
| “ | This is Bushinryu! | „ | |
| ~ 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 | ||||||||
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| 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)
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| 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]
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| Weight | *Final Fight (Arcade): 158 lbs[4]
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| Ethnicity | Japanese | |||||||
| Status | Alive | |||||||
| Alignment | Neutral Good[6][7] | |||||||
| Archetype | One Man Army | |||||||
| Occupation | Ninja for Bunshinryu Clan | |||||||
| Time Period | *Street Fighter: 1987[8]
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| 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 | |||||||
| This dropdown contains the synopsis of Guy's story. Read at your own risk as you may be spoiled otherwise! |
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Pre-Final Fight Final Fight 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 Although Guy is not playable in this installment, several power-ups in the game are modeled after him. Final Fight 3 Final Fight Revenge Street Fighter Alpha 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 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 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 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 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 |
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:
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.
Origin: Final Fight
Overall Series: Street Fighter
Greater Franchise: Capcom
First Appearance: Final Fight
Company: Capcom
Creator: Takashi Nishiyama, Hiroshi Matsumoto
Actor
Gender: Male
Sexuality: Heterosexual
Pronouns: He/Him
Handedness: Right-Handed
Age: Unknown
Birthday: August 12, 1965[13]
Time Period
Timeline: Main Timeline
Homeworld: Earth
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
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])
Archetypal Tiering: One Man Army
Key: Final Fight Series | Street Fighter Alpha Series | Street Fighter IV
Key Information
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])
At least Master level (Guy has mastered the art of Ninjitsu and attacks with unequaled speed[99]. Cody, Guy, & Mike Haggar are able to fight in situations where there are numerous enemies surrounding them from all sides and come out perfectly fine[100]. Cody, Guy, & Mike Haggar are able to fight in situations where they're surrounded by pillar of fire from both sides while enemies gang up on them and come out perfectly fine[101]. Noted by Karin that his skills are amazing[102], with Karin excelling in Karate, Judo, Akido, Sambo, Muay Thai, Taekwondo, Amateur Wrestling, Koppou, Shaolin, Taichi, Bagua, and Martial Arts, with still others to list, her rank is calculated as 100 Dan and 8 Kyu[103])
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]:
| 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 |
| 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. |
| 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. |
Press control pad left or right twice quickly.
Dash, then press attack button. For characters like Guy & Lucia, continue to press attack button for multi-hit combinations.
Hold L or R button (default). Then press control pad twice quickly in opposite direction.
Dash, then jump. While in air, press Y button.
Jump, then while in air press Y button.
Grab an opponent, then press control pad down and Y button simultaneously. They will then flip the hold on the enemy.
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.
←↙↓ + 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.
Press Directional Button away from opponent. Fighters can even block in mid-air.
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.
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.
Through using the above throw command to reduce damage from throws where the character safely falls to the ground.
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.



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.
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.


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.
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.
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.

To do some serious trash talking, press SELECT.
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.

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.
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 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).
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.
When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).
→ 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.
Press the Directional buttons, Punch or Kick buttons rapidly.
This counter move reduces the damage when the fighter is under attack or blocking.
There are three basic punches:
Press the Y button. The jab is very quick, but does little damage.
Press the X button. The strong punch does a fair amount of damage.
Press the L button. The fierce punch does a large amount of damage, but is slow.
There are three basic kicks:
Press the B button. The short kick is very quick, but does very little damage.
Press the A button. The forward kick is strong and is fairly quick.
Press the R button. This roundhouse kick is powerful, but very slow.
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 allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.
Holds allow fighters to grab an opponent and then hit or bite them again and again.
Press a Punch (P) or Kick (K) button.
Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.
Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.
↓↑ Jump higher than a regular jump.
→→ or ←←

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.
↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.
All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.
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.
MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.
HP + HK simultaneously Each character has an individual Personal Action with a unique effect.
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.
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.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.
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.

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.

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.
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.

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.

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.
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.

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.

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.
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 |
| |
| Level 2 |
| |
| Level 3 (Keep holding until performed) |
| |
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.
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.
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.

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.

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.

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.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.
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.
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.
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.

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

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.

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.

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

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.

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.

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

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.
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.
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.
Guy clasps his hands together and thrusts downwards with one of his elbows.
Guy clasps his hands together and strikes downward with a stabbing elbow.
Guy plants a foot on the opponent and performs a backflip kick.
Guy performs a Kamaitachi, then hits the falling opponent with a roundhouse kick.
Guy delivers two punches, an elbow strike, and finishes with a roundhouse kick.
Guy performs a Bushin Gokusaken, then stops mid-combo to grab the opponent and execute a Seoi Nage throw.
Guy begins a Bushin Gokusaken, interrupts it to deliver an elbow strike to the opponent’s midsection, and follows up with a Nodokiri.
Guy slides to knock the opponent to the ground.
Guy can adhere to walls briefly to gain an additional jump.
A heavy strike that grants temporary defense during execution and makes the opponent crumple if it lands.
Guy grabs the opponent and hits them with three knee strikes.
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.
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.
Guy dashes forward at full speed and can follow up with:
Guy launches into the air, spinning with foot extended.
Guy quickly turns and shoves his shoulder into the opponent. EX version strikes twice with reduced damage.
Guy grabs the opponent in midair, flips both upside-down, and drives them head-first into the ground.
Guy enters a counter stance. Taking damage teleports him behind the opponent; EX version teleports instantly.
Guy leaps and spins; can follow up with:
Guy performs a multiple-hit ground combo.
Guy leaps and throws a jab; if it connects, continues with a barrage of punches and kicks to juggle the opponent.
Guy delivers two punches and two kicks, backflip-kicks the opponent into the air, jumps off walls, and suplexes the opponent while spinning.
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.
Jump, then press ↓ and Y button simultaneously.
Jump up at wall, then press B button while on wall.
Grab enemy, then press ← or → and Y button simultaneously.
Perform a reverse grab, then press control pad in direction opposite of the enemy and Y button simultaneously.
Perform a reverse grab then press ↓ and Y button. Repeatedly hit Y button for up to 3 hits.
Press ↓↘→ in a smooth motion, then press Y button as you reach the end of the control pad motion.
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.
Grab enemy, then press →↘↓ in a smooth motion. At the end of the control pod motion, press Y button.
↓↘→ + any Punch button. Then, when opponent is close, press any Punch button again
↓↘→ + any Kick button. Then, when opponent is close, press any Kick button again
↓↙← + any Kick button
↓↘→↓↘ + any Kick button
←↙↓ + 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] |
Standard Tactics: Maki will employ the Bunshinryu style in his fights, and whatever spare weapons are on the floor.
Weaknesses
The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[257]
| Abbreviations | |||||||||||||||||
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The following messages will appear on screen when certain conditions are fufilled, an example can be found here[258] and here[259]
| Bonus Messages | |||||||||||||||||
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| Profiles |
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].
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None.