Guy Thread

So Guy is one of my favorites from the DLC coming out of the Trials, primarily for his agility. What do people think of his execution level? I wanna really give him a try, but I figure he is mad hard to play based on said speed.

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He doesnt have any combos that requires high execution, atleast i havent found any. You should try him :slight_smile:

Definitely. There was really only one character I liked on the original roster that was a good choice to go first, all my favorite s were anchors, so looking at Guy and seeing a cool point character warms my heart.

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So what are guy’s anti airs?

C.MP
S.HK
EX Tatsu
TK Command grab

They are the most useful ones IMO

So Cr.MK has no use these days or any of his LPs?

Also shouldn’t someone make a few threads, for Combos… videos… etc.

I am not at a high level of play at all, but should I be worrying about committing to Guy because his crossup elbow is beat with a simple jump?
I loved his jump arc so much in trial mode, I was sad to find out it was not part of his game, especially in such a jump heavy game.

Most if not all of you are Guy players from AE I suppose, but I have never actually encountered the character before. What do you think is the most general mindset I should have when playing Guy? What part of the screen is he most comfortable in? Footsy, rushdown and bushin elbow crossup until people catch onto the jump thing? Would be useful to have some goals in mind as I pioneer new things.

I love the attitude, the sneakers, and his overall character speed. I just do not know where to start.

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It has a few good uses but not that many and I was about to make a video thread

This game is only Jump Heavy, if you arent facing people that don’t have good AAs. or will let you jump in.

His c.mp is the best I think of his AA’s in this game. It’s faster on start up. I haven’t tried his s.lp as an AA yet but it should be good since it whiffs on crouching opponents. N I thinks it’s a three frame too. Seems faster than ae.

Fresco you can try linking it off his overhead since it leaves you at +3, but not sure if you’ll be knocked out of range, from the looks of match videos, St LP range is pretty small compared to AE i think.

Never played Guy in AE but I gave it a shot now and it’s just… Wow, I goddamn love this char! He’s definately in my “I’ll main that Char”-list.

This is what I discovered so far…

his st.LP is a consistent AA. It’s like Asuka’s LP but with a slightly better hitbox and more active frames. Never considered cMP beeing an AA… That’s actually quite strange but I’ll try it :eek:

It’s weird that his elbow drop has no hitbox for A2A at all! Is it only active on the tip of his elbow?!

Run - Stop is a decent move for building meter

I like his shoulder tackle. It’s safe and dash cancable for more mixup

It’s possible to crossup with elbow drop but i don’t know if you have to change blocking direction

I will try and go into a bit more detail on when to use each specific AA and some of the things you can get from them:

S.HK: this should be the AA for when your opponent is jumping in from a pretty far range, this is good because it’s a quick move which recovers fast so as they land you can position yourself a bit better. For example vs Gief I use this AA a lot and when he lands after it hits I get in a range where if he decided to green hand it would whiff, and if he jumps I can AA him again. (S.HK is also great for stuffing green hand just wanted to point that out :p)

C.MP: This move is Guys best AA, it has a good hitbox, comes out quick and recovers fast. This should be used when the opponent is at a much closer range, it should also stuff most jump in attacks which is why it is so good. The recovery on this move is great too as you will recover before they land and can do some mix up E.G. J.MK crossover, Bushin Flip, cross over elbow, slide shenanigans ETC. You don’t want to do this move too late or else you will be hit by a jump in and eat a full combo, it is pretty sad that Guys best meterless AA in both games is a crouching move

EX Tatsu: I mainly use this on wake up for cross ups (C.MK also works well for this at times but it’s less reliable) this move has a lot of invincibility frames so will stuff w.e the opponent is doing. Sadly this move does not hit behind so if they do manage to get behind you, this will not hit :c however it’s unlikely that it wouldn’t hit. This is also a great move to switch off of as you can usually land a jump in attack due to how much time you have and get more damage that way.

TK Command grab: This is a useful AA but it’s pretty situational and should only really be used to act as a deterrent IMO, this is a great move to do vs opponents who love to NJ on wake up and it will make them think twice before doing it again. It is also great if the opponent does an empty jump in as it means your move will almost always grab him even if he throws out a late normal in the air. Guy recovers pretty quickly from this so you can set up a mix up or even start charging for a CH (Guy doesn’t have enough time to fully charge but he should be able to get away with it if the opponent doesn’t roll)

Overall his AA are pretty good, they each have there own uses for different ranges and are pretty useful, I didn’t mention all his AA such as S.LP, Bushin Flip and C.MK because the ones I mentioned above I feel are better alternatives to them, however C.MK can be useful vs crossovers just not completely reliable. Hope this has helped in some way :3

So has anyone found any new combos , or are we still stuck on the day -120 stuff :stuck_out_tongue:

Am getting annoyed , I really wanted some swag Alpha 3 ish combos :expressionless: . I dont even mind if capcom nerfs the damage.

The best meterless combo I have in the corner is:

J.HK>S.HK>TC>Hozanto>C.MP>Hozanto>CS.MK>Tatsu

This does 417 and you can switch off it of course for a lot more damage, mid screen his best combo IMO is:

J.HK>HK>TC>L.Tatsu>H.Tatsu

The reason i think that combo is so great is because if you switch as he does H.Tatsu you can get a lot of damage and it also gives your partner more time to attack (even enough to get a jump in) he also has his CS.MK combos but…I’m not sure how practical they are

Tagging seems to be really great for guy(juggle state remains the same) … That was the only way i was able to dish out real high damage

But for solo midscreen
Cl.HK->TC->EX hoz (need to charge a little longer)->J.HK->c.LK->Tatsu is what i still use .
CL.HK is great in this game , you can link it off elbow and even on crouchers.

But still now swag stuff with FF chain :frowning: … that only does 150 dmg wth capcom.

I don’t really see the point in EX hozanto since you can get a lot more damage with a switch…it does look cool though xD

I have some stuff thats quite good I think:

Corner: Whatever xx l hozanto, walk, cl.hp xx l hozanto, walk, cl.hp xx run slide — really tiny walking in between the hits, feels super awkward but adds quite a lot of damage.

Midscreen post launcher: cl.mk, walk, cl.mk, walk, cl.mk, walk, cl.hp xx H Senpukyaku

Inspired and heavily based on "Dante"´s video “Easy Guy Combos”, first post of the video thread.

how safe is… mp hozanto? and EX hozanto?

Also kinda mad with the nerfed damage output… its as if Guy was broken >>

This is my midscreen combo that I do does 414 damage with 1 bar
[media=youtube]N8uvyomeq4I[/media]