Speaking of grabbing, has anyone else been abusing his throw in cross assault combos for easy dmg?
His normal throw, ie he has a comboable one like Rufus does, his chain throw, or both?
Sent from my DROID2 GLOBAL using Tapatalk 2
his normal one. sorry for the crappy quality lol, quick and dirty phone video.
[media=youtube]8Ra8paGZ8h8[/media]
I was just playing the computer on Hardest to obtain the titles and see what can be done with nano-second reflexes, etc and I accidentally used crHK to slide under Gouki’s Hadouken. He was about jump distance away, maybe closer.
While I am not certain of the distances, positioning, etc for this to be consistent, it is definitely something to note. I think.
Could he slide under projectiles with crHK in AE?
LMAO!
I love how you use Raven’s cr HP and then the computer bats him back to you. Hilarious…
I wonder how juggle potential works with X Assault? Being that you are both on the screen, how many juggles are possible between two characters?
I tried for 15 minutes to do EX Hoz. and then KIO (Kaizen Izuna Otoshi, aka Air Command Throw), but I couldn’t manage it. It may be possible, but it may require a vertical jump after an insanely fast Run->stop.
The overhead might have a use. Since it is MP, I think you can X Rush cancel into crHK for a knockdown.
I don’t know about The KIO without the Switch Cancel (I’m using BradyGames’ guide lingo), you’d have to hit the solo launcher so that the character is above the limb(s) that extend for the launcher, in the air and then perhaps TK(tiger knee) the KIO.
that wasnt the cpu lol. juggle potential is still the same once its activated. normally i wait until i can confirm the target combo because once cross assault starts i get another free tc + that fierce from raven connects and we use the throw as a reset.
Hey Guys it’s been a long time since I posted here I haven’t played this game serious or heck not at all in probably 2 months or so how is everything going with Guy found anything interesting, been kicking butt with him, new combos just anything interesting. If I ever come back to this game I need to make that combo video with Guy/Lili and after that I also need to make the Bushin Throw mix up video and if I have the game would you guys like a guide for Guy That goes in depth with Guy?
Been improving a lot with Guy. Feel pretty comfortable with him on point against most of the cast aside from the character matchups I don’t understand yet or don’t see. Nina and Vega seem to be my biggest problems anymore. A bit sloppy at times, many moments which alcoholics refer to as a moment of clarity where I’m able to get in and take people apart with him. Seems to have really solid symmetry with anyone I feel like messing with…his Tatsu tag cancel setups are very nice. Been working with Julia/Guy team and it’s starting to really pay off. Julia is a grade A scary shit lol.
Little stuff…
I run Onslaught Gem(meter build) gems across the board, Guy is a meter hungry character. If it’s a character I dislike fighting, I’ll burn a super at the end of a combo sometimes early just to get my opponent to switch to a character I can handle better.
Air to air trade or air to air hit off of jab or mp sets up target combo>tatsu juggle>tag cancel.
Cr.HK slide is very nice for escaping crossups, character dependent, but you can catch them on landing with a far standing HK or target combo if they are bigger. I abuse the shit out of the slide…hardly see any other Guys use it, it’s great for chasing backdashes or combos that push opponents out of poke range. More players should be using it from range to get in for a possible Cr.HK Slide tick(no knockdown) into target combo setups.
Using his F+MP overhead more for mixups…Cr.HK Slide, Cr.MP Target Combo, LP>Bushin Flip. I mix in the overhead to break people open, far trickier against charge characters.
Working the positioning of Bushin Flips so the grab connects when Guy is just past opponent’s head. Seems like it’s gonna whiff so many players try to punish and get thrown late.
His Raw Launcher has great range…easy to raw tag on far whiffed pokes or comboing from St. HP or St.HK
HP Bushin Flip during the “FIGHT” on screen pop up…if they jump, Bushin flip connects. If they stand, Bushin flip connects. If they try to attack, Bushin Flip can connect. If they’re ready for it, do empty HP Bushin Flip to sail over them and possibly set up a punishment situation.
Unless you’re totally set up and trapped, Empty HP Bushin Flips is extremely effective against Pandora activations. Just flip to the other side of the screen.
Vs…
Blanka…cr.HK Slide or cr.MP are good for breaking electricity spammers. Target Combo works too.
Cr.HK Slide or Run>Slide can punish blocked Blanka Balls. Run>Overhead has too slow a start up, but I’ve caught some people with EX Run>Overhead>Ground Bounce if they immediately go into crouch blocking after the Ball is blocked. F+MP Overhead is risky against retaliation Electricity, but if they’re not going for it often try to mix it in more.
Cr.HK slide is a good escape or counter against Amazon River Run spam.
JACK X
Guy’s late Bushin flips work well, as does crossup MK because of Guy’s jump arc. Depending on the range, it seems like Jack’s Uppercut has trouble catching airborne Guy, so crossup MK corner pressure works well. Bushin Flips erase Jack’s Seismo pressure, once inside, Guy’s Cr.MP can dominate Jack.
Guile
Guy’s crossup MK can stuff Flash Kicks or make them whiff badly if you’re far enough over him.
Zangief.
Again, the Cr.HK Slide. Can punish stupid Lariat shit for either knockdown or tick into Target Combo. If you score a knockdown, walk up and try LP Bushin Flip if they try to SPD or Powerbomb on wake up. Throwing out LP or safe ranged Bushin Flips can get to Giefs to do triggerhappy lariats while trying to counter it. If you’re smart on ranges, you can bait him into Lariats with Empty HP Bushin Flips that sail over him and be able to punish when you land.
Dhalsim.
Far Jump MK has deceptive range, so you can sometimes get Sims to whiff St.MP-if the Jump MK connects, it goes easy into Target Combo. Jump HK, cl. HK>target combo works too.
No offense to Sim players, but most I’ve played just do Teleport>HP LMHH. Guy’s standing jab can hit Sim as he teleports in, depending on what happens position wise, you can follow up with cr.LP>Tatsu for juggle. Feels somewhat random though.
If you can get the timing down, LP Bushin Flip in between Teleporting Out>Teleporting In will sometimes cause the Bushin Flip to auto correct into grab. I did it a few times with LP, EX Bushin homes in better…similar to SSF4 Guy.
Rolento
I still have a lot of trouble with his pokes, so Guy’s Raw Launcher comes in handy for making him think twice. You can stop his forward pole bounce crossup horseshit with standing jab as soon as he bounces on the ground. Far jump MK crossups work decent against him too.
Cody.
Sigh. I still have a lot of trouble punishing his EX Criminal Upper, the best I can get is a sometimes st.MP but the Target Combo misses. Not really comfortable trying much else because Cody can follow blocked Criminal Uppers with a Zonk that beats any of my pokes, including my best friend, Cr.HK Slide. I’ve been throwing out LP Bushin flips on block to try and trick him…if he Zonks, he usually passes under, otherwise he gets thrown. I hate dealing with Cody’s neutral jump shit, so HK slide to get away again. If Cody starts spamming his 3f shit and tries to work in that slide, it’s pretty punishable on block with Cr.MP or St. MP on counter.
Vega
I hate this bastard, especially if he’s working that crouching jab. Wall bounces can be escaped with Run most of the time, but you need to avoid doing Bushin flips since he can air throw you out of it if it’s too telegraphed. F+MP overhead can be beat by jab if he’s anticipating it. Tricky Bushin flip(over the head and back shoulder) still work, I try to work in the elbow crossup as much as possible. Run>Overhead has success, but once Vega’s seen your tricks and starts to play completely safe he can be incredibly aggravating to open up with Guy. Kill QUICKLY if given the opportunity lol.
Still practicing…more later.
What are Guy’s weakpoints in this game?
Probably the same as SSFIV, but considering its SFxT obviously he doesnt have a lot of ways to get big damage as other characters do especially on his own and normally requires tagouts or meters to reach that good damage mark. To compensate Guy does build meter quite well and considering you can use meter building gems, it’s not entirely a big issue. One thing that is bad is he’s just a buffed version of Super iteration there are good parts though in terms of walk speed, hitboxes and frame advantage , but he did suffer a few changes in damage changes to moves, usable moves (EX Run has very limited uses). If Damagescaling wasn’t a huge factor to him, he would definitely be much more of a threat.
Air to Air and anti Airing. Against shit like Kazuya’s apparently godlike jumping MK, it gets rough, especially if you’re uncomfortable using Cr.MP or Instant Air Izunas. Standing close HP works okay if timed right but if it’s off you’ll get standing HP and eat shit. EX Tatsu is okay, but might as well save the meter and combat jump ins and cross ups by using his crouching HK slide and go right under them. Usually it leave you in decent punish situation, depending on position, for Target Combo punish, Far Standing HK>Launcher or back shoulder throw Bushin flips(wait til you’ve passed over so they can’t just jab on the way in), occasional overheads can work too.
In my experience, too many players rely on crossup>Boost combo, use his HK slide to simply avoid them and remove that aspect of their gameplan. A thing I typically see is players trying to chase after Guy sliding beneath them by jumping after, which leaves them completely vulnerable to Instant Air Izunas. Another tactic against cross-ups is his F+MP overhead, simply because Guy will move forward under the cross up and leave you close with a lot of options, and it’s typically safe.
Bushin Flips have to avoid being telegraphed, since smart players will standing jab out of it, but never let an opponent lose their fear of the Bushin Flip. I play lots of mind games, and usually start my mixups with it by Bushin flipping and using the elbow drop to drop Guy into footsie range…depending on their reaction, you can start confusing players heavily with:
F+MP Overhead: if they expect a Bushin throw and know how to avoid it, they’ll probably be crouching, and if they try to react his overhead combos on counterhit.
Ranged Cr.HK Slide:…which you must learn to use as one of his greatest tools, but 99.99999% of the time you want to avoid knockdown since you can tick-combo this into his Target combo or Launcher.
Back Shoulder Bushin Flip:(I like to call it this), you throw the Bushin Flip out close and Guy will travel at a more vertical arc, and the impression I get is that it’s hard to react to, so once Guy is past an opponent’s head and looking to float over, throw out a late grab. Many, many players try to react this and get thrown. I often use this against wake up tactics, even SRKs, because Guy can usually make it over for a grab, particularly if you can gauge when opponent quick stands.
Cross-Up Bushin Elbow: Another must have tool…A typical set up is to Bushin Flip, elbow drop, then MP Bushin flip again. If you can nail it once or twice per round, then you can start mixing his normal elbow drop because even if he’s above an opponent, Guy will land in front of them. It can force opponents to guess, since a jumping elbow and Bushin elbow look relatively similar…
**ST.MK>HK>Launcher; **Great range, especially if they whiff badly trying to punish.
I’d say his mobility/multiple options for getting in override his damage problems in the long run. Damage scaling is a problem for him, but the sheer amount of aggression you can play with and the momentum you can maintain if you’re smart is almost unmatched. He can go right in from pretty much anywhere. I tag cancel in if he’s in trouble, but I don’t worry about it too much unless I’m just trying to get him out. Otherwise I prefer to keep him stocked so I can AC or Ex Tatsu to escape pressure, his fast meter gain(I run 3 meter gems, 40% on being launched in, 20% off opponent blocking 4 times, 40% when I block 10 times). His super only does 300 damage, but with the right lead in you can knock off 400-500 total.
Run is still a solid facet of his mixup game, again it’s full screen and the opponent has to guess High/Low. EX still absorbs a hit, and if you set people up with Run/Stops/Slide, you can EX Run Shadow Kick for ground bounce. I think aggression is the key with him, I don’t run into many Guys on XBL, but usually they pay very passively. I can’t help but think “You’re doing it wrong”
Its mostly because Guy can be played passive or aggressive, I normally play an aggressive Guy, that’s normally because of my Alpha days, though due to AE i’ve switched to Passive-Aggressive, due to how short Guy’s game comes against certain character and playstyles, plus with the huge threat of how most reversals are in that game things being overly aggressive comes at a price, SFxT you can be Aggressive a lot but sometimes you run into the same issue as you would in AE. One good guess from your opponent and tables turn.
Just the game (PSV) and trying to use Guy (same main as SFIV). Now thinking of the 2nd character. What are some good partners that work well with him? Thanks
I run Guy/Julia, Guy/Heihachi, Guy/Sakura, Guy/Poison, Guy/Ken and starting to learn Lars, but I tend to play around with a lot of the cast to see how they do with Guy.
Who are you interested in playing otherwise? Due to Guy’s sheer mobility, there’s not too many characters that don’t work with him, unless you’re aiming for the really long combo strings along the lines of a Jin/Lili team, etc.
Target Combo mixups:
Maintaining pressure with Guy’s target combo is a must if you want to really get his stuff down. St.MP by itself is solid poke with good range, it can combo into specials, super or Cross Art by itself. It can be linked into itself, which I don’t particularly go for when applying pressure…but it seems to link more easily on counter hit or trades. As counter poke, this comes is pretty useful, since it can hit from range and force a trade that usually ends up in his favor. His standing MP is usually still within range, following up a trade with TC will put you right back in an opponents face.
Sometimes I’ll force a trade to open opponents up and quickly follow up with another standing MP into whatever I want.
Once you’re in, TC pressure should be maintained with the following starters at close range:
Cr.LK: it’s not as good as AE’s cr. lk, but is a decent poke into Target Combo. Cr.LP is another option, but it’s hitbox sucks IMO, so cr.LK is a better choice.
Cr.MP: Really good poke, combos into target combo, but has the danger of being out-ranged or raw launched if it becomes too obvious:
St.MP>HP. ST.MP is a good poke too, the stuff you can do I mentioned above somewhat.
Mid range:
Cr.HP: Works okay for punishing whiffs, but it’s fairly strict link into target combo. Typically St.MP is a better option.
Mid/Far Range:
Cr.HK Slide. I’ve said before it’s must have tool, it requires requires practice in terms of spacing. What to look for is the tick-hit that doesn’t knock down, and anytime this is achieved, Target Combo should absolutely be attempted. It’s hard to punish if ranged properly, it combos into TC, but even if it doesn’t, many players will attempt to counter hit or block, leaving Guy at the advantage.
Once you’re up close:
Target Combo>LP Hozanto:
Relatively safe on block(my best estimate is -3 without frame data)
MP Hozanto does combo, but it’s far less safe if blocked. Avoid HP Hozanto, it doesn’t combo.
If the Hozanto is blocked, you can immediately try TC>LP Hozanto to maintain pressure, I also recommend tossing out his F+MP overhead occasionally. On counter hit, F+MP combos, but Guy’s placement after a blocked TC>LP Hozanto leaves him right where he needs to be for his overhead to connect. Cr.MP is solid follow up as well if the opponent goes high, but it can raw launched fairly easily.
Target Combo>LK Tatsu; Target Combo>EX Tatsu; Target Combo>LK Tatsu>EX Tatsu
LK Tatsu juggles the opponent straight up, so this is good set-up for tag cancels.
Do not use if the Target Combo is blocked, as it is highly punishable.
Target Combo>EX Tatsu has the same properties as LK, and leads to a straight pop up juggle.
TC>LKTatsu>EX Tatsu is solid 1 meter combo for Guy that will get 320 damage on hit. Unfortunately, it’s only useful as a tag cancel set up if used in the corner. Anywhere outside of the corner, the LK Tatsu will pop an opponent straight up, but following the LK with an EX Tatsu will send the opponent flying away, similar to his Alpha Counter.
MK Tatsu works okay in this combo, but unless it’s cornered, it sends the opponent flying away. Even in corner, LK Tatsu is better option, because Guy’s recovery is faster for follow ups.
Target Combo>LP Bushin Flip:
While you can’t combo into his LP Bushin Flip off of TC, even if the TC connects and you LP Bushin Flip, most opponents won’t assume it’s coming because it doesn’t combo. The interesting thing is, the TC combo connecting will give 125 damage, then the Bushin flip has 165 damage on it’s own, so it adds up to 290 damage on the setup, and leaves opponent having to figure out what to do on wake-up.
On block, throwing this out is a set up that many players seem to have trouble dealing with, so it should be routinely attempted to instill a fear of it.
A key to Bushin Flip connecting is hitting the grab late, if the opponent tries to stand or counter, or do anything that gets him out of his defensive block he’s gonna be thrown.
Target Combo>Run>Shadow Kick.(Run>MK)
Useful for mixups if the opponent has been under pressure from Guy’s TC and is expecting a high attack at the end of it. Knocks down, so not much can be done after.
Target Combo>Run>EX Neck Flip(EX Run>HK)
There’s no practical reason to do a TC>Neck Flip unless it’s the EX version. Neck Flip does not combo from Target Combo, and while the standard HK works as an overhead, you can’t follow it up with anything. EX is another matter altogether. If the opponent is has figured out how to counter TC>Bushin Flip setup with cr. jabs(and it’s very character specific), throw in an EX Run Neck Flip to counter the jab attempts and force a ground bounce into juggle combo.
Target Combo>Run>Sudden Stop>Throw(LP+LK)
This…I’m still unaware of all it’s properties, but I like what I see so far. I was pressuring with TC>Run stop into general pokes and setups when I accidentally hit throw…and it worked. If opponent is trying to block every TC setup, TC>Run Stop>Throw. The timing is tricky, and if you can end up eating shit if the throw doesn’t come out right, but it feels like you can cancel a handful of frames in the Sudden Stop’s recovery into a successful throw. I tried doing it midscreen alone to see where the throw would come out, but it feels different when it connects.
I’d guess there’s some way to cancel Run, but even if not, this is terrifying trick if done right. I was testing it with my friend, and he could not counter it with anything he tried.
Anyways, just trying to breath life into the Guy forums. Feedback appreciated.
Thanks for your informative post. Right now been using bison (coz he’s my favorite in SF4). I am looking for some characters with similar fighting style. Will try some Tekken characters and see how it goes.
Bob–especially after the update, might be what your looking for but he’s a tricky character to learn. Lars’ upcoming buffs are making him look really good, and he kinda feels like an SF character but he’s Tekken. Rolento has the same type of crazy mobility that Guy has and can be an incredibly frustrating team to face.
Yeah, Bob is gonna be amazing post-update.