Kick your sneakers off and relax~ Guy General Discussion Thread

one thing i’ve been using lately is c.mk for anti air since it lowers his hitbox, similar to how chun li uses c.mk. i’ve found that one of the best uses for it is if the opponent does a blockstring on you and tries to cross you up. you can time your c.mk so that it will start right when he crosses over your body and your foot will end up on the side he is gonna land on, and it will knock him down. it’s a beautiful thing.

UMM I dont know if this is new or anything…But in the corner jumping hk seems to work as a cross up… Timing is weird, you have to hit em right when your over their head…In the training room and I am doing it on hakan, zangief and rufus so far…Is this new or anything??

it does work but i dont consider it really reliable due to the timing. its kinda tight. you either hit it, or whiff, which completely turns the tides on you because 1) youve caused no damage / blockstun, and 2) you are now in the corner. vs rufus, if he takes advantage of that and puts you in blockstun or land a knockdown combo on you, youre in a bad spot. same goes for vs dictator. you really dont want to be in the corner vs those two in particular. personally i just stick with j.mk as my crossover, regardless of where i am. its just more reliable and lenient regarding timing and hitbox placement

Oh yea…Seems hella unreliable…I just did it by mistake on a Hakan player…lol So i wasnt sure if it was some lag issue or a bug or if hk was a good cross up lol…

Mm What do you guys think of Guy’s air throw? I use that move so much lately to punish a lot of moves. This information is probably well known but I was testing it in a few matches and I found that his lp air throw will beat out a few moves clean:

Honda head butt
Honda U1 (yeah seriously)
Wake up honda EX butt slam (jumping backwards and then doing this will punish it as its rising)

Rising blanka balls (same deal with wake up honda ex butt slam)
Horizontal blanka ball (same deal as honda head butt)

Vega’s wall attacks (pretty easy if you learn where Vega can jump)

Juri’s dive kick

Cammy cannon spike[The dive kick one] (tricky)

All of T. Hawks head dives

Most Bison head stomps (iirc, you can punish it after he stomps and then goes up on the ex version but I dont remember)
Bison psycho crusher
Bison U2 (I THINK I’ve punished with airgrab, but not early in the move since he’s invincible. But I don’t remember it working often enough)

Akuma dives
All Shoto tatsumaki’s
Early part of Shoryukens (Tricky)
Edge of SRK’s (Also tricky)

Guy EX tatsumaki (Punish with EX airgrab)
and some others I cant remember.

TK Izuna… is pretty badass. Works great on jumpins, and aerial moves.
Add to the list it grabs some overheads, Juri’s pinwheel kick as well.

When I use the airgrab to punish a move, I notice that it isnt just the damage that scares people, but its like they get mindfucked for a bit. Because when they get hit by it they were usually committing to something. They thought out in their head “Okay I’m doing this move!” and you punish it hard with your seemingly vulnerable state. By this reason alone, I try to make it one of my key punishes as I play. It makes smart opponents a little soft, and totally destroys the sanity of scrubs (expect 5x more srks out of fear/frustration)

Something that’s been bothering me:

I jump in and land a cross up j.mk on a crouching opponent. What’s the optimum followup?

cl.fr, shoulder
cl.fr, tatsu
TC, shoulder
TC, tatsu.

I personally always find myself doing TC, shoulder, but i’m wondering if i should be doing tatsu instead. Both can be timed to grab crouchers if you want to follow up with an EX flip, but sometimes i don’t get the full hits out of tatsu. Is it just spacing/character dependent?

Don’t use target combo if you want to end in lp hozanto.Just do cross up forward>fierce>lp hozanto because it does more damage.

if i ever land a crossup and theyre crouched i always do cr.lk ~ st.mp xx mk tatsu. i guess its just preferance / habit

yea it’s just preference… if i land a crossup on a crouching opponent… i always do either cr. jab x2, st. strong xx run slide… or cr. short, cr. jab, st. strong xx run slide… then continue pressure with safe jump nj. forward… into whatever blockstring/counterhit/throw setup.

on a side note… does anybody do this… after landing an ff chain and juggling the EX shoulder… does anyone do EX flip grab after to catch the quick rise? it’s pretty damn free… and 90% of the time… people quickrise after EX shoulder because it knocks them so far away they think they’re ok to quick rise.

^^ i do that every once in a while

just wondering if its common knowledge that after EX Izuna you can immediately dash forward and forward jump and have pretty nice spacing for a crossup j.mk.

on second thought, im sure many people know of it lol. just thought i would put it out there i guess for those who dont know about it

After an Izuna I usually dash forward and lp flip on occasion or late jump ex izuna if i see reversal.

Keep at it you Guy players. Guy is very underrated in this game.
Alot of people call him ass when he is not even close to how bad people make him out to be.

^ nice info on the after izuna drop.

anyways, something i haven’t really seen mentioned is that close standing medium punch also can set you up for a safe run stop (in fact it’s even more leniant). i calculated the block stun and it’s 17 for the hard punch in TC (commonly used to set up safe run stop), and actually the block stun for close standing mp is 20 frames (guy’s most stunning ground move that can be canceled into special). so one thing you can learn from this is that doing the run stop safely with cl.mp is more leniant.

if you want to take it a little further, the timing is tight, but you can actually frame trap the enemy by close s.mp->runstop->c.lk/c.lp since you have enough frame advantage after run stop. i was able to counterhit bison’s c.lk consistently with a recorded dummy using this setup, although if i timed the recording wrong guy’s c.lk would trade or get counterhit itself.

i dunno how useful this is since close standing medium punch is sort of really distance dependent but just another tool to play around with.

edit: if anyone is wondering how i calculated the block stun, use this formula:
block stun = frame advantage on block + (active frames + recovery frames - 1 connecting frame)

Wouldn’t it be better to end in MK Tatsu better damage output.

Yeah I guess so.

Carrying on from that though,super does more damage off the combo I suggested.Thats a good chunk of damage with that combo.

would cl. mp - mp hoz xx super do more?

man, after looking for an alt for so long i think i finally found it. guy is so fun that i don’t even care if i lose

Agreed. I recent made a switch from shoto, the match is just more fun overall