You want your counter hit active 2 frames before wtver they threw out anyways. It’s a fairly variable situation… but you have to consider the startup of what you are countering… the amount of hit or blockstun that they are already in… ect.
Guy’s Powerbomb from his Flip should be replaced with just a command throw. I.e., Quarter Circle Forward + P (or PP) should be a command Powerbomb for Guy from the ground. He-would-be-in-sane.
Then hed be some weird hybrid of Alex from SF3.I’ve always called the flip the power bomb because it looks uncanny to Alexs move of the same name.
Its probably one of the most satisfying moves to land in both of those games.
I tried the frame traps to try to stop crouch techs but all of them seem to just trade most of the time, the only time they didn’t was when i was further away so their cr.lk was out of range, but then any decent player would know not to try to crouch tech at that distance anyway.
plus the cr.lk to cl.hp only works if you are really close to them anyway so it had the same problem really.
Right now run stop pressure on people with 4 frame jabs often trades… and when they have 3 frame jab can lose or trade… that’s what they are fixing. The 3 frame cr.lk should make this a non-issue.
You do have to be close to combo cr.lk with s.hp but if your doing it after a run->stop… not sure how you’d get much closer.
The great thing about cr.HP is that even if it trades with a jab, you still can combo into s.MP> Slide.
Why the fuck does guy have no honest to god good options when landing a jump in or elbow down? Or even solid punishes?
cr.jab, cr.jab, BC xx wtver… this is guys fucking bnb… but if you crouch block in reaction (yes the worst idea ever to respond to a jump in in sf games) it causes BC to whiff and nets free counter hit… 100% of the time if they crouch block… (again… the worst possible reaction to any jumping attack)
-edit-
And just to further bitch about the above… cr.jab, cr.jab, BC… the BC can be out of range for it’s s.mp even enough though it’s basically a target combo and the first hit of it connects…
cr.jab, cr. jab, TC xx wtver… more bnb… even a target combo… but unless you are point blank you’ve got a solid chance of HP whiffing the TC and getting… gasp… counter hit…
st.hk, BC xx wtver… more bnb… hey if whiffs on crouchers and even though its your best damn punish option… you wont get to use it to punish like 95% of the time b/c many moves in this game (most dp type moves) have crouching recovery for enough frames that there literally isn’t a window to hit with the st.hk… in fact… they mash dp… it whiffs… you walk up and st.hk… you get hit with their second mashed dp… yay!
So seriously… cr.jab, cr.jab, s.mp, run->slide or ex hoz… that’s supposed to be our solid ‘bnb’? That does about 2 shits and a piss worth of dmg compared to those other bnb strings…
I don’t fucking expect to just land bnbs on people constantly… but when they whiff mashed ass fingers crossed dp right in front of me for no reason other than the fact that they suck terribly… we should be able to at least net 20% dmg with no fucking chance of random fail… but the above options… wont let it happen. You can try one… the other… but absolute skilllessness defeats them. His bnbs that you can run with your damn eyes closed in training should not fail you in the match utterly randomly when you are just punishing a whiffed ass move… or after you landed a clean cross up j.mk or elbow drop…
Basically if feels like when I start up a combo and do cr.jab, cr.jab… I’m always left with an ok… even tho I just hit confirmed… this combo could fail for no reason…
What other characters have 4 bnbs with 3 of them failing on all crouchers… hit, block, or whiff… and the other failing randomly during the TC part?
Guy… great combos… each of which has only very specific times when you can even do them… ON PUNISH or target combo connections even… wtf… I really respect some of you guy players who’ve made progress with him using run-slide combos as bnb… when they are designed to be mixup for his run->stop pressure… and not as his main dmg combo at all…
Just fix the combos capcom… just fucking do it. You’ve got characters who can do 50% more dmg than guy per combo without even using links… and most of em do it more safely…
well if TC is truly fixed for AE then that can be your bnb for crouchers. As for punishing whiffed dps, I gave up on hk a long time ago. Go to training mode and see some consistant alternative. Maybe cr.hpxx mp xx tatsu. Gotta stick with combos you know will hit unfortunately.
cr.mp, ff chain/tc (1 frame link), elbow. Its a good punish
The st.hk is guaranteed more than you think.Its still a guaranteed punish on most dragon punches (fuck kens lp srk recovery).
Cr.hp st.mp into run slide is probably the best punish because of untechable knockdown.Also raw bushin chain is good damage and an easy punish.Adding two jabs to it is never a good idea.
Problem with that is cr. fierce, st. strong xx tatsu only works consistantly against crouching shotos. I’ve whiff mk tatsu almost all the time against standing shotos. I would say go for the untechable knockdown with Run/Slide after the cr. fierce into st.strong link connects. It’s 100% reliable
Sorry for the rant… hehe At least I can tell some of you guys feel my pain.
They gave him BC and his TC… but made them both so suspect at times that we are doing 2 or 3 hit link combo to run slide for 150ish dmg as our bnb outside of certain specific circumstances? Lame…
Meanwhile most of the cast can do some crap as little as short, short, med xx special for a solid 20% or more… and its free after the first hit connects…
Ok yeah I did forget the cr.mp to st.mp link which feels really natural for a 1 framer if I recall… I’d have to test to see if TC is more or less likely to whiff after. If it whiff just as much then it’s basically the same shtick.
Guy damage is rly good… i see no reason to complain about it…
I use C.lp->c.lp->s.mp->mk.tatsu/slide as a bnb on crouchers… tatsu gives decent 200+dmg which is good for a bnb and most of the people where tatsu doesnt connect have shit wakeup so slide is the better option anyway…
and i use c.mp->FF chain->Ex.hoz for punish for decent 314dmg…
I could make a long bitch post about how you are seeing the glass 1/2 full… and trying to make the best of it… which we all are. FF chain and BC are target combos that should not whiff after the first hit connects. Fixing this would solve most of my complaints.
Making his st.LP hit crouchers would be a nice add, since his Bushin Chai whiffs alot;
He’d be way too good
There was an undisclosed Ninja in another game.
His jab whiffed against every croucher in the game.Which sucked, because his low jab was utter garbage for rushing in.
In the next update of said game, they fixed his jab, making it hit all crouchers. He got REALLY good after that and some buffs.
:wow: Honda lost LP.Headbutt anti-air… should help alot in this matchup…
Yeah, I kinda agree with most of the complaints written here… The thing is I see Guy whiff too easily when you actually landed hits, the only way I find to connect combos more or less guaranteed is to stand as close as possible to the enemy. This of course doesn´t fix his problems (a target combo super cancel can whiff the super if starts the tc far, I don´t think is a game fault or a Guy fault…), but with more reliable hitboxes he will be for sure, a more enjoyable character. No discussion here.
I was reviewing Alpha videos, and I think the “slash kick” that shows at the end of the super combo in the alpha series will be a very good addition to his mixup, if Capcom add it you will have.

Run - stop (Mindgame - pressure)
Run - Shadow Kick (Knocks down, must be blocked low)
Run - “Slash Kick” (Standing Block, Armor Breaker?, send enemy away like hozanto)
Run - Neck Flip (Overhead, if close 2 hits).
I think this, and my secret izuna combo ender fetish will put Guy top of the “enjoyable character list to play with”.
Too tired to confirm whether or not this point has been mentioned earlier in this thread, but besides the Bushin Gokusa Ken/Target Combo whiffing issues, my #1 request is that (corner) qcb+Jab/PP, Ultra 1 will connect against everyone without the use of a (rather difficult and expensive) FADC.
As of now, Abel, Blanka, Dictator, Dudley, El Fuerte, Gen, Ibuki, Juri,** Ken**, Makoto, Rufus, and Ryu require the FADC. Given that Ultra 1 does fairly modest damage and is only comboable in the corner, I do not think this is too much to ask.
got hit by approximately 542 anti-air/mashed Shouryu~Metsu Hadouken combos during my online session last night :=(