Kick your sneakers off and relax~ Guy General Discussion Thread

U2 is more of a risk, since that has a smaller window. But EX hozanto getting that timing would just take some practice, but its vastly easier especially if you double tap.

I feel sorry for you two
for not having the pc version yet

Its fine by me, I can always go to casuals if I wanted to play it, but by the time it drops I’ll be focusing on another game… if i can.


Congrats Kreymore! the match vs that sakura was really close >_<

I noticed after FW throw Kreymore used the cr.HP safe jump set up each time. Why not mix it up with the double dash forward into empty jump short or ambiguous cross-up sometimes? I know it’s the oldest trick in the book for guy but, it still works even at high level man. It can be risky though cos sometimes even I don’t know which side I’m landing on to block.

I think he could’ve won the 3rd round (and the match) if he went for that FF chain (backthrow) into run overhead/bushin flip reset instead of normal FF chain into EX Hozanto since even if that didn’t kill him right away it would at least put him in the corner plus he had enough bars to fadc his hozanto afterward in case sakura blocked all the stuffs but when i think about it again maybe he didn’t want to risk it because I’m pretty sure the backthrow finisher can sometimes whiff on Sakura even after 1 light attack TT

I actually wasn’t comfortable playing on that monitor, so I just tried to do what was safe for the most part. Plus Chris G was mashing cr.LP on wake up which was beating my meaty cr.LP so that already threw off my game.

Sakura can dash under Forward Jump x 2 into MK.

I lost to myself. Instead of finishing him off with Run - Slide, I tried to go for TC and I knew it wouldn’t work, but I went for it anyway. I found out some stuff about Sakura, and I will make a little video about alternatives to TC.

Yo great AA ex bsk’s… i say great cause u didnt let him just jump in for free. i think cr mp beats most of her jump ins but better be safe than sorry. it really pissed me off seeing that TC whiff, but its like u said “finish him off with run-slide”. good shit kreymore… thanks for reppin guy the way u do…

Just posting to see what this looks like, since I’m trying something new. It’s a preview of the Dee Jay match up thread.


[LEFT]LK Double Rolling Sobat (Dread Kick):[/LEFT]



Startup: 12 | Active: 2 | Recovery: 21 | On Block: -5 | On Hit: KD
 
Pedro's Translated Notes:
- Lower body invincibility on frames 1 to 13.
- Armor breaking attack.
- Requires 50 frames to charge.


MK Double Rolling Sobat (Dread Kick):



Startup: 14 | Active: 2(14)2 | Recovery: 23 | On Block: -7 | On Hit: 0
 
Pedro's Translated Notes:
- Can be thrown during frames 1 to 11.
- Armor breaking attack.
- Requires 50 frames to charge.


HK Double Rolling Sobat (Dread Kick):



Startup: 14 | Active: 2(14)2 | Recovery: 24 | On Block: -9 | On Hit: -1
 
Pedro's Translated Notes:
- Can be thrown during frames 1 to 11.
- Armor breaking attack.
- Requires 50 frames to charge.


EX Double Rolling Sobat (Dread Kick):



Startup: 15 | Active: 2(7)4 | Recovery: 25 | On Block: -8 | On Hit: KD
 
Pedro's Translated Notes:
- Full invincibility on frames 1 to 7.
- Off-the-ground on frames 8 to 11.
- Can be thrown during frames 8 to 15.
- Armor breaking attack.
- Requires 50 frames to charge.


Hey how do you guys deal with getting pressured? If i’m getting rushdowned by yun/rufus/dudley/etc.etc. how do you react? Do you jump back and maybe wall bounce to elbow drop to reset things, do you EX Tatsu if you’re getting dive kicked a lot? IF you’re knocked down, do you just block or do you ever EX bushin out of things? The toughest part of Guy seems to be what to do in these situations.

St. LP works vs. dive kicks if timed correctly. I lean more on Cr. MP if I’m fighting Rufus. If they’re really careless with their dive kicks, I’ll hit them with EX Tatsu to try and discourage them. I’m not the best player but in general, I try to anti-air every jump in that I can with Cr. MP (best option imo), EX. Tatsu, or TK Izuna. While I’m getting rushed down, I try to be patient and walk backwards a bit or backdash when they finish their blockstring. I honestly think the key is to not panic lol.

When I’m knocked down, it depends. I mainly use 4 options: Crouch tech, backdash, EX Tatsu (rarely), or just good ol’ fashioned blocking.

should use cr mk in some cases, its a 50/50 knockdown or reset in most cases.

This is worth a read for those of you who don’t know:

After Run Slide combo ender, I used to think you can’t neutral jump grapplers AT ALL, but that’s not the case.
Because of the mechanics, they are are guaranteed an SPD if you simply empty jump and try to jump out.

However if you empty jump and do light tatsu or ex flip *upon * landing (strict timing) their grab will whiff. This works on Zangief on all his grabs and even
Ultra 1 whiffs because Guy is still in the air for 1 frame. That means it works on all the grapplers too and it’s really good bait. It’s worth the risk because at most Zangief will lariat (or do Ultra 2 on wake up which is unlikely unless you’re way predictable).

Side note: I was hoping that the ex flip recovers fast enough so that you can grab Zangief with ultra 2 upon landing if he whiffs SPD…but it’s not the case!

You can actually do Ultra 2 as a Hail Mary, you’ll grab Zangief. Also not to take credit away from you but I’m fairly certain we’ve all mentioned this before. But Ultra 2 could be used upon landing, as it will beat their grabs.

Crossup whiffs, cr.MP as AA whiffs/lose to most jumpins, ex. BSK whiffs on low profile moves, run overhead still whiffs, BF elbow whiffs/lose/gettin OSed and punished, TC still whiffs, free air pressure all day without meter…

Is Guy the 39th master of Whiffin-ryu shenanigan ninjutsu???

P.S - Just more childish complaining after some defeats… well, I should be used to this…

just want to say this, I haven’t played the game for a bit 'cause my HP button has pretty much gave out (gonna get a Qanba, I’m done with this cheap ass EX2), but IMO after playing pretty much every character probably at least 5-10 hours (- Chun Li, probably a few others I can’t think of) I think that Guy has one of if not (probably not though. Very close) the best normal AA game. In the combining of lp, cr mp, hp, cr hp, hk, cr mk, and lk (I wont include the air grab, although that is also very helpful), I honestly think he has an answer to every jump in. Pretty much my rule of thumb is if the jump in is really far use hk, if it’s mid-ish use cr mp, if it’s right on top cr mk, if it’s going to cross up dash forward cr mk, and if it’s a divekick lp.
This probably wont help at all, but hey, I try.
Also, just want to say, Guys corner pressure game is really good if you have tight AAs and poking. Guys pokes are pretty good for keeping them locked and at the right spacing cr mp will beat a forward jump to excape, hk will beat a neutral, and coward copters are runslide on reaction.

Losha, I would say more: while his specials definitely sucks, he has one of best normal moveset of entire cast. Solid top five IMO, and this includes even the so questioned air normals. His meduim range poking game is also very good. The problem is, as his specials, they are still very, VERY situational. You probably know better than me that you cant use same normal same way to AA jumpin consistently, cuz they can simply change the attack and stuff your option due to hitboxes. This is a hard guesswork. We dont have a simple shutdown solution like Balrogs cr.HP, or Ryus godly cr.MK.

Ok, I know turtle characters like Balrog must have easy to use tools like that to be viable, and this is a matter of balance. But, if they really care so much about this balance thing, why the hell that shoto bastards have all around reliable tools available, and they dont give us even a single one!? Do u want to zone? You have lightning fast recovery hadouken spam. Do u want to poke? You have the right tools. Do u want to sweep? Ok. Do u want an almighty-invincible-fadcable-ultrable-mashable reversal? Ok, we give you. Do u want an almost untechable kara pile driver? Yes sir. Do u want braindead high damage combos? Of course.

I know complain wont make anything better and we must continue trying to develop our skills, but sometimes things become really annoying when you see is so hard to deal with some cheap braindead strategies that you already know well. One of the best local pro here dropped Guy after see that patch doesnt change anything. Omg, I’ve had really bad days despite all my efforts to improve my skills, just want to share with you like our friend fresco4eva did. Sorry for the bad english. Peace.

Guy’s braindead option is cr mk. But the moves that beats cr mk even for shotos and etc. will beat that out. All Guy doesn’t have is a cr hp, most if not all jumpins will lose to cr mp/mk.

Lately I find myself playing more and more calmer. Instead of jumping in my opponent’s face(and got AA’ed by better players) all the time I try to approach them by playing footsies and work my way to get in from there .

Guess it’s a good thing as my winrate increases a lot :slight_smile: Though it can be a pain in the ass to play against a good Fei/Chun :frowning:

Since I started to play this SSF4 I changed a lot my approach also. As an old Alpha player, I was used to be way more agressive, relying much often in jumpins and fake elbow stuff, lots of run stop pressure and straight poking/throw game. Always storming the opponent regardless of eating some reversal or even losing matches. Now it looks like I’m playing a turtle character, walking back and poking carefully… sometimes using some mix up here and there and relying the most on normals only. I train with some players who knows Guy matchup perfectly and they easily stuff any special I throw no matter how I try to mixup them… this is the most annoying part, so I had to change my way, unless the opponent clearly doesnt know Guys flaws and let you pressure/rush him.

It reminds me my old Virtua Fighter 1 and 2 matches. And I really increased a lot my win ratio playing this way.