Kick your sneakers off and relax~ Guy General Discussion Thread

After TC if you do it perfect you will be safe from DP… if you do it off MP… UNLESS the mp is a confirmed hit you will get DP’ed. you can do it either way but whatever is comfortable for you, both will work. However I suggest RARELY using it if not never against Gief or Thawk.

Post Run > slide safe jump stuff. Using the fuzzy guard on blocked neutral jump normal to connect close roundhouse on a crouching opponent? Does anybody use this? I’m just looking for stuff atm to better understand the character. Also, I think far strong xx run > stop is around - 3. Frame data needs to be tweaked a bit for run. It must have some number of start-up frames (I check close strong xx run > stop to be around -1).

for run xx stop i always semi piano mk ~ lk. i only really use run stop pressure after ive conditioned them to see lp hozanto after TC. so basically i only use it every once in a while out of TC.

so for being a little off topic but has anyone here played the Final Fight series from maybe 1-3? cause capcom should incorporate some of Guy’s combo from final fight 3 or at least more of the characters from final fight

What colours does everyone use here?I always use the classic black(no.2).Black dunks are too cool!Also I carry with me the japanese tradition of picking a colour and always playing that colour so I never ever move from that colour.I always liked that tradition,don’t really know why.

I’m happy because if I remember right,the arcade version of SFIV only had two colours available per character,no.1 and no.2,so I am glad I picked no.2 as my favourite colour because when Super arcade drops I’ll be able to stick with my choice on the arcade.

I pick color 9 the most. Then colors 5,4,7,1

i dont have guys alt costume that looks so cool though

Orig- 3,5,7 Alt, 2,3,5

And other characters from final fight highly unlike with the exception of Maki who has been in another fighting game. Besides that Guy getting his other combos in FF 3, I can’t see it happening.

what about rolento? he’s from final fight… and there’s a damn good chance he’s one of the new characters for arcade release. although i doubt the others(sodom, hugo, poison, haggar)will ever make it in. i think out of those… the next character with the best chance to make it in is hugo. however i would like to see sodom.

use original costume - purple (no. 4 i think). i never move from it.

“Someone gave me a link to Prima?s guide sometime around week two. But the SRK wiki has it now so i?ve started using that.
If you?re asking about Guy?s run-stop data, i had to find that myself. Counterhit s.MP xx run-stop links into c.MP (hits on the 6th frame) but not into close s.HK (hits on the 7th frame). The rest is deductive logic.”

Maj said that a while back, from that run stop takes 20 frames I reckon if CH causes 2 more frames hitstun for mediums, it does doesn’t it?

do you have a link to Maj’s post? i’ve never seen it before, but if what he said is true, then we can actually figure out the frame data specifics for run > stop. i believe counter-hits give 3 more frames of hitstun (or frame advantage?) for mediums, heavies, and specials.

This. The only thing I do in training mode at the moment to try and learn the timing. As you say it’s quite tricky. Any tips for picking it up faster?

if youre trying to special cancel from TC to Run xx stop, you need to wait just a split second before you enter the lk to stop. if you just do TC then mash out run xx stop, 1 of 2 things is going to happen: either you wont stop, or you wont stop fast enough. you need to simply wait a VERY split second before entering the lk to stop. its kinda like linking chains to 2 in 1’s. (Ex) Cammys BnB: cr.lk, cr.lp, cr.lk xx hk spiral arrow. you need to delay for a split second between the cr.lp and the cr.lk xx hk spiral arrow. there are a ton of chain to cancels like this )

Thanks K1. Just spent the last 1.5 hours in training mode trying to figure this out. For TC run xx stop I’ve figured out that during the TC part you can actually buffer the qcf+mk and it will actually register as a run, so that a split second after you see the s.hp hit you can actually press light kick and he will stop right away.

I’m having trouble with the s.mp run xx stop. You can still buffer the run motion during the s.mp animation but the timing is a lot stricter. Sometimes I get it consistently with just the s.mp and then I try to do c.lp c.lp s.mp run xx stop and then the timing changes on me. Frustrating. I’ll probably resume tomorrow.

Just wanna say that Guy’s the shit even though that’s already been reiterated all over this thread, can’t say it enough.

Anyways, I been trying to get my mixup Izuna drop for people and their anti-air reversal (dragon punch and the like). It’s really a hit or miss thing, sometimes I catch em, sometimes I don’t. Just wanted to know if anybody had tips timing wise on how to do it consistently. I can catch Ryu, Ken, Akuma, etc out of their dragon punches somewhat often, but the rest of the cast just gives it to me raw lmfao.

Also I’ve been practicing the run xx stop and it’s worked pretty well against peeps. I used the lk to initiate and to stop, just works for me personally. Not really a fan of the mk run lk stop though. Really throws them off if you’ve been pressuring then just run xx stop xx backdash. I dunno how many of you do the backdash part, but I use it a lot and it’s saved my ass one too many times. Doesn’t work on grapplers though as was stated, learned that the hard way :P.

I really have to start learning how to do other combos besides TC -> run slide out of Focus…

I really haven’t been contributing to this thread, so I’ll hit you all up with some of my tactics. I found Izuna Drop to be a very affective tool. Mainly as a setup for Ultra 1 & 2, but also for other useful things.

I usually try to whiff it so I can bait my opponent to attack. Mostly if not everyone will try to throw you as soon as you hit the ground. It seriously never fails. This also helps to know what your opponent will do when you land next beside them. It also helps to understand your opponents reaction time, execution, and play-style. I suggests to condition your opponent to throw you by tech throwing everytime you land next beside. Back dashing is also effective so to see if your opponent whiffs a throw, attacks, or blocks.

If when you get Ultra, evaluate everything you have learned from your opponent and use it accordingly. Guy doesn’t have many options to hit confirm into Ultra 1 and almost all of those are in the corner. Ultra 2 speaks for itself. You should revolve your game around getting your opponent into the corner. In the event you can’t you need to use other options to landing Ultra 1 & 2.

What’s up fellas? So I finally can say Guy is one of my main characters after all the work I have put into him. I’ve been told I don’t play like a “typical Guy player” but I’m curious as to what that even means.

My Bnb is cr.lp cr.lp st.mp, st.hp --> either tatsu or runslide.

Also at full screen I hardly run–>overhead.

After I knock my opponent down I like to go into some wall-jump gimmicks.

Questions/Comments?

It may be apart of your game, but you should always maintain effective pressure on your opponent. As you get better with him you’ll find that wall gimmicks are almost always unreliable and maintaining pressure is the best way to go. Not to say that they aren’t something you shouldn’t use. Just not after a knock down.

In other Guy news. I just figured out that cl. st. lk is GDLK! I’ve been able to snuff reversal attempts with this single move. I usually use it in corner pressure situations and it works very effectively. I’ve even snuffed out pokes and tech throw attempts with it. It’s hit confirmable into all Hurricanes except HK, EX Shoulder, and Super. It also has pretty good block stun so it allows you to follow up with meaty attacks and/or a counter hit. I encourage all the Guy player to incorporate this move into there game plan.

Also found out some interesting little info on Guy’s EX Run. Not only do you get armor, but it seems that the Kick and Slide go further then the normal ones. So, with good spacing you can cover more ground then before with EX Run.

Now, for some bad news… I guess. You know how you can knock back your opponent if jumps and gets hit with Run -> Kick? Well if you do EX Run -> Kick when your opponent jumps you will only get one hit and it air resets them. No follow up combo. Sucks but at least you’ll know what to do in case it may accure.

Typical Guy player: Uses unsafe method for cr hk, run slide and overhead as well as Bushin Flip,