Like the title, i am a new guy to Guy and still practice combos day by day, i watched replays too but i can’t figure out what is Guy’s exaclty playstyle? How do i make his mixup work? An what should i do when my opponent is pushed into corners? Please help me i really want to learn him, thank you.
you should probably check the guy thread of the forums, waaaay more helpful. I don’t play guy, but run-stop pressure is pretty hard to deal with. demon flip elbow is also a pain in the butt.
It mostly doesn’t. Guy doesn’t have a lot of mixup, and depends heavily on punishes and getting people to push buttons at the wrong time.
You can use run/stop to stay in range, and you’ll need to go for throws fairly often to make people want to do things, otherwise they can pretty much just downback you all day.
Don’t think of Guy as a mixup character. When he’s close, he’s moreso about never letting you get away from him than actually mixing you up. To that end, you use frame traps and throws to get people flustered when they hit buttons and get hit, and then they don’t hit buttons and get thrown/overheaded.
Guy has lots of moves that are plus on block and lead to combos on hit: cl.mk, cr.mp, cr.hp, cl.mp, far s.mp, cr.mk, and cl.hp can all be used in frame traps to punish people for hitting buttons. You use his blocked shoulders to stay at a good range, very similar to Yun. You can just do the s.mp hp target combo and cancel into run stop (the lk followup) to tick throw, but that is reactable and can also be mashed on even if they don’t know what you’re doing. But it’s a good Day 1 offensive tool to get used to. If you want to be safer, just cancel your target combo into LP Hozanto. Cancelling grounded buttons into Bushin Flip into elbow is another option, but it’s not safe, it’s just weird and different.
Guy has good mixups when you knock someone down because his j.d.mp elbow stops him immediately in the air, allowing him to set up fake crossups when paired with j.mk to actually cross up. j.d.mp can be hard to combo from without actually setting it up so that it hits close to the ground.
Midscreen, you can simply cancel his target combo or s.mp into run slide (the mk followup) on hit for a knockdown combo. If you just hold neutral jump after the run slide, you’ll automatically do a perfect frame safe jump with j.lp, similar to Ryu’s post-cr.hk safe jump. You can’t do the j.d.mp here for whatever reason.