Kick your sneakers off and relax~ Guy General Discussion Thread

too bad slide FADC is Guy’s only use for meter. Other than needing one bar to have an actual anti air.

HK throw has better range but at the space you would generally use it, you can use mp kara throw, its nice to use for more forward push or timing delay but it has a better range, I use it only on wake up.

Not true at all.

St. MPxxEX Hozanto FADC Ultra 1 (might even be better with potential TC buff), TCxxLP Hozanto FADC Ultra 1, EX Run Slide through fireballs, EX Bushin Flip gimmicks, etc.

Also Guy’s Cr. MP is a great anti-air IMO.

Guy only has few uses for FADC in general, typically isn’t really needed on hit… and only in some occasions on block.

Cr.MP and Cr.mk are great anti airs… also TK Izuna is another great anti air.

Also Cl. St. HK is great against NJ.

Speaking of FADC for guy I wonder if anyone wanted TC(St.MP~St.HP)~FADC~cr.lp/lk or St.lp as a buff?which would allow guy to have a better use for FADC (on hit)kinda like oni. I didn’t ask in that capcom forum because maybe it was would been too much as I think he does alot of stun on characters already and be easy to confirm.

cl HK, far HP xx FADC, cl HK, far HP xx FADC, cl HK, cr MP, TC xx run-slide

My dream combo…

Correction, most other characters have SEVERAL crossups lol. Man I hope they fix his Super.

What’s the issue with his Super? Never had it fall out on anyone ._.

Had his Ultra fall out on Rog though from Chain FADC but I realized you just have to delay the Ultra.

There’s certain situations where the full super doesn’t connect, usually if anti-airing a move that comes from a weird angle or catching an airborne DP on counter hit. It’s incredibly situational though, and it normally works 95% of the time. I’ve had Balrog fall out of it before (usually in the corner) where the 5th hit will whiff, which also means Guy won’t do the 7th (and most damaging) hit. Or if you combo it off ninja sickle in the corner but don’t delay the super, I think only the first 2 hits connect. But as it is, it mostly works fine. No need for any changes.

After Ninja Sickle, just do HK tatsu into Super. if HK whiffs test out LK, less damage probably by 20 points but still a good thing.

Bushin Chain cancelled into Super in the corner, against Honda will fall out (both corners). You have to let Honda fall and catch him before he hits the ground.

Saw this image a while ago when I stumbled upon Kiyo’s twitter. It made me laugh so damn hard.

Haha that is a brilliant drawing. But in a way it just demonstrates how much potential Gen has going for him. Dude has got options for days!

This may have already been discovered, but a couple of counter hit combos I’ve discovered:

Close st. HK > ultra 1
Far st. HP > ultra 1
cr. HP > ultra 1

You can also combo ninja sickle into ultra 1 in the corner (doesn’t need counter hit). Best way to get max damage with minimum scaling.

If anyone’s interested, I’m going through working out everything that is ultra 2 punishable for each character to see if I can get any new tech out of that. I’ll keep you Guys posted!

I always thought far HP was impossible its only +7 so on counterhit it would be +11

It’s +7 if it hits on the 1st active frame, +8 on the 2nd. Only really any use against characters with forward moving moves (Gief’s HK, several of Oni’s normals, Rose’s forward + HK, even Balrog dash punches.) It’s not very practical because being able to tell the difference between hitting on the 1st or 2nd frame is pretty tight, and rather than your own timing, you are relying on your opponent hitting a button that moves them into your fist. But it does work should anyone ever need to use it in a tight spot. I think it makes far st. HP an even more viable poke to just throw out there when just outside of range in certain matchups.

I always use it much more than st.hk mostly because it will hit crouch blockers more often and on counterhit alone you can link a EX Hozanto.

Does U2 punish Balrogs turn punches and overheads on block or is it always too far?

Too far.

Pushback doesnt allow you to punish it after block… but some Balrog players often try to avoid your pokes by turn around at close range, if you can react to it, you can punish turn punches before they hit you. Strict timing, but doable…