Guy for beginners/intermidiates - pressure examples and execution/hit confirm training

More people should check this thread out, it’s been extremely helpful.

no

No it’s not 2KRO, it’s good, at the internet cafe i could not hold down back and light kick, but on this i can do pretty much everything, it’s just up to the pc to how it reads it, i do qcf kick to do slide and it either registers it as a crouch then kick or just a kick. it’s a keyboard thing, but yeah i don’t have any trouble with inputting normals, maybe i can’t do those four button option selects but that’s ok i’m quite new to sf4.

I’m not new to fighting games, i’m just new to SF4 because of my recent pc upgrade, although i’ve been playing various street fighter games on the pc for years, i rarely played at arcades because of the lack of them, there’s only one arcade in the country with a street fighter game and it’s out of buissness

Hello CQ2,
first of all, I apologize for the really late answer.
I was busy with the whole 2012 version beta test thing, and wasn’t paying enough attention to this thread.
Run stop can be difficult to execute at first, and mashing LK is definitely not the best way to do it.
Personally I press LK only twice after start running. Some people do it with only one press.
But I think the execution is not your problem, as you think it is.
If you do run > stop after the block string you’ve described above, 2x cr LK > MP > run stop is not a safe move at all.
You can and will be hit by a reversal or fast cr LP or cr LK like Chun lis or Rogs.
The only really safe run stop comes after a target combo. That one won’t be hit by reversals or fast cr normals.
My advice for you, go to training mode, record Guy doing the run stop and you use cun li or rog or ryu to try to hit him out of his run stop.
You will soon see that after target combo guy can do a run stop and still block anything. Of course that is if you are executing te stop part properly. It is kinda hard to explain with words, but you gotta wait just a little after running to press LK fro the stop.
Anyways you can test your performance on that one recording Chun li to do fast cr LPs all the time. Then you play Guy, knock her down, do a target combo on wake up (the computer will block on auto block option) and then you run stop and throw her. If she hits you with the cr LPs you recorded your stop timing is poor.
If you throw her, your timing is ok.
That practice helps a lot.

By the way, run stop after a close MP is much safer than after a far MP. that’s why if you are going to use a cr LK it is better to use only one instead of two (because 2 cr LK push Guy away and the MP is going to be a far one). That is also something easy to test at the training mode.

Hope it helps
Cheers
OTinhoso

Just to add:

Watch out and dont be htting stop to late, if you make contact with the other character Guy will autostop, this animation takes longer than regular stop and you will get punished. So just practice the timing so that your not trying to stop too early, or too late :slight_smile:

I’m also kind of lost on what to do after run stop. Because sometimes i will end up too far from them, just in range for a single cr.lk before it starts whiffing. How do I judge the range and how far i should stop.

Sorry about the late answer again!
Well, if you are doing it properly, then you should have no problem with the distance you’re stopping at.
I mean, you said it yourself, even if you stop at a range that allows only one cr LK, that’s all you need.
You can follow that cr LK with a target combo on hit or block, a cr HP on block for a counter hit in case they think you are going to throw and they try to stop you, you can also use MK for that counter hit set up as well, or even the target combo done slightly late. Of course you can always throw as well.
If you are saying that you need two crLK for hit confirming, then my advice for you would be do the run stop only after the target combo, because then you will stop close enough for even three crLK.
I just want to reiterate here that one crLk is better than two, which is better than three.
Why? I have posted the details in another place, I’ll look for it and add to the tutorial above soon, but basically is because it is safer, deals more damage and leads to better follow up opportunities.

I know I said I’d add something but I’m struggling to find something you havent covered already, seriously well done with this tutorial.
I only just got my copy of ssf4 back so I’m still getting used to it again but I have some ideas to try and I feel like I’ve got better by taking a break (playing blazblue a lot so it seems to be helping with mixups).
I’ll get back to work and see what I can come up with

Did we ever mention mixups? Specifically for his Bushin Chain Throw mix up in the corner? No one seems to have done this.

Basically Guy can connect a few normals off that back throw, so you won’t always have to go to HK/EX tatsu, Now Guy can do a lot of things in this situation… and I mean a lot.

Normals you can connect off for reset:
St lp, cr lp, st lk, st. mp, cr. mp, cr mk, and cl hp.

Fake/Cross Up:
When Guy uses lp, cl lk, or cr mp. You can fake cross up or cross up the opponent as they are reset with forward dash, To cross up you have to wait for them to be in the back flip motion, just practice and learn the timing I do believe Obey or someone has a video of this, The Cross up is safe against 4 frame reversals, but anything below will hit you, If you do it right after the lp or before the time you can cross up, you’ll land in front of the opponent, This is good to know especially if you play against someone that doesn’t mash reversals and would rather block, or doesn’t have meter to make anything safe. Also the mixup gives alot of potential. (might have different timings for certain characters)

Cross up:
If you use cr mk. Guy will always cross up if you do an immediate fwd dash.

Cancel into Runstop
Runstop will lead you to land in front of them but you can go for frame traps etc. You will be safe from everything.

You can cancel into Run overhead depending on the timing you will either hit them with the last frame or whiff so you can use that to your advantage maybe.

Just a few things if you ever cross up your opponent in the corner or are in range for whatever.

As far as I’ve tested you can not 1 frame Bushin Flip them but elbow can be used, and just mix it up with Guys fwd mp and throw. etc.

Hey Pedro, try not to change your thread title too often. Doing so will break any old links to this thread. :tup:

I really love this page on Guy and the fact that Pedro want to move him UP to the tier list is great but most fear to play him because Guy has alot of weakness. And Im a big fan of Guy since the Alpha/Final Fight ERA (90’s baby yeah!) but the problem comes in from what I’ve seen is that Guy can get beat on normals alone meaning ant airs such as Sakura, Dhalsim and the rest of the Shoto family, run stops are bad news against grapplers Zangief, especially T. Hawk. Which is why I look foward to some of the changes that will be made for Guy. Im definitely a new comer, so I understand if someone may look at my point as obselete, but to support Pedro’s point being different is important so I can understand where that may come in which I need to work on. I m saying that to say I always seem to find myself going to cr lp,lp into target alot! and Mp Hp, lp- Bushin Shoulder. I look at Guy and I can’t seem him as a in your face but more patient/balanced character I’ve notice that against Makoto which I posted a question about (thanks blooddrunk for replying lol) Rose and Blanka & Grapplers when I put pressure these characters always seem to have an answer to stop my rushes. I really want to master Guy at tournaments I think he can reach top tier…but am I wrong for thinking he’s not a rush character? Correct me if I’m wrong.

against grappler characters he cant really be a rushdown character but he is still good at keeping away from them since hes fast enough to just stay away and throw out a few attacks, and punish mistakes (which hes really good at), you just have to play some matchups differently.

My personal favourite for this is to normally connect with MP or cl.HP and then go for the run.Overhead. With some practice you can hit with the later active frames, making the link to cr.LK easier which you can convert into something else. If you happen to have performed the run.Overhead a little too late but the opponent tried to jumped, you can juggle them with HK.Tatsu, EX.Tatsu, EX.Shoulder or Ultra 1.

Whatever you choose to do after the Bushin Chain Throw, it will most likely lose to mashed reversals. Cancelling into Run.Stop and going for a back dash should keep your opponent honest, and if they whiff something for you to punish then that’s even better!

Yeah good old Alpha days would help anyone in knowing how to play matches, since I play A3 still, I’d have to say Guy’s hardest matchup to play against was either Zangief or Karin. Gief because you couldn’t rush down if you wanted to, his aerial attacks required strict timing to beat out, his Vism just made his blockstrings deadly, it isn’t a fun matchup to play if you don’t watch yourself, Karin she is the only character st hp will whiff when she is crouched, that basically eliminated a lot of his pressure game, you’d have to solely rely on st mp and cr .mp for run stop, cancels ect. unless she was standing, and her normals, Vism, and Aerials were dangerous.

I know for one my matchup strategy will change against Blanka because I won’t be so careless on his wakeup, since EX ball KDs, same with Zangief, I’ll be even more defensive against him because of his KD off HP.

Just a heads up everyone: please don’t post in Pedro’s new thread until he gives the green light. Thanks. :tup:

Sticky?

Hello everyone.
Today I finished my new thread: Guy Tutorial for Beginners/Intermediates. It covers all the things discussed here and many more things.
It was actually the result of coworking with many other users, and gathering useful information from other threads, so IMHO I think it is a must read for all beginners/intermediates.
Hence,** I would like to retire this thread**, and ask all of you to keep discussing hit confirm and things related to it at the new thread.

Thanks for all the positive feedback on this thread, and I am hoping you all like the new one.
Cheers!:woot: