Guy Thread

My bnbs

J.rh, cl.rh, bushin chain, jc, j.mp xx mp izuna. -----> 418
Cross up Mk, cl.rh, bushin chain, jc, j.mp xx mp izuna. ----> 388

Corner
J.rh, cl.rh, bushin chain, jc, nj.rh, cl.FP xx rh hurricane ---->436

My swag
J.rh, cl.rh, bushin chain, JC xx run xx stop, bushin chain, JC, mp izuna. -----> 411

Walk forward after cl.rh, you have time

Sorry if these were listed, this thread is tldr

Double edit…
These bnbs all do less than tagging in for my team (guy x ibuki)
J.rh, cl.rh, far FP xx manual launch, IBUKI cl.rh, JC, j.rh, rh dp ----> 449
Cross up Mk, cl.rh, far FP xx manual launch, IBUKI cl.rh, JC, j.rh, rh dp —> 419

I can also end the combos with ibuki’s manual launch should I want guy back (429 & 399, respectively)

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What combos are you guys using on people that are crouching?

on crouching i’m always doing cr. jab, TC into launcher just to build more meter and have Guy replenish health if he is in a bad position but if Guy is great on heath then I go for

cr. jab, TC, mk tatsu. Idk the best optimal combo but so far it’s been working great and have plenty of meter to work with : )

i’m pairing up with Jin so after launch Jin can continue inflicting more damage with his optimal bnb : )

also depends on what gems you’re using but found that with Alpha Zero’s explanation of what gems to use also helps on optimal bnb’s and such : )

I’m an AE Guy player so run slide is what I end with for the hard knock down. But shoulder or mk tatsu push your opponent toward the corner. That’s where you will wreck people. In AE I would use cr lp st mp run slide. In this game target combo seems to have a much larger hit box. So now I use cr lp tc to any of the above three depending on situation. Mk tatsu let’s you switch cancel and continue the combo. I also do cr lp cr lk st mp into whatever. There are lots of variations but just remember tc and mp hit crouchers. Want to spend a bar tc into ex hozanto walk forward cr mp st mp hk tatsu. And now you can just j mp air grab after ex hozanto.

Poke at range with st.MP. Hits crouchers, links into itself(even more on counterhit), so you can st.MP>Target Combo and it’s still fairly safe on block. St.MP can’t be raw launched, Target Combo forces stand on HP hit. Use cr.Lp or cr.LK maybe once before going into target combo, smart players will raw launch Guy’s crouching normals if you try to poke to much with them, and lots of characters light attacks beat Guy’s badly. Slightly meaty cr.mps are solid low poke into TC…
Cr.lp is okay if your opponent is right on top of you, but Guy’s best damage(and everyone’s) is gonna come in those first 10 hits before the damage scaling sets in, so less jab/lk thrown into the sequence the better.
Pretty sure his St.MP has 6 frame startup, has great range, and you can combo right into LP shoulder to force opponents to corner. TC>LK Tatsu is okay midscreen for tag cancel stuff, just make sure it hits or get ready for a big punish. I try to avoid cr.jab and cr.lk as much as possible, just playing footsie games with st.MP since it opens up the Target Combo setups and forces opponents to have to get around it to use their normals. Poking at crouchers from range with St.MK> HP>Boost combo is a good option too.

6 frames… hm I figured they would have stuck it with 5 like in AE. Though its all guessing from here.

Might be actually, st.mp does trade with Ryu’s 2013 cr.mp(5 frames). Was trying to figure it out against friend’s Nina(her QCB+K is supposedly -6 on block, but Guy cannot punish with st.MP) but that was online lol.

Were you talking about far st. mp because when I tested it cl. mp was about 5 frames.

Far stand MP, yeah.

So, I’ve decided to pick up guy and asuka (imo they work well together) but I have a few questions:

From a pure damage perspective, is going for air izuna combos worth it? or should i stick to tatsu?

What can he do besides boost combo into launcher. I dont want to need 1 bar to switch to asuka every time.

What is his strongest post launch combo? is it HK > TC > HK Tatsu ?

Any other hit confirm combos I should learn beside xxx > link Bunshin Chain > Tatsu ?

Finally, what can he do to get around fireball pressure.

Sorry for the wall of questions, Im just trying to understand the character.

The stuff I didn’t include in the reply should be answered if you go back a few pages…

Air Izuna combos are worth it if it’s an obvious set-up, and you know when your opponent is gonna be left in a standing position. Ground tag cancels(like Ken Tatsu>Tag>Bushin Chain>yadayada) make it easier to land. It’s a nice addition, the main problem is your opponent has to be standing for it to hit, and Guy’s standing LP sucks. If you make the right reads, very useful, but if you live and die by landing it, you’ll eat shit a lot. Work around his st.MP from range initially, start working Bushin Chain setups once you get some solid matchup knowledge down and recognize where and when you can land it.

Aside from Boost combo to launcher…Target Combo again. You can land a target combo and combo into raw launch(TC>HP+HK) Cr.HK Slide from range(where it doesn’t knock down) can also be combo into a raw launch. St.MK>HP>Boost is probably the safest boost chain set up with him as the range is awesome and St.MK is nearly unpunishable(alone, do not stall in boost chain if it wasn’t the starter). Cr.MK ducks under a bunch of stuff, and the first hit is cancellable into a boost chain(cr.MK>HP>Boost)

Fireball pressure ain’t much of an issue for Guy. Aside from Guile, you can punish most fireballs with Bushin Flip as soon as you see the startup, aside from Sagat’s high tiger shot. They might be able to recover if they do LP fireballs, but in 2013 I think I’ve been able to Bushin Flip punish everyone except Guile. Closer in, cr.HK goes under every fireball aside from Sagat low tiger shot, spaced right, you can tick them and combo into his TC and keep going. EX Run has armor now, so you can blow throw most single hit fireballs into any of Run’s followups.

Thanks, So its pretty much launcher / shoulder combos if the opponent is crouching and bunshin chain if i know they’re standing?

I thought patch notes said only the stop follow up has armor? or am i just stupid?

Stop’s armor got better, think it hangs out a bit longer, but all EX runs can absorb a hit.

Stop never had armor before 2k13,

Thanks, just when I thought I had erased 2012 from my memory:rofl:

EX Tatsu works pretty well now. Hitbox is around character knees, if they’re crouching Guy no longer whiffs(tested on all characters)
Not super safe, but workable.
Standing blocked tatsu though…If they’re standing EX Tatsu hits twice on block, so you can safe tag the first hit. Guy is pushed back out of range of a reversal Happy Birthday after 2nd blocked hit(even Hei’s EX Rising upper doesn’t push incoming character far enough back to catch him)
Comes in pretty handy. Opponent can block high or low after second hit, but Throw/Overhead/Low Attack mixups become pretty viable.

Part of my In the Lab series, Guy X Christie combos and tech: