in my opinion, guy benefits from confusing your opponent at close range, mixing it all up from fast moves (ex. close s.MP, s.FP xx FP bushin elbow) all the way to a sporadic slow move (ex. s.MP, s.FP xx RK hayakage/run cancel kick). this means that the opponent must be put under pressure, until he lets down his guard to try and counter, and these counter attempts is what you should be looking out for to counter yourself. so in the case of having to fight a classic ryu, who is turtling, i’d suggest you keep the pressure extremely tight, so don’t leave holes anywhere but stay steady on the offense, and keep mixing it up. mixing it up is very important: say you keep jamming at the opponent with s.MP, s.FP xx qcb+JP/mountain breaker (a sequence which doesnt leave you open for counterattack), you could try a close c.SK, walk-up throw another time. there’s a good chance he will not see it coming fast enough and fall for it. (this is called tick throwing, one of the oldest tricks in the book) the next time your opponent could try to counter you walking up, when you sense that, you could hesitate and snuff his poke. his kick throw leaves the opponent open for juggle opportunities, ex. : kick throw, lvl3 8-double fist/bushin hassou ken<----essential guy trick, especially vs defensive opponents where generally the throw is your weapon.
on another note, ryu’s c.FP is outprioritized by the bushin elbow drop and the air elbow drop–if you time it right, else you will trade at least;). it’s the dragon punch that guy fears.
to answer your question more directly, i think guy has to (learn to) pressure the defensive and lure them out. in the end turtlers will always lose, very much against the mighty (complicated) a-guy:lol: he has absolutely no difficulties with pressuring the opponent and making them open up
if you look at guy and his whole arsenal, I’d personally say that he doesn’t have much single abusable moves, but he instead
relies on winning in all these different situations with all his very
different moves. his main focus is to keep poking/whiffing and trying to create an opening for a fat combo. there will be some rounds where he won’t even get that opening, but will win on the strength of his pressure game.
by the way,
guy’s jump is not so good in itself, it goes far and is hard to aim with. (there are of course n00bie situations where he should jump-in for a fat combo though). I’m not trying to rule jumping-in out in the whole. say you jump over ryu’s hadoken from far, and ryu will try a counter dp, he can shorten the trajectory of the jump with d+SP!, leaves him safe in most cases. the d+SP also has good air-to-air priority, and decent air-to-ground.