You’re right. It has to be delayed a tiny bit. I’m just mad about not having a reliable setup for 3 frame reversals… I’m tired of stupid ryus sitting there the whole match and yet beating me, even when he’s not a bad player. I know I must bait stuff but sometimes it’s too annoying.
If you have a setup that needs delaying, most of the time you can just change the normal that you whiff for a slower one. It can be an awkward balancing act. Plus sometimes, an early fake safe jump setup can be just as useful as an actual true safe jump setup. But generally safe jumping characters with invincible 3 frame normals is not worth the risk with Guy. The reason for this is a smart Ryu will not DP, but will either go for standing throw (pretty good option), cr. throw tech OS (another pretty good option) or EX tatsu (very good option because if you go for throw, cr. throw tech OS, backdash, or numerous other options, you will get blown up). The only real safe way around this is to do a delayed cr. throw tech OS. To do this, you have to sit cr. blocking for exactly 1 or 2 frames after you land from the safe jump, then go for cr. throw tech. This means if they mash out DP, EX tatsu or anything else, you will block it and can follow up with a punish. If they go for throw, you will tech their throw before it becomes active. If they go for backdash in this situation, do MK BSK or EX hozanto if you have meter. Get their ass across the screen and into the corner!
oh… I knew this could happen… I think I didnt make myself clear…
It was supposed to be just what you said: a fake safe jump to bait a Srk. Maybe that’s why iROC said he ouldn0t get it t work, then I was confused out of what he meant.
And yes… it’s safe against Ex Tatsu and everything I could think of with Ryu… and it needs the OS crouch tech for grabs to be really safe… I don’t know if that’s what you’re refering to… I hope not to be messing things even more 
Also, I think I’ve seen this in one of Streak’s vids, but not against a 3 frame reversal.
Today I’ve got some free time! (I’m so happy) I’ll go to the lab to test and pracice stuff.
Thanks man!!!
xIROCx
28
Blocked Low Hozanto Follow Ups: 1. Ex Run can beat Ryu’s crMk into Fireball but lose against Ryu’s Tatsu and SRK. ‘I like Ex Running Overhead’. 2. Input a Backwards Tiger Knee motion Ex Izuna to beat Ryu’s Normal SRK’s. You can also do crLk, crLp, Target Combo into Low Hozanto, Backwards TK Low Izuna Drop. 3. Ex Tatsu beats pretty much every thing except Ryu’s Ex SRK.
xIROCx
29
Safe Run Slide and Corner Set Ups: 1. (mid-screen) crLk, crLp, stMp into RS, Neutral Jump Mk then finish with crHk or Ex Hozanto. If done correctly you should slide on the other side of Ryu, then neutral jump with Mk and you’ll be Safe from wake up SRK. Some other examples: Cross up Mk, stMk into RS or Punish a Blocked SRK with stMk, stMp into RS. In stead of using Bushin Chain into Back Throw try using Cross up Mk, stMk into RS, Neutral Jump Mk in the corner. 2. (corner) stHk, TC into Low Hozanto, Ex Tatsu then Neutral Jump Mk and finish with crHk or Ex Hozanto. Or you can use: stHk, Bushin Chain, Ex Tatsu then Neutral Jump Mk and finish with crHk or Ex Hozanto. If Ryu doesn’t tech, just Neutral Jump again to get the same mix-up.
xIROCx
30
CrMk (up close on block) can be countered with Guy’s crLk. Its super tight and Ryu has to use crMk by itself as a poke in order for it to work. This also works against Ken, Sakura and Evil Ryu.
if anyones discovered any more tips on fighting ryu they`d be appreciated. i was doing some nice work online lastnight till i met a good ryu player and couldnt seem to win anywhere. ex run to overhead seemed to work somewhat, but then had to swap to ex slide. footsie wise he just seemed to dominate in the air and those fireballs were so distracting and kept messing up my spacing
Ryu has many AA options against Guy so walking forward is your friend. Throw your furthest pokes to stuff or trade his fireballs.
Good Ryus tend not to fireball much against Guy (unless this Ryu has good spacing) but if they do, respond with MP hozanto to make them think twice. This will make ground approach much easier.
IROC
33
I found that CrMk can technically go under Fireballs at close range but the timing is strict.
af0
34
You mean it goes under if you connect with both hits after they release a fireball? Cos I doubt it happens on whiff.
Used this against some shotos and it really changed the way i play and view the shoto matchups. alot of them i found just throw out fireballs hoping they`ll hit. when i played as gief, id just jump over and wait for them to get bored. now knowing to use mp hozanto underneath and cause some damage is really satisfying. once they give that up and start jumping in then it seems alot easier on the matchup.
thanks everyone
i was nervous to ask in the beginning but now i have, its really upped my game for sure
Also you can use mk tatsu to interrupt crmk hadoken. If you block the crmk then input mk tatsu. It’ll hit them right out of the fireball. This should make them think twice about throwing one ayer the crmk giving you the opportunity to FA the crmk for a crumple.
you don’t want to just do the hurricane because you blocked the cr. forward. the way to do this is watch ryu once you block the cr. forward. pay attention to him canceling it. if he doesn’t cancel then you’ll see him pull his leg back… if he does cancel it… you’ll see the animation of cr. forward stop suddenly and he’ll be standing about to throw the fireball.
something else to be aware of is if you have ryu cornered… be aware that a fireball is gonna come your way at some point. most likely an ex because of how much faster it comes out. this is a commonly used tactic by fireball characters to push their way out of the corner relatively safely. you can train yourself to react to this with forward hurricane… this is not easy though no matter how much you practice it.
af0
38

MADma3str0:
you don’t want to just do the hurricane because you blocked the cr. forward. the way to do this is watch ryu once you block the cr. forward. pay attention to him canceling it. if he doesn’t cancel then you’ll see him pull his leg back… if he does cancel it… you’ll see the animation of cr. forward stop suddenly and he’ll be standing about to throw the fireball.
something else to be aware of is if you have ryu cornered… be aware that a fireball is gonna come your way at some point. most likely an ex because of how much faster it comes out. this is a commonly used tactic by fireball characters to push their way out of the corner relatively safely. you can train yourself to react to this with forward hurricane… this is not easy though no matter how much you practice it.
Seems pretty difficult on paper to down-back the cr.mk and then do quarter circle back for the MK tatsu on reaction.
You can also focus dash-forward if they have no meter or u suspect they wont use ex fireball.
Won’t this be obsolete in Ultra though - if they’re making Ryu’s cr.mk fireball a true string? Or am I mistaken.
it’s not hard at all honestly, it’s actually pretty easy. you just have to train yourself to see it properly. like i said… just keep your eyes on ryu once you block the cr. forward. i notice a lot of players don’t watch the opponent’s character when i’ve asked if they do. watching the opponent helps a lot in terms of your reaction time.
doing this isn’t that much different to training yourself to see a standing opponent on hit and hit confirming into ff chain. anyone who’s been playing guy long enough can do that without even thinking about it.
it’s all just about practicing it.

MADma3str0:
you don’t want to just do the hurricane because you blocked the cr. forward. the way to do this is watch ryu once you block the cr. forward. pay attention to him canceling it. if he doesn’t cancel then you’ll see him pull his leg back… if he does cancel it… you’ll see the animation of cr. forward stop suddenly and he’ll be standing about to throw the fireball.
something else to be aware of is if you have ryu cornered… be aware that a fireball is gonna come your way at some point. most likely an ex because of how much faster it comes out. this is a commonly used tactic by fireball characters to push their way out of the corner relatively safely. you can train yourself to react to this with forward hurricane… this is not easy though no matter how much you practice it.
if you input it correctly and they do the hadoken the tatsu will come out. if they dont, then you will just continue to walk back. also against shotos im trainin myself to block back after CrMk. this really helps with the evil ryu ex overhead. and you can walk away from ryu.
af0
41
What’s “correctly?” The cr.mk will either be a true string to hadoken, meaning you can’t do anything, or, it’s not a true string, from further away, which means there is a gap for you to input something.
Unless there’s less blockstun when he cancels to hadoken, but is that how the game mechanics work? I thought blockstun was fixed from when the active frame is blocked.
Ryu’s fireball into Hadouken will likely not be a true string, as even Evil Ryu doesn’t have as a full blockstring at the tip.
IROC
43
Ex Run Stop vs Ryu’s crMk: If Ryu’s crMk is absorbed by the last hit of armour and you block a normal fireball, if your close enough you can punish Ryu with Guy’s far stMp. Also in a similar senario, a good universal punish for Ryu’s crMk is Guy’s Ex Tatsu. Whether Ryu cancels his crMk or not, Ex Tatsu still can win, but it will require 2 meters (ex run stop, ex tatsu).

IROC:
Ex Run Stop vs Ryu’s crMk: If Ryu’s crMk is absorbed by the last hit of armour and you block a normal fireball, if your close enough you can punish Ryu with Guy’s far stMp. Also in a similar senario, a good universal punish for Ryu’s crMk is Guy’s Ex Tatsu. Whether Ryu cancels his crMk or not, Ex Tatsu still can win, but it will require 2 meters (ex run stop, ex tatsu).
EX run is certainly an excellent approach tool, sometimes during Ryu’s approach you can absorb his f+HP and punish.