Guy Tutorial for beginners/intermediates - what and how to do - essential basics

Start every Gief match with a back dash. That back dash puts you out of range of any green hand he does right off the bat. That means in order to hit you or even take any chip damage, Gief has to approach you. And a Gief in motion is not a scary thing. st Mk and MP and meaty M.HZO will keep him at bay, and if you know to grab Greenhand on block (hella easy to do on any version being blocked btw) then win by life lead. Similar idea with Hugo, you just have to be careful because his pokes reach further and he’s move likely to be able to run you across the screen.

Just wanted to know if Instant Izuna is still viable and worth putting time into learning in this version?

Not really, Guys standard AAs are more consistent, better to use bar on EX hurricane than EX air throw.

Hi mates,

I have a lots of question :

  • I just picked him up, is it me or is ultra guy is really a solid character now ?
  • Is EX hurricane really 2 frame ? Oo
  • What are is best AA to use now ?
  • Is close HP a good way to eat crouch tech or here is a better solution ?

He’s been solid since AE2012, Ultra just enhanced him on what he needed to be more of a contender.
EX Tatsu is 4 frames
Best AA is St.HK followed by cr.mk/st.lk
Look at his frame data and judge by that, he has plenty of normals to use for frame traps.

Yes, I looked and I use Close HP xx “instant” run stop or Close MK followed by either c.lk pressure or c.lk xx mk senpukyaku in order to frame trap the fuck out of them.

Another questions :

  • Is Run overhead safe on block ? Can you be thrown out of it ?
  • How much damage is HP xx “instant” run stop xx HP xx mk senpukyaku ? I can’t land it, not matter how much I try. I can land 1frame combo but this shit is way too fucking hard but I need it in my gameplan in order to punish hard. Is it a good non ex punished ? To me, it seems the best.

1: Run Overhead is -6, so yes you can be if in range, as well as air thrown.
2: That can only be done as a counter hit combo, plenty of ways to punish hard anyways, and this by far isn’t the best. Damage though would be around high 200s/low 300s depending on if all 3 tatsu kicks hit.

Should it be in your gameplan not particularly as it’s only possible in one scenario. It’s a good non ex punish but Guy can dish out around that same amount of damage anyways. Again unless they are near the corner, you’re giving up a lot of space and resetting momentum due to the pushback.

Use crouch MP or close MP and MK instead if you want to tech trap, their startups all vary so you can switch up yand they have plenty of hitstun so you dont need to cancel into run stop. Combo you mentioned is fancy but not practical.

If its a straight up punish we’re talking, use cl HK -> df HK (sickle) -> follow up. Follow up could be run slide, tatsu in corner, EX shoulder, or maybe even slight walk far HK for reset, havent touched the game in a while so cant be sure but Blood prob does.