

Kamaitachi ("Sickle Weasel")

Guy plants a foot on the opponent and performs a backflip kick.

Nodokiri

Guy performs a Kamaitachi, then hits the falling opponent with a roundhouse kick.

Bushin Gokusaken ("Martial God Prison Chain Fist")

Guy delivers two punches, an elbow strike, and finishes with a roundhouse kick.

Bushin-ryu Seoi Nage

Guy performs a Bushin Gokusaken, then stops mid-combo to grab the opponent and execute a Seoi Nage throw.

Bushingoraikyaku

Guy begins a Bushin Gokusaken, interrupts it to deliver an elbow strike to the opponent’s midsection, and follows up with a Nodokiri.

Mizukirigeri

Guy slides to knock the opponent to the ground.

Wall Jump

Guy can adhere to walls briefly to gain an additional jump.

Focus Attack

A heavy strike that grants temporary defense during execution and makes the opponent crumple if it lands.

Dori Nage

Guy grabs the opponent and hits them with three knee strikes.

Seoi Nage

Guy grabs the opponent by the collar, flips them over his shoulder to land on their back. Alternate version chains Dori Nage into Seoi Nage.

Bushin Izuna Otoshi ("Martial God Izuna Drop")

Guy somersaults into the air; can follow with a falling elbow strike, or grab and flip the opponent if close, then throw them over his head.

Hayagake (Rapid Run)

Guy dashes forward at full speed and can follow up with:

  • Shadow Kick – quick sliding kick.
  • Neck Flip – sidelong wheel kick.
  • Hozanto – shoulder shove.
  • Hagakure Ten – Utsusemi and Hiji Otoshi in succession.
  • Hagakure Chi – shoulder shove followed by Utsusemi.

Bushin Senpukyaku ("Martial God Whirlwind Leg")

Guy launches into the air, spinning with foot extended.

Hozanto ("Crumbling Mountain Tussle")

Guy quickly turns and shoves his shoulder into the opponent. EX version strikes twice with reduced damage.

Kaiten Izuna Otoshi ("Rotating Izuna Drop")

Guy grabs the opponent in midair, flips both upside-down, and drives them head-first into the ground.

Utsusemi ("Emptiness Cicada")

Guy enters a counter stance. Taking damage teleports him behind the opponent; EX version teleports instantly.

Yamagoe

Guy leaps and spins; can follow up with:

  • Ikazuchi – drops elbow first; EX version includes Bushin Izuna Otoshi.
  • Kabutowari – flying wheel kick; EX version deals more damage.
  • Bushin Izuna Otoshi – standard Izuna drop.

Bushin Goraikyaku ("Martial God Strong Thunder Legs")

Guy performs a multiple-hit ground combo.

Bushin Hasoken ("Martial God Eight Twin Fists")

Guy leaps and throws a jab; if it connects, continues with a barrage of punches and kicks to juggle the opponent.

Bushin Goraisenpujin ("Martial God Booming Thunder Whirlwind Array")

Guy delivers two punches and two kicks, backflip-kicks the opponent into the air, jumps off walls, and suplexes the opponent while spinning.

Bushin Muso Renge ("Martial God Unmatched Lotus Blossom")

Guy grabs and gut-punches the opponent, roundhouse kicks them away, sprints behind to deliver two 5-hit combos, and finishes with seven rapid strikes.


Guy's Ninja Moves

Elbow Drop

Jump, then press ↓ and Y button simultaneously.

Wall Leap

Jump up at wall, then press B button while on wall.

Body Throw

Grab enemy, then press ← or → and Y button simultaneously.

Back Pin

Perform a reverse grab, then press control pad in direction opposite of the enemy and Y button simultaneously.

Knee Drop

Perform a reverse grab then press ↓ and Y button. Repeatedly hit Y button for up to 3 hits.

Fireball

Press ↓↘→ in a smooth motion, then press Y button as you reach the end of the control pad motion.

Hurricane Kick (Mega Crush move)

Press the Y and B buttons simultaneously, or press A button. This is a way to get out of tight spots, but your health meter will reduce everytime you damage enemies with this move.

Guy's Super Move

1,000 Fist Barrage

Grab enemy, then press →↘↓ in a smooth motion. At the end of the control pod motion, press Y button.


Throws

  • Bushin Shoulder Throw: Forward or Back + HP
  • Bushin Knee Murder: Forward or Back + HK
  • Bushin Overhead Throw: Forward or Back + HP (during Bushin Knee Murder)
  • Flying Bushin Izuna Drop: Forward or Back + HP or HK (Mid-Air)

Additional Attacks

  • Bushin Upper: Forward + WP
  • Overhead Elbow: Forward + HP
  • Push Kick: Forward + WK
  • Flip Kick: Forward + HK
  • Bushin Slide: Down-Forward + HK
  • Chuu Otoshi: Down + HP (Mid-Air)

Weapon Techniques

Stick, Sword, or Chainsaw

  • Overhead Slice: Forward + WP
  • Toe Poke: Forward + WK
  • Sword Thrust: Forward + HP (Sword only)
  • Crouching Overhead Slice: Down-Forward + WP

Knife

  • Gutting Knife: Forward + WP
  • Shin Stab: Forward + WK
  • Crouching Shin Stab: Down-Forward + WP

Special Moves

  • Shuriken: Quarter-Circle Forward + Punch
  • Kuuchu Shuriken: Quarter-Circle Forward + Punch (Mid-Air)
  • Bushin Senpu Kyaku: Quarter-Circle Back + Kick
  • Bushin Izuna Otoshi: Half-Circle Forward + Kick, then Kick (near opponent)
  • Shira Hadori: WP + HP + SP

Super Moves

  • Super Shinobi: Quarter-Circle Forward, Quarter-Circle Forward + Kick
  • Shippu: Half-Circle Back + Punch


Air Suplex

↓↘→ + any Punch button. Then, when opponent is close, press any Punch button again

Dashing Crescent

↓↘→ + any Kick button. Then, when opponent is close, press any Kick button again

Whirldwind Kick

↓↙← + any Kick button

Shadow Barrage

↓↘→↓↘ + any Kick button

Alpha Counter

←↙↓ + any Kick button


GUY
Move Type Move Name Command
Special Move Hozanto ↓↘→ + P
Special Move Bushin Senpukyaku ↓↙← + K
Special Move Bushin Izuna Drop ↓↘→ + P then P
Special Move Hayagake (Dash) ↓↘→ + K then K
Special Move Kage Sukui ↓↘→ + MK then K
Special Move Kubikari ↓↘→ + HK then K
Super Combo Bushin Musousenka ↓↙← ↓↙← + K (Level 3) [X][A]
Super Combo Bushin Hassoken ↓↘→ ↓↘→ + P [A]
Super Combo Bushin Gorai Kyaku ↓↘→ ↓↘→ + K [A]


Other

Standard Tactics: Maki will employ the Bunshinryu style in his fights, and whatever spare weapons are on the floor.

Weaknesses

Explanations

The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[257]

Abbreviations
Abbreviation Full word
P Punch
K Kick
LP Light Punch
LK Light Kick
HP Heavy Punch
HK Heavy Kick
EX EX Special version of the move is available

The following messages will appear on screen when certain conditions are fufilled, an example can be found here[258] and here[259]

Bonus Messages
Term Explanation
Technical Displayed after performing a successful quick standing recovery or throw escape.
Reversal Displayed after performing a special move, Super Combo or Ultra Combo in specific situations described below. Perform a reversal with a beat down attack and it will take on Armor Break properties, nullfying Hyper Armor.
  • In the instant the fighter can move again after recovering from taking damage, blocking or being stunned.
  • In the instant after performing a recovery org etting up from being knocked over.
  • In the instant the fighter lands after being sent flying backward but not actually knocked to the ground.
Counter A coutner hit occurs when the fighter interrupts an opponent's attack with one of their own. The opponent will take longer to recover fromt he damage caused by a Counter Hit, making it possible to perform combinations that are otherwise impossible.
FIRST ATTACK Displays when the first hit of the round lands.
COUNTER HIT Displays when an attack lands as a counter.
THROW ESCAPE Displays when a throw is escaped.
REVERSAL Displays when someone attacks after recovering from taking damage.

Profiles

Final Fight

Profiles
Profile of Guy

GUY b. 8-12-1965

He has mastered the art of Ninjitsu and attacks with unequaled speed. He often catches his opponents off guard with his special "Off-the-wall" jump.

Original Translation on left. Final Fight

Final Fight 3

Profile of Guy

Height: 5'10"
Weight: 159 lbs
Hobby: Ninjutsu Training
Favorite Foods: Boild rice soaked in tea, cold Tofu

After completing a martial arts training trip, Guy returns to Metro City only to find himself caught up in a riot. Once Mike Haggar described the situation, and how he planned to end the riot and violence, Guy was more than ready to volunteer.

A quick and agile fighter, Guy has had much experience in street fighting and ninjutsu. Believed to be a descendant of a ninja, Guy exhibits the tradition in his fighting style and amazing wall leaping ability.

Guy's Ninja Moves
  • Elbow Drop: Jump, then press ↓ and Y button simultaneously.
  • Wall Leap: Jump up at wall, then press B button while on wall.
  • Body Throw: Grab enemy, then press ← or → and Y button simultaneously.
  • Back Pin: Perform a reverse grab, then press control pad in direction opposite of the enemy and Y button simultaneously.
  • Knee Drop: Perform a reverse grab then press ↓ and Y button. Repeatedly hit Y button for up to 3 hits.
  • Fireball: Press ↓↘→ in a smooth motion, then press Y button as you reach the end of the control pad motion.
  • Hurricane Kick (Mega Crush move): Press the Y and B buttons simultaneously, or press A button. This is a way to get out of tight spots, but your health meter will reduce everytime you damage enemies with this move.
Guy's Super Move

Note: Works only when Guy's Super Move Meter reads "SUPER".

  • 1,000 Fist Barrage: Grab enemy, then press →↘↓ in a smooth motion. At the end of the control pod motion, press Y button.
Original Translation on left. Final Fight 3

Street Fighter Alpha

Guy

Guy's command of ninjitsu fuels his belief that he is a descendant of a ninja. An intelligent fighter, Guy balances street smarts with ninjitsu tradition to create a unique combination of strength and calculation. Instrumental in the downfall of the Mad Gear crime ring, Guy trounces evil anywhere it lurks.

Moves:

Air Suplex
↓↘→ + any Punch button. Then, when opponent is close, press any Punch button again

Dashing Crescent
↓↘→ + any Kick button. Then, when opponent is close, press any Kick button again

Whirldwind Kick
↓↙← + any Kick button

Super Combo #1
Shadow Barrage
↓↘→↓↘ + any Kick button

Alpha Counter
←↙↓ + any Kick button

Original Translation on left. Street Fighter Alpha

Street Fighter Alpha 2

Guy

Guy's command of ninjitsu fuels his belief that he is a descendant of a ninja. An intelligent fighter, Guy balances street smarts with ninjitsu tradition to create a unique combination of strength and calculation. Instrumental in the downfall of the Mad Gear crime ring, Guy trounces evil anywhere it lurks.

Original Translation on left. Street Fighter Alpha 2

Street Fighter Alpha 3

GUY
Move Type Move Name Command
Special Move Hozanto ↓↘→ + P
Special Move Bushin Senpukyaku ↓↙← + K
Special Move Bushin Izuna Drop ↓↘→ + P then P
Special Move Hayagake (Dash) ↓↘→ + K then K
Special Move Kage Sukui ↓↘→ + MK then K
Special Move Kubikari ↓↘→ + HK then K
Super Combo Bushin Musousenka ↓↙← ↓↙← + K (Level 3) [X][A]
Super Combo Bushin Hassoken ↓↘→ ↓↘→ + P [A]
Super Combo Bushin Gorai Kyaku ↓↘→ ↓↘→ + K [A]
Original Translation on left. Street Fighter Alpha 3

Trivia

  • Guy likes Fish Tea Rice, Chilled Tofu, and Sneakers[260].
  • Guy dislikes writing from left to right[261].
  • Guy has many similarities to Ryu. Both are stoic Japanese warriors trained by a great master, Zeku and Gouken, travel abroad to fight, and are friends/rivals with blonde American fighters, Cody Travers and Ken, who are in relationships on their own (formerly in Cody's case). Both Guy and Ryu have inspired a young girl, Maki Genryusai and Sakura Kasugano respectively, and both share an enemy in M. Bison. Their interactions in the franchise may allude to these connections, either being impressed with each other's skill or being rivals.
  • Guy has been shown to be in a romantic relationship with Maki's sister, Rena, who (along with Genryusai, her father and former Bushinryu master) was kidnapped by the Mad Gear Gang and later rescued in Final Fight 2. This makes him one of the eleven playable Street Fighter characters who are in a romantic relationship or married.
    • Because Rena hasn't appeared or been mentioned in future media, the current status of their relationship is uncertain.
    • According to UDON webmaster SFDevotion at New York Comic-Con, Guy is married to "Maki's sister" during Streetwise. However, this is not explicitly stated in the game, and Streetwise is considered non-canonical. It is possible this detail was cut from the final version.
  • In Ultimate Marvel vs. Capcom 3 and Strider (2014), Hiryu has a color palette based on Guy. Concept art from the Super Street Fighter IV artbook shows that Guy was initially planned to have an alternate costume based on Hiryu. In Marvel vs. Capcom: Infinite, Hiryu's colors changed, so it no longer matches Guy's palette.
  • According to the Guinness World Records: Gamer's Edition, Guy holds the record for being the first beat-'em-up character included in a 2D fighting game (from Final Fight to Street Fighter Alpha).
    • This is not strictly accurate, as a Double Dragon fighting game released three months prior.
  • Guy is the first character to utilize a Target Combo in Street Fighter Alpha, a gameplay concept later adopted in Street Fighter III.
  • Guy's birthplace was Japan in Final Fight, changed to the United States in the Alpha series, and retconned back to Japan according to the Shadaloo Combat Research Institute, though he may be a naturalized American.
  • Guy's arcade ending in Super Street Fighter IV is directly connected to Rose's ending.
  • Guy is the only character whose expression does not change during certain cinematic Ultra Combos, such as Shitenketsu or Oil Combination Hold.
  • According to his win quote against Hakan in Super Street Fighter IV, Guy is a vegetarian, though this conflicts with the many meat items in Final Fight and his favorite dish, chazuke with salmon.
    • He may instead be a pescetarian, consuming seafood while following a mostly vegetarian diet.
    • Another theory is that his diet reflects ninja practices, emphasizing vegetables for agility and sensory acuity, occasionally supplemented with meat, sake, or other foods for training and disguise mastery.
  • Guy shares similarities with Jimmy Lee from Double Dragon, both being secondary protagonists who help rescue a kidnapped girlfriend while wearing red/brown clothing and having brown hair. Unlike Jimmy and Billy, Guy and Cody do not compete for the same love interest.
  • Despite Bushinryu being rooted in taijutsu, a realistic ninjutsu-infighting style, Kimberly notes Guy sometimes roasts sweet potatoes by a campfire, implying his mastery of ki-based techniques similar to Ibuki.
    • This connects to Guy's Palm Ki Blast move in Final Fight 3, a fire-based ki strike.
  • Guy likely wears 1985 Nike Dynasty sneakers in the Alpha series, though the exact model is unspecified.
  • Guy's surname is never officially stated, but the 52Toys company gave him the Western surname "Armstrong" for their Final Fight action figure line.

Codex Statistics Questions

Q: Shouldn't characters comparable to Akuma be around Tier 6 (6-C) for him sinking an island in one punch[262]?

A: Akuma's punch causes the island to start collapsing[263], and specifically causes an explosion of this size in comparisson to the island[264], there is also no direct timeframe for how long this took, making it hard to factor. On top of this, the size of the island is not that large. Playing Devil's Advocate and assuming this was to be Tier 6, this would not be consistent, as Akuma using his ultimate technique, the "Kongou-kokuretsuzan" only split Ayers Rock in half[265]. Which it should be noted as Akuma is training constantly and getting stronger, the Island feat was all the way back in Alpha 2, which is before most of the games, while III: 2nd Impact is pretty late into the timeline.

Q: Shouldn't the cast be comparable to Chun-Li's kikosho, which caused this massive crater[266], which was calculated to be 8-B?

A: While the scene is cut weirdly, a couple of things to note is for one, the consistency of kikosho. In Chun-Li's opening in Street Fighter IV, her kikosho pushes back a speeding car but does no serious damage to it[267]. Another thing is that the crater is inconsistently sized between scenes. Finally, Chun-Li is weaker then Juri where while amped had powers that can blow up the inside of a building[268] and cause a jet plane to explode[269], greatly injuring Guile, who she's comparable too in the process. Thus it does not make sense for 8-B when far lower feats affect them, and the calculation itself has issues.

Q: Shouldn't the cast be comparable to E. Honda, who destroyed a meteor[270]?

A: In the feat, it's directly noted that the two wrestlers (Hakan and E. Honda) worked together, with E. Honda being thrown at high speeds into the meteor and being greatly damaged from said feat, having bandages all over his body. Thus the feat is not usable for scaling to anyone other then throwing speed.

Q: Shouldn't the cast be comparable to Haggar, who causes an explosion seen from space[271]?

A: Haggar's attack is modeled weird as it's heavily likely for partly comedic effect, asides from this, despite said explosions, the actual stage is largely unaffected by this attack, which furthers that this is just an over the top comedic effect attack rather then being a literal explosions from Earth.

Q: Shouldn't M. Bison be comparable to Akuma and by proxy any characters comparable to M. Bison are comparable to Akuma?

A: When Akuma first appears in Street Fighter II, he easily one-shots M. Bison[272], his ending in Alpha 3 has him easily kill M. Bison[273]. The only two cases of M. Bison looking stronger is in his arcade mode he has Akuma as a rival fight[274], and ends up winning[275], and him calling the Raging Demon a pitifully weak move[276]. However there are issues with both of these, the first one being this is simply a non-canon arcade mode from M. Bison, any other showing of M. Bison and Akuma shows Akuma as the superior one (Examples include Street Fighter V M. Bison getting one-shot by Ryu while Akuma easily beat Ryu in Street Fighter 5, THe Alpha 3 Akuma Ending and Street Fighter II Secret Akuma Boss Fight), on top of this M. Bison wants the satsui no hado's power, which is weaker then Akuma's during the events of Alpha 3. For Adon's part, Bison is merely attempting to convince him to take Psycho Power so that he can control him, this is doubly clear as any time M. Bison has been depicted on screen being hit by the Raging Demon he instantly dies. Also as a last point, for the rival fight, Feel the Cool played against M. Bison[277], while Groan only plays when he's fighting Gen or Evil Ryu[278], thus meaning Akuma even in M. Bison's arcade mode wasn't taking the fight seriously.

Q: Shouldn't Evil Ryu and thus the Statsui no Hado have 7-B due to it powering M. Bison's laser to destroy Bangkok?

A: This is not a solely Evil Ryu power, every fighter in the game has this, including Dan Hibiki[279]. This also is a machine that saps all of their energy, where a persons total body energy is not comparable to the energy they produce regularly.

Q: Shouldn't all Street Fighter 6 charcters get 7-B for fighting SiRN Akuma?

A: While some statements[280] suggest it to be equal[281] in power to[282] Akuma, several[283] characters[284] note[285] that[286] it isn't[287], as strong[288] as the[289] real Akuma[290]. The real Akuma even considers SiRN Akuma a mockery[291]. C. Viper notes the simulation is only passable as a simulation[292].

Battle Records

17 - 4 - 0



  • Callman - Fight[309]
    • Conditions: Mike Haggar, Guy, Lucia, and Dean all fought together canonically. Callman had backup.
    • Location: Metro City
  • Caine - Fight[310]
    • Conditions: Mike Haggar, Guy, Lucia, and Dean all fought together canonically. Caine had backup.
    • Location: Metro City
  • Wong - Fight[311]
    • Conditions: Mike Haggar, Guy, Lucia, and Dean all fought together canonically. Wong had backup.
    • Location: Metro City
  • Stray - Fight[312]
    • Conditions: Mike Haggar, Guy, Lucia, and Dean all fought together canonically. Stray had backup.
    • Location: Metro City
  • Black - Fight[313]
    • Conditions: Mike Haggar, Guy, Lucia, and Dean all fought together canonically. Black had backup.
    • Location: Metro City


None.

References

  1. Final Fight (Arcade) Intro
  2. Final Fight (Arcade) Select Player Screen
  3. Street Fighter V Website The Character Guides Character Guide 039: Guy
  4. Final Fight (Arcade) Select Player Screen
  5. Street Fighter V Website The Character Guides Character Guide 039: Guy
  6. Final Fight Guy USA Game Manual Page 5
  7. Street Fighter Alpha 3 Guy Arcade
  8. Street Fighter Memorial Archives Beyond the World
  9. Street Fighter Memorial Archives Beyond the World
  10. Final Fight (Arcade) Intro
  11. Street Fighter V Website The Character Guides Character Guide 039: Guy
  12. Street Fighter V Website The Character Guides Character Guide 039: Guy
  13. Final Fight (Arcade) Intro
  14. Street Fighter Memorial Archives Beyond the World
  15. Street Fighter Memorial Archives Beyond the World
  16. Street Fighter V Website The Character Guides Character Guide 039: Guy
  17. Final Fight Guy USA Game Manual Page 5
  18. Final Fight Guy USA Game Manual Page 5
  19. Street Fighter V Website The Character Guides Character Guide 039: Guy
  20. Final Fight (Arcade) Intro
  21. Final Fight (Arcade) Select Player Screen
  22. Street Fighter V Website The Character Guides Character Guide 039: Guy
  23. Final Fight (Arcade) Select Player Screen
  24. Street Fighter V Website The Character Guides Character Guide 039: Guy
  25. Final Fight Guy USA Game Manual Page 5
  26. Street Fighter Alpha 3 Guy Arcade
  27. Final Fight Guy USA Game Manual Page 5
  28. Street Fighter Alpha 3 Guy Arcade
  29. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  30. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  31. Street Fighter Alpha 3 Game Manual Page 8
  32. Street Fighter VI Trainng Tutorial
  33. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  34. Sakura Ganbaru!, Volume 1, Chapter 1
  35. Final Fight (Arcade)
  36. Final Fight (Arcade)
  37. Final Fight (Arcade)
  38. Final Fight (Arcade)
  39. Final Fight (Arcade)
  40. Final Fight (Arcade)
  41. Final Fight (Arcade)
  42. Final Fight (Arcade)
  43. Final Fight (Arcade)
  44. Final Fight 2 (Arcade)
  45. Final Fight (Arcade)
  46. Final Fight (Arcade)
  47. Final Fight (Arcade)
  48. Final Fight (Arcade)
  49. Final Fight (Arcade)
  50. Final Fight (Arcade)
  51. Final Fight 3 (Arcade)
  52. Final Fight 3 (Arcade)
  53. Final Fight 3 (Arcade)
  54. Final Fight (Arcade)
  55. Final Fight (Arcade) Damno Boss
  56. Final Fight (Arcade)
  57. Final Fight (Arcade)
  58. Street Fighter Alpha Guy Intro
  59. Street Fighter 1987
  60. Street Fighter 1987
  61. Street Fighter II: The World Warrior Car Minigame
  62. Street Fighter IV: Arcade Edition Car Minigame
  63. Street Fighter II
  64. Street Fighter II Turbo 16-Bit
  65. Street Fighter II
  66. Street Fighter II: The World Warrior Car Minigame
  67. Street Fighter IV: Arcade Edition Car Minigame
  68. Street Fighter II
  69. Street Fighter II Turbo 16-Bit
  70. Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
  71. Ultra Street Fighter II: The Final Challengers Sagat Arcade Ending
  72. Street Fighter II
  73. Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
  74. Ultra Street Fighter II: The Final Challengers Zangief Arcade Ending
  75. Street Fighter Alpha 2 Ryu Arcade Mode Playthrough
  76. Street Fighter Alpha 2 Adon Arcade Mode Playthrough
  77. Street Fighter Alpha 2 Birdie Arace Mode Playthrough
  78. Ultra Street Fighter IV Cody Arcade Mode
  79. Ultra Street Fighter IV Cody Arcade
  80. Ultra Street Fighter IV Cody Arcade Mode
  81. Ultra Street Fighter IV Cody Arcade Mode
  82. Ultra Street Fighter 4 Oni Akuma Arcade Ending
  83. Street Fighter IV Cody vs. Akuma Cody Winquote
  84. Street Fighter Alpha 2
  85. Ultra Street Fighter IV Cody Arcade Intro
  86. Street Fighter IV: Arcade Edition
  87. Final Fight (Arcade)
  88. Ultra Street Fighter IV Hugo Cutscenes
  89. Final Fight Revenge
  90. Street Fighter Alpha Super Combos
  91. Street Fighter IV Dan Ending
  92. Street Fighter Alpha 3 - Sagat Story
  93. Street Fighter 2: Champion Edition
  94. Street Fighter Alpha 3 Guile's Sonic Boom
  95. Street Fighter 2: Turbo Game Manual Page 10
  96. Final Fight (Arcade)
  97. Final Fight (Arcade) Rolento Boss
  98. Street Fighter Alpha 2 Game Manual Page 19
  99. Final Fight (Arcade) Intro
  100. Final Fight (Arcade)
  101. Final Fight (Arcade)
  102. Street Fighter Alpha 3 Guy Arcade
  103. Sakura Ganbaru!, Volume 1, Chapter 2
  104. Street Fighter 1 Fighter Defeated Cutscene
  105. Street Fighter 1 Ending
  106. Street Fighter 1 Minigame
  107. Street Fighter 1 Minigame
  108. Street Fighter VI Karate Minigame
  109. Street Fighter VI Karate Minigame
  110. Street Fighter VI Karate Minigame
  111. Street Fighter VI Scrap Heap Minigame
  112. Street Fighter VI Scrap Heap 2 Minigame
  113. Street Fighter 6 All Jump Animations
  114. Street Fighter III 3rd Strike Game Manual Page 14
  115. Street Fighter 2: Turbo Game Manual Page 10
  116. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  117. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  118. Street Fighter Alpha 3 Game Manual Page 8
  119. Street Fighter VI Training Tutorial
  120. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
  121. Street Fighter V Perfect Parry
  122. Street Fighter 6 Perfect Parry
  123. Street Fighter V Stun Animation
  124. Street Fighter Series
  125. Street Fighter III 3rd Impact Game Manual Page 15
  126. Street Fighter VI Ball Block Blitz
  127. Street Fighter Alpha Game Manual page 4
  128. Street Fighter III 3rd Impact Game Manual Page 14
  129. Street Fighter IV Game Manual Page 12
  130. Street Fighter 6 Perfect Parry
  131. Street Fighter Alpha Game Manual page 4
  132. Street Fighter III 3rd Strike Game Manual Page 15
  133. Street Fighter III Official Evo Moment #37, Daigo vs Justin Evo 2004 in HD
  134. Street Fighter VI Training Tutorial
  135. Street Fighter Alpha Game Manual page 7
  136. Street Fighter Alpha 3 Game Manual Page 12
  137. Street Fighter Alpha 3 Game Manual Page 12
  138. Street Fighter VI Training Tutorial
  139. Street Fighter VI Training Tutorial
  140. Street Fighter V F.A.N.G. Gameplay
  141. Street Fighter V F.A.N.G. Gameplay
  142. Street Fighter 6 World Tour Kimberly Cutscenes
  143. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  144. Street Fighter 6 World Tour Akuma Mastery
  145. Street Fighter IV Game Manual Page 12
  146. Street Fighter Alpha Super Combos
  147. Ultra Street Fighter IV Rose vs Abel Rose Winquote
  148. Ultra Street Fighter IV Rose vs Cammy Rose Winquote
  149. Street Fighter IV Game Manual Page 16
  150. Street Fighter 6 World Tour Lily Hawk Cutscenes
  151. Street Fighter 6 World Tour Lily Hawk Cutscenes
  152. Street Fighter VI Training Tutorial
  153. Street Fighter V Movie: A Shadow Falls
  154. Street Fighter Alpha 3 Game Over/Bad Ending
  155. Street Fighter V Karin Story
  156. Street Fighter V Karin Story
  157. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  158. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  159. Super Street Fighter IV - Juri OVA
  160. Super Street Fighter IV - Juri OVA
  161. Super Street Fighter IV - Juri OVA
  162. Super Street Fighter IV - Juri OVA
  163. Street Fighter IV Game Manual Page 15
  164. Street Fighter IV Game Manual Page 16
  165. Ultra Street Fighter IV Ryu Move List
  166. Street Fighter IV Game Manual Page 15
  167. Ultra Street Fighter IV Ryu Move List
  168. Street Fighter IV Game Manual Pages 15-16
  169. Street Fighter IV Game Manual Page 16
  170. Street Fighter IV Game Manual Page 16
  171. Sakura Ganbaru!, Volume 1, Chapter 1
  172. Street Fighter V Official Online Manual
  173. Street Fighters V: Champion Edition Rose vs Menat Rose's Win Quote
  174. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  175. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  176. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  177. Street Fighter V Menat Story Ending
  178. Winter Street, U.S.A. | Street Fighter III: New Generation
  179. Graffiti Alley, U.S.A. | Street Fighter III: New Generation
  180. Frosty Boulevard | Street Fighter V
  181. Holly Jolly Beatdown | Street Fighter V
  182. Secret Society Headquarters, Mediterranean Sea | Street Fighter III: New Generation
  183. Volcanic Rim | Street Fighter IV
  184. Street Fighter III: 2nd Impact Akuma Move List
  185. Street Fighter V Kolin's Crtical Art
  186. Street Fighter Blanka Electricity
  187. Ultra Street Fighter IV C. Viper vs Dan
  188. Street Fighter V: A Shadow Falls
  189. Street Fighter V: A Shadow Falls
  190. Street Fighter V: A Shadow Falls
  191. Street Fighter V Movie: A Shadow Falls
  192. Street Fighter V Movie: A Shadow Falls
  193. Street Fighter V F.A.N.G. Gameplay
  194. Street Fighter V F.A.N.G. Gameplay
  195. Street Fighter V F.A.N.G. vs. Laura F.A.N.G. Winquote
  196. Street Fighter V Necalli Story Mode
  197. Street Fighter Shadloo Base: The Character Guides Character Guide 115: Necalli
  198. Street Fighter VI Akuma Moveset
  199. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  200. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  201. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  202. Street Fighter V Menat Story Ending
  203. Street Fighter V Website The Character Guides Character Guide 039: Guy
  204. Final Fight (Arcade) Intro
  205. Final Fight (Arcade) Intro
  206. Final Fight (Arcade) Intro
  207. Final Fight (Arcade)
  208. Final Fight (USA) Game Manual Page 9
  209. Final Fight (USA) Game Manual Page 9
  210. Final Fight (Arcade)
  211. Final Fight Revenge
  212. Street Fighter Alpha 3 Guy Intro
  213. Ultra Street Figther IV Ibuki Arcade Ending
  214. The Side Readers Side Readers: 02 Queen's Resort (Beach Race) ""Of course, no amount of intensive training would make you as strong as me...so I don't expect you to keep up."
    "What!?"
    Ibuki usually kept her temper under control, but that was too much to bear from an overblown cosplayer.
    "So you think packing on a few extra pounds of muscle is all there is to strength, huh? What are you, a protein shake infomercial?"
    "Hmph. Big talk for a loser in the making."
    There were audible cracks and pops as Mika rolled her big shoulders as a warm-up. Ibuki strode over and poked Mika in the chest.
    "If you think a wrestler stands a chance against a ninja in a beach race, you must have taken one too many piledrivers on that thick skull."
    "Oh, really? In that case..."
    Mika licked her upper lip in anticipation.
    "Prove it!"
    And with that, Mika kicked the sand hard and sped away. Ibuki got a face full of sand.
    "Ack! Pfegh!"
    Ibuki was about to call that a cheap trick, but Mika was already some distance away, moving at high speed. Ibuki spat out the last of the sand with a grin, thinking, You took a ninja by surprise... Not bad! But...
    "You're still slow!"
    Ibuki set off at her usual training pace, which to the average person looked as swift as the wind. Her feet were a blur that barely scuffed the sand, and though Mika was powering along like a musclebound torpedo, Ibuki drew up alongside her in the space of a few breaths.
    For all her strength, Mika's sprinting form left her wide open. Ibuki couldn't help herself; she darted in and chopped at Mika's side.
    "Why, you--!" Mika shouted and tried to floor Ibuki with a clothesline lariat, but the ninja tucked under the clumsy attack and sprang forward into the lead.
    "So much for intensive training!" Ibuki giggled.
    There was nothing faster than a high-school ninja girl. Ibuki let her feet carry her over the water, where she dashed across the surface without ever sinking an inch. The salt spray was the perfect relief from the blazing sun.
    As the beach curled around the headland up ahead, the Kanzuki private resort finally came into view.
    "Whew, finally. I thought we'd never make it!" sighed Ibuki.
    All she could think of was reaching the resort, grabbing a cool drink and taking refuge under the canopy on the beach. She thought of putting her feet up and relaxing...and suddenly there was a passionate battlecry from behind her."
  215. Street Fighter IV Ibuki vs. Crimson Viper Ibuki Winquote
  216. Ultra Street Figther IV Ibuki Arcade Ending
  217. Street Fighter Alpha 3 Guy Arcade Ending
  218. Street Fighter Alpha 3 Guy Arcade Ending
  219. Street Fighter Alpha 3 Guy Arcade Ending
  220. Street Fighter Alpha 3 Charlie Ending
  221. Street Fighter Alpha 3 Chun-Li Ending
  222. Street Fighter Alpha 3 Chun-Li Ending
  223. Street Fighter Alpha 3 Dhalsim Arcade Ending
  224. Street Fighter Alpha 3 Zangief Arcade Ending
  225. Street Fighter Alpha 3 Cody Arcade Ending
  226. Final Fight Revenge Guy Super Attack
  227. Final Fight Revenge Guy Win Screen
  228. Final Fight Revenge Guy Win Animation
  229. Final Fight Revenge Guy Ending
  230. Final Fight (USA) Game Manual Page 9
  231. Final Fight (USA) Game Manual Page 9
  232. Final Fight (USA) Game Manual Page 9
  233. Final Fight (USA) Game Manual Page 9
  234. Final Fight (USA) Game Manual Page 9
  235. Final Fight (USA) Game Manual Page 9
  236. Final Fight (USA) Game Manual Page 9
  237. Final Fight (USA) Game Manual Page 9
  238. Final Fight (USA) Game Manual Page 9
  239. Final Fight (USA) Game Manual Page 9
  240. Final Fight (USA) Game Manual Page 9
  241. Final Fight (USA) Game Manual Page 9
  242. Final Fight Revenge
  243. Final Fight Revenge
  244. Final Fight Revenge
  245. Final Fight Revenge
  246. Street Fighter VI Training Tutorial
  247. Street Fighter VI Training Tutorial
  248. Street Fighter VI Training Tutorial
  249. Street Fighter VI Training Tutorial
  250. Street Fighter VI Training Tutorial
  251. Street Fighter VI Training Tutorial
  252. Street Fighter VI Training Tutorial
  253. Street Fighter Alpha Game Manual page 4
  254. Street Fighter IV Game Manual Page 15
  255. Street Fighter IV Game Manual Page 16
  256. Street Fighter 6 Online Manual
  257. Street Fighter III Third Impact Game Manual Page 18
  258. Street Fighter IV Game Manual Page 12
  259. Street Fighter VI Online Manual
  260. Street Fighter V Website The Character Guides Character Guide 039: Guy
  261. Street Fighter V Website The Character Guides Character Guide 039: Guy
  262. Street Fighter Alpha 2 Ryu Arcade Ending
  263. Street Fighter Alpha 2 Ryu Arcade Ending
  264. Street Fighter Alpha 2 Ryu Arcade Ending
  265. Street Fighter III: 2nd Impact - Giant Attack - Akuma Ending
  266. Street Fighter IV Aftermath
  267. Street Fighter 4 - Intro: Chun Li
  268. Super Street Fighter 4 Juri OVA
  269. Super Street Fighter 4 Juri OVA
  270. Street Fighter V - E. Honda Arcade Mode Ending
  271. Final Fight Revenge Haggar Super Attack
  272. Super Street Fighter II Turbo - Shin Akuma Boss Fight
  273. Street Fighter Alpha 3 Akuma Ending
  274. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  275. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  276. Street Fighter Alpha 3 Adon Arcade Adon vs M. Bison
  277. Street Fighter Alpha 3 OST Feel the Cool
  278. Street Fighter Alpha 3 OST Groan
  279. Street Fighter Alpha 3 Game Over
  280. Street Fighter 6 Ryu vs SiRN Akuma Ryu Winquote
  281. Street Fighter 6 Dhalsim vs SiRN Akuma Dhalsim Winquote
  282. Street Fighter 6 Mai Shiranui vs SiRN Akuma Mai Shiranui Winquote
  283. Street Fighter 6 Jamie vs. SiRN Akuma Jamie Winquote
  284. Street Fighter 6 Manon vs. SiRN Akuma Manon Winquote
  285. Street Fighter 6 Cammy vs. SiRN Akuma Cammy Winquote
  286. Street Fighter 6 Guile vs. SiRN Akuma Guile Winquote
  287. Street Fighter 6 Ken vs SiRN Akuma Ken Winquote
  288. Street Fighter 6 Chun-Li vs SiRN Akuma Chun-Li Winquote
  289. Street Fighter 6 Terry Bogard vs SiRN Akuma Terry Bogard Winquote
  290. Street Fighter 6 Elena vs SiRN Akuma Elena Winquote
  291. Street Fighter 6 Akuma vs SiRN Akuma Akuma Winquote
  292. Street Fighter 6 C. Viper vs SiRN Akuma C. Viper Winquote
  293. Final Fight (Arcade) Damno Boss
  294. Final Fight (Arcade) Ending
  295. Final Fight (Arcade) Sodom Boss
  296. Final Fight (Arcade) Ending
  297. Final Fight (Arcade) F. Andore & G. Andore Boss
  298. Final Fight (Arcade) Ending
  299. Final Fight (Arcade) Edi.E Boss
  300. Final Fight (Arcade) Ending
  301. Final Fight (Arcade) Rolento Boss
  302. Final Fight (Arcade) Ending
  303. Final Fight (Arcade) Abigail Boss
  304. Final Fight (Arcade) Ending
  305. Final Fight (Arcade) Belger Boss
  306. Final Fight (Arcade) Ending
  307. Final Fight 3 (Arcade) Dave Boss
  308. Final Fight 3 (Arcade) Dave Boss
  309. Final Fight 3 (Arcade) Callman Boss
  310. Final Fight 3 (Arcade) Caine Boss
  311. Final Fight 3 (Arcade) Wong Boss
  312. Final Fight 3 (Arcade) Stray Boss
  313. Final Fight 3 (Arcade) Black Boss
  314. Street Fighter Alpha 2 Guy Arcade
  315. Street Fighter Alpha 3 Guy Arcade
  316. Street Fighter Alpha 3 Guy Arcade
  317. Ultra Street Fighter IV Guy Arcade
  318. Street Fighter Alpha 3 MAX Rose Arcade
  319. Street Fighter Alpha 3 Maki Arcade
  320. Street Fighter Alpha 3
  321. Ultra Street Fighter IV Cody Arcade