Guy thread(any alpha)

Looking over this thread, and this sad forum of no posts and no love, I forgot something shrug.

If you ever go for that one glitch thats now with alpha 1 guy where you can teleport to the other side etc(say your going for some random tick throw trick yadda yadda), well if the guy kicks you out of it, hits you whatever, remember that if your ever hit out of the fierce or roundhouse or just whatever can never totaly finish the animation of the chain, the game still keeps the bushin chain on you. So say you went for the trick to throw them, get hit out of it whatever, well you can just do fierce~roundhouse and it will work from there then just by it self.

And of course obviously just a stand mp to fierce will also work then it. So umm yea… Its still there or something…

Oh yea other differences from alpha 1 guy to hyper alpha one guy…

No more stand roundhouse cross up in the corner on downed opponents with any player. No more stand roundhouse cross ups with player 2 vs some standing opponents in the corner. Also(though I guess this is obvious perhaps)no more walking over rolling bodies with player 2 anymore, so of course that also includes no more roundhouse to cross up rolling bodies, say no more bushin combo then stand roundhouse after it and then choose which side to pop up on after the roundhouse for the mix up.

Also I was playing in training mode vs ken and I did anti air jab, level 3 punch super and level 3 only did one point of damage. Pretty dang bizare… I know theres somewaht of a random factor towards damage, but cant say ive ever seen it only do one point of damage ever. Shrug…

Also anyone know why you can store your bushin chain with air moves, special supers, punch throw, but the only ground move you can store it with is a stand mp… I guess I can force myself to belive its because since after mp comes the fierce but still seems kinda random to me I guess… I was hopeing you could get some cool glitchy type combos like store the bushin fierce, then jump in roundhouse, stand mp, duck fierce, lk run, bushin fierce(that is of course im assuming its his fastest move and your deffintly at the advantage after lk run so maybe just maybe it would link), roundhouse, then air super… So random cool combo like that… But unfortantly seems you can only stand mp, run, then bushin fierce and that kinda thing still doesnt connect ohhhh welllllllllllllls…

Can you kara-cancel the RH in his bushin chan into short run in A1?

Maybe jab-strong-fierce-kara rh into short run, stop run, then link jab or something?

I dont think you can do that in alpha 1. Also that would techinquly still be cancling it slower then just a regular old stand fierce to run and I dont think you have any frames to spare. And something like stand fierce short run to link jab isnt fast enough… Again im just assuming that the bushin fierce is faster then jab it might not even be shrug. But yea even if it is(again which I THIIIIIIIIIINK it is)youd then be giving up more frames to kara cancle the the roundhouse… And if it acctualy did work I dont think you have even a frame to spare shrug.

Hrmm I guess since I was on the subject of trickery I guess a few more things(if obvious(say like the slide one)then never mind)…

For player 2 guy besides the whole being able to run over/walk over/stand roundhouse over rolling bodies for random ass mix ups, if done on birdie, if you do a cross up hurricane kick after it, the hurricane kick is unblockable… Why is it unblockable… Dunno you tell me lol shrug… Though it most be done early, and when you do it that early you can just duck it… so… Well… anyway its there though…

Also guy vs guy when you do the the roundhouse over a rolling body besides crossing up the opponent its acctauly can get hit. Note when the roundhouse hits even though your on the other side, the opponent must block it as if you were still in front of them… So kinda sneaky in a way shrug…

Also when you kara cancle guys stand roundhouse with player 2 you can use it for hella ghetto glitchy type shit like say dudes in the corner yadda yadda, stand roundhouse kara cancle to say hurricane kick and hurricane kick will teleport you to the other side of them and hit the wrong way. This of course can be used for any special move so say in alpha 1 over head kick does hella stun so dudes blocking your stuff, kara cancle roundhouse to overhead kick run and it will come out from behind them. pretty tricky stuff. You can also of course do this with super, which theorectily might make it unblockable in a sence, since you have to already be blocking to block a super like that in the first place so one frame your on one side next your behind the guy, being techinquly unblockable in a ghetto kinda way… Of course acctualy kara cancling a stand roundhouse to super before it even comes out is another story all togther…

When you do guys slide as late as possible you have no momentum, so if its blocked say you’ll acctualy be pushed back, makeing you “safe” from many attacks where as normaly you wouldnt be. So say instead of just cancling your pokes into random dash stops etc, if you want to go for that more risky low option and make it less risky qcf+mk~wait till your at the opponent mk. You’ll be pushed a good amount away makeing it more difficult to punish.

Guys flip to elbow does more stun on gaurd then on hit.

And on a last note seems in hyper alpha one guy can link a stand roundhouse as anti air to punch super… could this be done in alpha 1 the first one? I dont recall so… But perhaps im wrong…

Anyway yea im sure the slide and elbow thing are pretty obvious, dunno if people knew about the kara cancle with player 2 to teleport you to the other side with specials though… but if you knew that to well then fuck me and never mind what I say I guess shrug.

Blabby blah…

Since a good “counter” to a1 guy is auto mode since it takes away all mix ups besides throw. Which of course hurts since elbow does so much stun and is fairly fast and good recovery overhead, and running overhead(although of course this was pretty much raped in hyper)were good overheads, yea your pretty much left with only throwish type mix ups… So a few things to remember vs auto mode…

Auto mode cant walk foward if they are in proxemity blocking range. Which means a wiffed hurricane kick etc is harder to punish for them then other characters.

There forced to block in situtions when auto is still in effect, so knocking them down and then mashing on jab say forces them to block this standing, they can not duck it. So you could use something like this eat away at those first free 10 blocks(of course remember even after this is gone, there still invunerable to mix ups but at least they cant walk foward and block)… Also something like hurricane kick as well since it now hits more time makeing it “harder” to punish since it hits till it finishs unlike before in the orginal alpha 1 where the last spin did not acctualy hit. So this could also be used more easily to eat away at those first 10 hits…

When they block a attack and you cancle into a special move the game will not allow them to just duck period(you can still do ducking attacks though)… So say something like a far stand foward or fierce to bushin throw. This is not duckable for auto mode. The game will force them to stand, so they do have to counter this.

This also works for proxemity blocking kara cancleish set ups… So a example might be if you were to normaly do a bushin flip to throw say mid screen, they can duck if they just hold down the hold time. However if you were to kara cancle say a stand foward or duck fierce or what have you to a bushin flip, even though it does not hit, they can no longer duck the bushin flip to throw. So they must try to counter it with something.

Blah just a few things, perhaps obvious… Or perhaps… No one knows… Or perhaps… cricket chirps

yea…

EDIT: oh yea guy can now bushin throw to punch super(level 2 or higher) mid screen vs A1 bison. I dont think I ever mentioned that shrug. Of course though vs a good deal of the a3 characters you can get this mid screen as well with varied timing. However I was just randomly messing around with it one day so I dont remember who were all the characters it works vs and who it doenst shrug.

okay
Guy in alpha 3
Im having trouble cancelling mp, fp to level 3 kick super
Is proximity cancelling necessary for this combo
can someone explain when im supposed to enter the kick super command Ive been doing it immediatly after the fp connects and nothing comes out
TY

I acctualy finaly ended up getting a capture card so I made a few combos…


my game doesnt work to well though so dunno when Ill get around to makeing anything else(it took me a half hour jsut to get it to turn on this time)… but well theres this for now or something. Anyway just for fun shrug.

Mmh, I need some help for A2 Guy …

It seems in A2 Guy had some nice additional custom strings like c.SK,c.FK,qcb+LP or c.SK,s.FP,qcb+FP, I just never really thought about. Now to some questions …

Well, qcb+FP has a lot tighter window to go through fireballs and it seems I get even more success with his hurricane kicks for a direct evade with a move. Maybe I’m just wrong, but this also helps Ryu players vs me. I sometimes have slight problems closing in on them. In generel a turtle Ryu, who can also use VC is really bad vs Guy. Any advice to close in besides walk, block and straight jumps?

Also Chun Li is even worse then in A3 IMHO. Beats me in the air nearly all the time, great sweep range, that super strong CC and exspecially low forward are dangerous. The cr.FK seems to beat nearly all the time my lows, my qcb+P and s.SP … So I found myself jabbing quite a lot, to actually beat one of her pokes. A good anti air vs her would also be nice.

In generel anti airs for Guy are a lot more limited then in A3. The hurricane kick can be beat on top most of the time when to close (like always), the c. and s.FP are less effective then thought, the c.JP into Flip Throw like A3 doesn’t work, I don’t want to waste meter most of the time for his P super etc. Any advice to step my game up in these specific parts?

part 1 of my guy video. its not like xenozip or nothin.
but i hope yall enjoy and comment. part to coming soon. kk enjoy!

For V-Guy it sometimes works like a chain, to do stand close SP into b+FP. Harder then the usual SP,FP chain through.

Maybe add some anti air options or throw tactics, too. Like what you can do after a kick throw or so. Also pokes and stuff, but I guess it would end then a lot like Xeno’s vid. I don’t remember if Xeno had some ground throw things through.

overall solid info for the few min of playtime :slight_smile:

00:18 - You can throw-tech X-Guy’s FF-chain-throw. And you can also tech flip after it which means the air throw ender doesn’t work on humans.

00:24 - Again, throwtech, airtech.

00:35 - You can air tech after qcb+P. And throwtech+airtech the ender.

00:50 - What? V-Guy can do:

  • MP-HP
  • MP-back+HP
  • back+MP-HP
  • back+MP-back+HP

The back+attack gives you the close version of the move. Back+HP hits crouching chars and is special/super cancelable.

00:57 - Yes he can. V-Guy can do:

  • back+LK-LP-MP-HP

The back+LK gives you his close version of his LK which you can chain into his FF-chain.

You might want to fix and re-release Part 1 before you start on Part 2. I would also suggest fixing the framerate and put the in-game sound effects, too.

Nice vid for the beginning!
Thanks to Xenozip you can even improve it. =)

I await some nice rush downs and other tactics for Part 2. It wille be good I think. So do your best! ^^

tnks all. yeah there are a few things that i didnt include in part 1 and didnt state the tech posibility. so i will go ahead and revise it. as for the v ism stuff. i had the other versions that stated it, but for somereason i didnt check befor i uploaded.
they didnt save right i guess. but tnks. ill polish it up tonight and get it all fixed. as for the counters and stuff. xenozip has all that coverd. ok well i hope everyone enloys, im not the best, i just love the game and wanted to make a vid. so tnks for the support. one love

oh yeah, i hate to ask, but what is the best sreen captur programe to use and what shoud be my framerate settings? and how do i just use the sound fx from the game and not the stage music? sorry im suh a noob. tnks agine guys.

help

Ok, I’ve got a couple of questions. I can’t re-dizzy in Guys P1 combos. All I got is: mp, fp, lvl 3, ff chain, mp, fp, qcf+p, p, dizzy. after that I don’t know anything to re-dizzy so all is j+rk, jp, jp, ff chain, mp, fp, hurricane kick. Can anyone help me out on this. Its close to re-dizzing but no cigar.

Also, xeno, in your amazing tutorial video. Could you please explain to me how to proximity cancel. I did like 3 times but not nearly enough to be useful for combos. Everytime that I actually did do it, I didn’t even notice until after the fact. I’ve watched that video over and over again but I just can’t figure it out. Could you please help me out? I’m stuck on a navy ship at sea right now and youtube is resticted on board so if you guys could give me written explainations, it would be greatly appreciated. I don’t speak Japanese so I can’t go ask those guys and I don’t see Bas enough. Since I’m married with a kid, I can barely find the time to make it out to Shinjuku anymore. Thanx in advance guys.

ive got the same question. ive searched the forum n this was all that came up

can anyone pm me please

Forgot to crosspost this from the GGPO forums. Just a bunch of Guy ramblings regarding his SFA2 incarnation.


Inspired by Maxstah’s Dhalsim overview, I’ve decided to do a Guy strategy thread - but there was so much to talk about, this almost turned into a FAQ. Ah well, I think it’s for the greater good because it seems like there are quite a few people who want to learn Guy, but can’t find enough good information regarding him. I may not be THE authority on all things Guy, but I’m giving it my best shot!

Obviously Guy was an overpowered character in SFA1 with redizzy combos up the ass, so it was only natural that Capcom nerf the hell out of him in SFA2. I’ve always been under the impression that Guy was pretty horrible in this game, probably 4th or 5th-worst or so. When GGPO came around I started using Guy as a fuck-around character, knowing that I would probably lose my matches but I was determined to use him anyway because he seemed fun. As I played him more and more though, I began to find little things here and there that made him more and more useful. All of a sudden I was winning more games, and it’s gotten to the point where I consider Guy one of my “main” characters now. I’m not sure where exactly I’d put him in the tiers, but I believe he’s got to be somewhere in the middle. He may be at disadvantages against some characters, but he can still win if you know what you’re doing.

General Overview

So how should one play Guy? That’s up to you of course, not everyone has to play him the exact same way. But, I generally feel the best way can be summed up in one word - rushdown.

Your general plan of attack should be to land knockdowns. Knocking the opponent down starts a wakeup guessing game that is mostly in Guy’s favor. Look at the things he can do to someone getting up from a knockdown:

  1. Crouching MK (if they don’t block, they get knocked down again)
  2. f+MP overhead
  3. Throw out a crouching LP or LK, then throw (another knockdown)
  4. Do nothing, then throw
  5. Do a crouching LP or LK, and if you think they’re going to try to reverse your throw, activate CC instead
  6. If in the corner, jump straight up and come down with a jumping HK, then proceed to do any of the above options (or if you fear an AC, don’t do an attack on the way down and throw when you land)
  7. Do nothing and bait their wake-up move/super/CC

etc, etc. He has so many options on what to do to someone getting up, so the most important thing to do is to keep all these options in mind and MIX THEM UP! Don’t just alternate between crouching MK and f+MP every time, toss in some throws too. Sooner or later they’re going to pull off some sort of reversal and turn the tide so you’ll have to know when to back off too.

Special Moves

qcb+MK is your friend. Use it. It beats so many normal moves on the ground clean, it’s an excellent counter. It even makes for a great AC reversal if you’re expecting one of your normal moves to be AC’ed (although it mostly only works against kick AC’s). Problem is it leaves you vulnerable to a sweep or CC if they block it, but them’s the breaks.

The LK version of the qcb+K hurricane kick isn’t very useful, it goes through fireballs but usually whiffs against crouching opponents, and even if it hits you only get one hit. qcb+HK will practically always miss crouchers because it goes so high - use it only in juggles (especially if you can buffer into it off an anti-air normal move) and CC’s.

The qcf+P Bushin Grab I generally don’t use all that much, because you’re a sitting duck during the jump. If you use the wrong strength button you’ll usually stop short or fly past them, the latter of which is always dangerous. Nonetheless, it looks cool if you can successfully predict a fireball with it and grab them out of it. Remember that it doesn’t grab if they’re stationary in the corner, but if you can grab them out of certain moves (such as… well, a fireball) you will get the grab. Plus you have a potential juggle in the corner!

If the qcf+P whiffs, you get an elbow instead that does pitiful damage. If you land it against a crouching opponent, you can actually combo after it if you’re fast enough. Try crouching LK into qcb+MK for a 4-hit combo that knocks them down. Be careful though, if your timing is off or the elbow gets blocked, whiffing the qcb+MK will leave you vulnerable.

His qcb+P, Northern Mountain Breaker or whatever ridiculous name it has, is useful for applying pressure. Buffer into it off a blocked normal move and you might hit them if they flinch. Unfortunately it’s only a guaranteed combo after a standing or crouching HP, or a standing MP-HP chain. Whenever you get an opening and you don’t have meter, always do Standing HP into qcb+HP to punish, or Standing MP-HP into qcb+HP if you’re close enough. Even if you screw up your timing and they block, you’ll be safe.

His qcf+K wind dashes… first of all, qcf+HK, K is garbage. Don’t ever use it, unless they’re almost dead and blocking low. There is no reason to ever use this if they have a lot of life, because it puts you at frame disadvantage on hit. Garbage. qcf+MK, K isn’t that useful either, but okay to throw into the mix when they least expect it - usually from full screen distance, since it’s so fast.

The qcf+LK, K dash cancel though? Very, very useful. Buffering into it off a normal move is almost always a good idea since it gives you an opportunity to get back in their face, instead of getting pushed back by the normal move. Of course, a great thing to do after a cancelled dash is to throw since you’re so close to them. If you think they’re going to reverse, use qcb+MK or CC. Or just do a crouching MK cancelled off the first hit into ANOTHER dash, etc. Whenever you throw someone across the screen and they’re not in the corner, use the dash to get close to them. Remember, using the dash cancel is free super meter!

Another thing to keep in mind about the qcf+LK dash is that you do NOT have to push LK again to cancel the dash. Either MK or HK will cancel it, as long as you started the dash with qcf+LK. I find it easier to “piano” the buttons and hit MK immediately after the qcf+LK, instead of hitting LK twice in a row. Your mileage may vary, see what method works best for you.

Other Moves

f+MP is a two-hit overhead. Although somewhat slow (of course), it’s still very useful. After it hits, try doing a standing MP into qcf+LK, K to close the distance, or try a qcb+MK since people often tend to throw out an attack after getting hit by an overhead.

Jumping d+MP definitely has its uses since you can use it to stop your jump short, which is good since Guy’s jump is so floaty. Getting tired of shotos Dragon Punching you? Do an early jumping d+MP to stop short and make them whiff. The problem with this move is that if it hits, it’s very difficult to land it “deep” and combo after it, so you might get thrown after one connects. Use it with caution.

df+HK… I don’t know. Does anyone have a use for this move? I don’t. A move that sends Guy backwards is pointless to me. Maybe if you want to turtle a little bit and build meter instead, that’s a good way to make a getaway… I guess.

Bushin Chain

Standing LP, MP, HP, HK is Guy’s Bushin Chain - his classic attack combo from Final Fight. Unfortunately, it’s not quite as useful in this game.

For one thing Standing LP whiffs against 14 of the 18 characters in this game when they’re crouching. That’s not good. Since most opponents are going to be in crouch block when you’re close, this means you won’t have a chance of even starting the chain up unless something forces them to stand.

And of course, the timing on this chain isn’t easy. It’s hard to properly explain the timing, so I would recommend practicing the timing on your own against a dummy opponent until you can get it down. There’s a certain rhythm to it and the only way to get a feel for that rhythm is by practicing it a lot. Of course, you’ll then have to recompensate your timing a little bit for GGPO lag, but it’s still better to get a general feel for the timing on your own first.

Another problem is that the last hit often whiffs entirely if you’re not close enough. Even worse, if done in the corner, the last hit misses most characters for no reason at all, even if you started it from point-blank range!

So why bother doing the Bushin Chain in the first place? STYLE. Well, I think it looks stylish anyway. Keep in mind it does about 25% damage and a lot of stun too. If you don’t have meter and someone whiffs a DP or super or something, bust out with the Bushin Chain!

If you can’t get the timing down, don’t worry about it too much, because it’s not an absolutely vital part of Guy’s game. It’s just there for fun (and Final Fight fanservice, I guess)

Supers

For the most part, you shouldn’t be using meter on Guy’s super moves. Save the meter for CC’s or AC’s.

qcfx2+P isn’t completely worthless though - at level 2 or 3 it’s a guaranteed anti-air if you can anticipate their jump and do it fast enough. Don’t bother at level 1, it trades hits most of the time. And of course, you can juggle it after a qcf+P Bushin Grab in the corner if you’re fast enough.

qcfx2+K is garbage, unless you’re really good at hit-confirming or something. Depending on the distance you’re at, some parts of the super will whiff sometimes. You can get much more damage with a CC. Pretty much the only time I ever use this super is to kill someone with block damage.

Alpha Counters

Punch AC is good against jumping attacks and fireballs, Kick AC is good against ground moves. Neither of which do all that much damage, but they do give Guy a knockdown, and those are always good.

Custom Combos

This is where your super meter should be going. Although his CC’s aren’t anywhere close to being the most damaging in the game, they are very solid and give him the potential for an HKD juggle afterwards. Standard CC’s activated against a ground opponent:

Level 1 CC - Activate, Crouching MK, qcb+LP, qcb+LP, qcb+HK - 35% damage or so. You have to be fast to get two qcb+LP - if you’re not fast enough, the meter will run out before the qcb+HK can juggle. If you’re not sure you can connect two qcb+LP’s, do one instead and then the qcb+HK. It’s highly recommended to go for two though, especially if you have about 1.5 meters.
Level 2 CC - Activate, Crouching MK, qcb+HP, qcb+HK, qcb+HK - 45% damage or so. I think the qcb+HP gives slightly more damage than qcb+LP but is also slightly slower - although it’s nearly impossible to tell in a CC.
Level 3 CC - Activate, Crouching MK, qcb+HP, qcb+HK, qcb+HK, qcb+HK - around 60% damage! You have to be fast to get three qcb+HK’s in. If you’re not sure you can do it, try substituting a qcb+MK for one of the HK’s - the damage will end up roughly the same anyway.

An alternate means of starting the CC is to do it with a Standing MK instead of a Crouching MK - this is useful if they whiff a move from a distance. They might think they’re out of range from retaliation, but you can suck them in from half-screen distance with this! Only use a Standing MK if you’re sure they can’t block it though - in any other circumstance it’s wiser to start with Crouching MK because of the whole “Valle CC” effect of catching an opponent in standing block.

However, let’s say they anticipated your CC and were blocking low ahead of time when you activate. Whoops! What you can now do is his f+MP overhead to break their guard, then do a crouching/standing MK into a qcb+P, possibly followed by a qcb+HK if you have enough meter. This isn’t as good as it sounds though, as the f+MP is still pretty slow, and after you land this once, your opponent will be more likely to be on the lookout for this and poke you out of it. If that starts happening, try to keep doing crouching MK’s to try to trip them up. Don’t do them rapid-fire, wait a little bit between each one. If it doesn’t work and you blow all your meter… well, that’s life.

You can also use CC’s as anti-air, but it’s pretty tricky. Unfortunately most of Guy’s normals are too slow to be able to properly use the short invincibility from the CC. I’ve had some success with starting anti-air CC’s with Standing Jab though. If you get an anti-air CC started, don’t bother with the qcb+P, since they’re already airborne. Go straight into qcb+HK’s. If they’re already in the air, you can get two qcb+HK’s even at level 1!

Another reason landing a CC is important is because Guy is one of the few characters that can take full advantage of the “High Knockdown Juggle” glitch! Which brings us to the next part…

High Knockdown Juggles

What is the High Knockdown (or HKD) glitch? If you’re not sure on what it is, this old alt.games.sf2 post by GGPO’s endy22 explains it in detail:

http://groups.google.com/group/alt.games.sf2/browse_thread/thread/5bca2e5733196ffa/92fac360dbc96cf9

Now the easiest way to land an HKD is to hit them when they ground recovery roll after a CC. So whenever you land a CC, ALWAYS follow it up with a Crouching MK (both hits). If they roll, they get knocked up into HKD state.

If you manage to land an HKD, a qcb+MK (1 hit) or qcb+HK (2 hits) hurricane kick is guaranteed on every character. The HK version is harder to land since it has to be timed perfectly, but obviously it does do more damage than the MK version. I find that the HK version is easier to land on bigger characters like Zangief or Sagat. For the most part I would recommend sticking with the MK version unless you’re sure of your timing - if you whiff the HK version and they recovery roll, you’re in trouble.

Sample of a qcb+MK HKD at approx 87 seconds left in the 1st round of this video. (I’ll replace this with a link of one showing a qcb+HK later probably)

An alternate means of doing the HKD is to do a qcb+P before they hit the ground - if they roll, the qcb+P will knock them out of it and send them HELLA HIGH up into the air, which looks pretty amusing. A qcb+HK is easy as pie to juggle in this situation, if you can actually get the HKD off the qcb+P in the first place. I always forget about it and just do a crouching MK when they’re getting up instead.

Other Juggles

Besides the HKD’s, Guy can also use the qcb+MK/qcb+HK and even his qcfx2+P super in certain instances to juggle people.

As mentioned before, if you land a qcf+P Bushin Grab that puts them in the corner, you can do a juggle afterwards. qcb+MK is guaranteed on every character, qcb+HK seems to work on “big” characters. Or of course you can juggle any level of the qcfx2+P punch super! This looks very stylish and does great damage overall. The timing on this is pretty hard though. I would definitely recommend practicing this offline to get a feel for the timing on these juggles, because it isn’t easy.

Here is a video of B-IzM landing the qcfx2+P super after the grab TWICE in one match (both times are in the 2nd round)

In the corner, Guy’s kick grab (the knee bash) can also be juggled after! But this is pretty pointless because timing a juggle after it is nearly impossible - you don’t know when Guy is going to let go of the opponent, it all depends on how well both you and your opponent mash during it. Generally, Guy usually lets go after the 6th or 7th knee bash if you’re doing a good job of mashing. The same moves juggle here, the qcb+MK/HK or the qcfx2+P super. I would seriously recommend against ever trying for the super though - with the timing being so random, it’s a waste of a super level. Try for a qcb+MK if you’re feeling saucy, and if the moon and the stars align, you might just land that extra juggle hit!

Here is a video of the one and only time I’ve ever been able to land qcfx2+P super after a kick grab in the corner. I’m sorry, VariantX. :frowning:

Another thing that should always be kept in mind is that buffering into any of the aforementioned juggle moves against an airborne opponent will also cause a juggle! Say the opponent jumps at you, and you use Guy’s crouching HP as anti-air. Don’t stop there, buffer into a qcb+HK. You might score an extra 1 or 2 hits, and more importantly it’ll knock them down, as opposed to making them land on their feet. Always try to get into the habit of doing this if they jump at you.

Small/Big Characters

There are 4 characters in the game that should be considered “small characters” because of how small their sprite is when they’re crouching, and then 4 “tall characters” who have problems ducking under specific attacks. This has a huge effect on Guy because the small characters are disastrous for him and the tall characters give him a couple advantages he doesn’t have against the rest of the cast.

Let’s start with the small characters. The 4 small characters are:

Charlie, Rose, Sakura, [another] Guy

So what is the problem Guy has with these characters? It’s just one thing - Standing HP whiffs against any of these characters when they’re in crouch block. This is a huge problem, because Guy’s Standing HP is an incredibly useful ground move, because of the fact that it has good range/priority, and is bufferable (and is one of only two moves that is guaranteed to combo into a qcb+P on the ground). This also affects his Standing MP-HP chain, as the MP will hit a croucher and then the HP whiffs. Another unfortunate side effect of this is that if you go for a throw with Fierce, and it whiffs because you were either out of range or they were in blockstun/hitstun, you’ve just whiffed a standing move at close range and are in prime position to get thrown or CC’ed back. So basically, against any of these characters, you need to get out of the habit of using Standing HP as a poke when fighting them.

Now, the tall characters. These 4 are:

Dhalsim, Sagat, Sodom, Zangief

Yeah, I don’t know why Dhalsim qualifies as a tall character in crouch block and Birdie isn’t, but that’s SFA2 for you. Against any of these characters, Guy’s Standing Jab hits them when they crouch block. This isn’t a very significant advantage, but it means that these are the only 4 characters he’s guaranteed to be able to connect a Bushin Chain on when they’re ducking. Even if they block, you can use the Bushin Chain as a way to keep the pressure on and build meter (although beware of AC’s).

Another nice perk against these characters is that if you connect a qcf+P Bushin Grab against any of them in the corner, you can juggle with an HK hurricane kick instead of an MK one so you get two juggle hits instead of one. Of course, timing the juggle in the first place is really hard to land consistently, and the HK version will leave you a lot more vulnerable if you whiff, so maybe it’s not that great an advantage anyway! (it MIGHT be possible to connect the HK hurricane kick juggle against other characters, but I haven’t found any)

Whew! This is already way too long and there’s a lot of shit I no doubt missed. I haven’t even touched on character matchups or any of that stuff.

If anyone has any questions or anything to add, feel free to post!

Ok, I finally played a bit again as I got inspired by the VER V-Guy vids. Not much time these days but I finally got down the first part of the VC2 df+RH, qcf+SK into FK to cancel (took me ages to remember how to cancel this lol) into jump RH, FP etc. combo. I can only randomly juggle once reaching the corner though. Any hints to set up a real ending of that VC?