Street Fighter Zero 3

Street Fighter Zero 3

15.10.2013 18:47:35
~B
GUY STRATEGY AND COMBOS FOR Zero 3 FOR PSX

1. Intro
2. Legend
3. Overall Strategy with Guy
4. Absolutely Insane Combos

My e-mail address: shanebadoo@sunbeach.net

1.
This is my first time doing this so don't chew me up if you don't
appreciate my style. These holy combos and strats were found out
by me Shane Dyall and my friend Leroy MacCallister. My e-mail
address is shanebadoo@sunbeach.net ,feel free to write me for
clarifications or whatever. Feel free to reproduce, just give credit
to Leroy and myself and never underestimate the power of the
Bushin style ninja. Guy is in my opinion in the top 5 on zero 3.
This crazy ninja rules the game in almost every category, speed,
combos and style. The only thing that gets me tired about him is
his ridiculously high jump.

2.
LEGEND
j-jab sh-short n-neutral
s-strong fo-forward qcf-quarter circle forward
f-fierce r-roundhouse qcb-quarter circle back


3.
OVERALL STRATEGY WITH GUY

Not to insult anybody, but if you are not an expert player leave
Guy alone, I say this because although he is devastating, his
combos are difficult to perform and you have to know what buttons
to press at all times. Try to annoy your opponent as much as
possible, this is important especially with characters with get-up
moves (Ken, Ryu, Charlie etc.) Make them get up with shoryukens
by constantly being in their faces pressing either ducking forward
kick or toward and medium punch. Additional pressure can be
added by throwing regularly (preferably with the kicks because you
can do the punch air super afterward as a combo) and performing
this short chain-combo standing ns-f-qcbj this combo is very
effective and it does decnt damage. The qcbj can also be
substituted with qcbfo or (qcbr only in a corner) When not directly
next to your opponent keep him under pressure with fo kick. This
pesky kick stops most projectiles in the bud and catches your
opponent off-guard more often than not, and the reach it has is
uncanny. However donot get too predictable sticking this kick out.
A good thing to do is to walk forward and backwards always
trying to keep a reasonable distance if your opponent tries to jump.
If your opponent tries to jump knock him out of the air by
pressing either ns/f or ducking f or nr. The good thing about Guy
is that when Guy hits you in zero 3, because of the juggle ability
he can hit you again by pressing f or sf (as a chain in the air).
Mastering this technique is essential when playing
Guy, these extra hits puts your opponents in stars very quickly, or
if your opponent likes to flip out constantly it doesnt matter
because you can hit them anyway with nf or nr or s-f or you can
just super them with the air punch super for mega damage.( I hope
I'm not being too confusing, just play the guy and you'll see what
I mean). Did I mention that when ever you hit someone jumping in
the air with sf you can combo with qcff for the air grab. This
sinks damage. The Bushin Izuna Otoshi(qcfp+p) or Bushin flip is
extremely effective against projectiles and jumpers from far, Guy
now grabs pretty easily in the air for decent damage. This move is
also very effective as a pressure move in the corner as you can
press ducking s into anything afterward.(not a combo, just a play)
The guys at CAPCOM decided that they would take out the air
juggle super after the Bushin flip in zero 3, so don't be dissapointe
d if you have been trying that combo and it has not been working.
Guy's Houzan Tou(qcbp) or dashing elbow now goes through regu
lar projectiles, need I say more, imagine the possibilties. I hardly
ever use the running attack unless I am faking someone or unless
it is a sure hit, even then I still restrict my use to the fo kick
because after the r kick you are vulnerable to attack. Lastly, after
Guy's slide hits as a counter move you can air super them. In
conclusion, I have outlined some basic and advanced guy strategy,
you have to play the style that suits you though I have found that
guy is best played aggressively. Oh, I almost forgot don't, jump
too much and when you do use r or pull down and press s for a
short jump with an elbow.That's all the Guy strategy for now. I
would like to thank Game-God Kao Megura for the insiration that
only he can give.

4.
ABSOLUTELY INSANE COMBOS

I am an expert player so most these combos will require above
average skill to perform. I will not waste time with regular combos,
these combos are the ones that I use and are my preference.
THESE COMBOS ARE 100% DOABLE!!!!!! I will put a - between
each button to avoid confusion. nb. the first combo only works on
tall characters and for some reason unknown, it works on Ken and
not Ryu.

a:j-sh-j-s-f-r you can air super afterwards anywhere on screen or ju
st press s or f, however in the corner you can chian juggle j-s-f-r /
s-f-qcfp+p / s-f-qcbr / s-f-air super.(cool huh???)

b:j-s-f-r this is basically like combo a: this will work on anyone
You can do the same juggles afterward. You can also start this
combo by jumping in with an attack.

c:s-f-qcbj anywhere on screen or substitute fo for j. The initial chai
n s-f hits crouching opponents. Infact after the initial chain s-f you
can combo any super except the Bushin Spirit.(Guy grabs you and
the screen flashes) If you chose to chain the kick super level 3 a
nd Guy pushes them into the corner(which he almost always does)
you can chain juggle with j-s-f-r / s-f-qcbr / s-f-qcfp+p



I hope this document was help to you. E-Mail me about questions o
r if you have sime crazy combo send it to me. Thank you GAMEFA
QS for honouring my document.

 
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