Kick your sneakers off and relax~ Guy General Discussion Thread

It beats all psycho crushers but MK tatsu beats EX Psycho so there’s no need for it there.

I was cruising the Endless Battles on XBL and found a few practitioners of Bushin-Ryu-Ninpo. Quite talented to be honest…
One is an avid tournament player in SoCal, SSA BushinStyle. He asked me to send a message (I asked him to join) to any Guy tournament players or those striving towards tournament readiness, to friend him on XBL. He’s a regular at WNF. I also had the pleasure of meeting l NEM3SiiS l who is also quite adept with Guy. Real good conversations with them.
I was obligated to mention Pedro, streak and Blooddrunk as gurus with great insight into Guy who he [BushinStyle] should talk with…
Hope that’s cool…

Also, I have re-edited and revised Pedro’s wondrous Guy tutorial in an endeavor to bring it up to date with not only AE 2012, but to prepare it for Ultra. Obviously, Pedro’s original work is of great value as ULTRA will allow us to pick either AE 2012, SSFIV and Ultra editions of Guy.
As I am not trying to create unnecessary threads, I will post it in Pedro’s tutorial thread, though I do need a few questions answered before I do so, as well as Pedro’s permission.

I need to know:
Number of Frames of recovery when you Run>Stop and do NOT press a button, and stop when you hit the opponent.

Number of frames it takes to regain control after you Run>LK…

I’m not sure if this is different in SSFIV (Chocolate), AE and 2012, but if anyone knows this information for all 3, I’d much appreciate it as I have been unable to locate it myself though I know I’ve seen it somewhere before.

Hope you are all well…

武神

Never known.

5th frame of Run can you activate something, meaning first 4 frames you can’t do anything.

Never changed for normal, EX in Super you couldn’t cancel until the 10th frame? Was changed to mimic normal in AE.

So I tweeted ComboFiend, asking about the Run data from 2012, AE and SSFIV. It’s definitely something we should know, however trivial it may seem.

Drink some sake, etc. today. I am 37 today, which is Genryusai’s Bushin-Mastery number…

I literally told you the frame data numbers haven’t changed and answered every question you asked.

The amount of frames from a Run without pressing stop is unknown and unrecorded, and shouldn’t be known because the only time you’d ever do it for a corner carry off a hard knockdown. Unless you have the ability to record it on a standing opponent in training mode at 60 fps then slow the footage down you’ll never know.

Run activates in 1 frame, from frame 1-4 you can’t do anything from frame 5 and onward you can press lk/mk/hk to do whatever, the fastest stop you’ll ever achieve is 21 frames (20 in Ultra). The only time this was different was in Super when EX Run you had to wait until the 8th or 10th frame to do something. Ever since Arcade edition Guy;s run mechanics have been the same for both normal and EX.

It isn’t even that hard to read frame data and even the SRK wiki states the fastest run you can do is 21 frames…

When I was at IVGC last month in France I mentioned a couple of changes I thought would be good for Guy in Ultra at the loctest. I suggested that the first hit of Guy’s cr.mk be cancellable like in the old days, and that he be able to use far hp at a closer range rather than close hp.

I figured this would give him a slightly better footsies game as in the range where you can use close hp, close mk is generally a better option anyway and you can get a confirm of far hp with mp/target combo with the range buffs he’s getting to it. Being able to whiff punish with cr. mk would also help him reach things that stand mp can’t without putting his hurtbox too far forward.

When playing with Guy in the loctest I found that although the range buff on target combo was nice, it wasn’t too significant. You can just about confirm two lights into it on Ryu’s hitbox now. Also, his cr. mp still works as an antiair above him, but not at a long range so you have to carefully time the various versions of hp and hk to antiair (and Ex izuna/tatsu) in different situations, trading sometimes. I think he’ll be good with the emphasis on footsies in Ultra as he doesn’t really have a vortex and most of his mixup comes off meaties and frame traps.

Also, the community manager said that Combofiend has a soft spot for Guy so he’s probably going to end up alright in ultra.

trice maybe it was just the normals you were going up against and your timing, I know that experience all to well where it’s really your timing that has an effect on your anti air game.

I love that Blooddrunk still holds this place down while everyone else is gone. You’re the best.

I do what I can since I check the forums a few times a day.

any news from other Guy players that went to FR? I liked to know some thoughts on that as well

Nothing new to report from anyone that went.

Just heard that Guy is gonna be having some major problem with Juri now. I don’t know the specifics,but apparently her low forward really blows guy up really really bad.

Doesn’t really blow him up. He can’t poke it like a shoto’s cr.mk. She’s too low profile for st.mk to hit. But cr.mk can deal with it. That’s currently, that move hasn’t received any hitbox buffs from what I’ve seen.

they posted ryan hart playing guy in ultra on EH’s but i cant watch it cause my stupid computer is acting up… boooooooooo!

They were doing edition select and Ryan used AE2012 Guy. You didn’t miss anything.

A good block-string I found against 4 frame reversals: crouching short, close stMp ~ Run Stop; crLk, close stMp ~ Low Hozanto. I like it because 1. crouching short, close stMp (counter-hit) ~ Run Stop; crLk, close stMp ~ Low Hozanto can all combo. 2. crouching short, close stMp ~ Run Stop can be blocked or back dashed against certain 4 frame reversals and be safe against Juri’s Ex Wheel, Cammy’s Cannon Spike, Fei’s Flame Kick, Sagat’s Uppercut, Blanka’s Up Ball and so on… Also Back Dash is good sometimes to stay clear of reversal pressure and Throws. 3. Mix-up possibilities. 4. crLk, close stMp ~ Low Hozanto is not likely to whiff against certain crouching characters like Guy’s Target Combo and will leave you closer for Tick Throws, Overheads, Pressure Strings and such…

Why would he use AE guy? I don’t get it…especially against Fei. I saw TC miss from rather close so I was disappointed - good to know it was just AE.

As for Juri’s low forward - she can meaty Guy for free on wake up, and ex tatsu whiffs. I remmeber playing against a Juri who kept doing that to me, so I went and did Ultra 1 on wake up…THAT didn’t whiff.

Anyway I wouldn’t be too worried about her…her projectile game is weak against Guy and her ground game isn’t great.

I guess going through the ranks, after all it was edition select so hey.

so i was watching the team pie sundays stream and kreymore (yang) played manny fuerte (el fuerte) and after the match he said that he was done with guy and that he’s sticking with yang… he also said the reason why he’s switching is that cause of the fact that “guy sucks”… i dont think he “sucks” but i do think that all of ur wins r earned and even after u win, is like ur not satisfied cause of the flaws of the character design. there has been plenty of times where ive been playing and winning and felt like i was the one that was losing. is like i play safe stay grounded until a safe jump op comes around, aa to the best of my ability and go in when the time calls for it but still end up losing a round cause of TC whiffing when its not supposed to or crossup whiffing and so on and so forth… i know how to play guy (stay on the ground) but u get punished for that by his moves not working properly and u cant go in the air unless its a safe jump and even when it is, either crossup mk whiffs or something else happens… its like i said before crapcom knows if guys tools work properly that he would be the best in the game and they dont want him to be the best in the game just like they say about claw. everybody wants their character to have “something” cheap and get cheap wins… (coughs AE YUN and vanilla SAGAT) but all we want and all we ever wanted was for guys tools to work properly and the way they look… thats enough for this rant… sorry for the bitchyness but its just so frustrating… peace…

I can definitely identify with what your saying. This is what keeps me going in trying to find new content, but Guy is just to flawed. I would rather take a damage reduction, even lower health (900) than Guy to stay as is and make his moves work properly. Cross-up Mk should work properly (Elbow Drop can already be beat by low profile moves), Neck Flip should have at least one more hit of stun (unsafe on block), Far stMk hit box expanded downward (Whiffs against Juri’s crMk), Neutral Jump Hk should hit twice on standing opponents (because of delayed wake-up), Ultra 1 should have faster start up (ex hozanto, FADC, forward dash into Ultra 1 is unnecessarily to strict).