I think this is a fundamental misunderstanding that most Guy players have. Hell I played Guy since Day 1 of Super, and I believed that till a few weeks ago.
Watching Dakou play Guy has made me realise that Guy players need to fundamentally re-evaluate what a “frame trap” means to them in order to best use Guy’s strengths.
In SF4, the idea of a frame trap is simple- use the threat of a throw to force them to press buttons, then punish the buttons with a counter hit.
This is an iron law that takes root in most of our minds. The consequence is that when Guy is “in” right in front of an opponent, we feel great, because that’s where we can threaten either a throw, or a block/counterhit string that leads to a Bushin run. Conversely, the moment we’re out of throw range, we panic a little inside, because we believe that we can no longer force the opponent to press buttons, and we rush to get back “in” or get a knockdown and safe jump that allows us to get back “in”. This mentality leads to Guy players playing in a way that roughly goes “if I’m in, I gotta stay in, or get a knockdown. If I’m out, I gotta find a way to get a knockdown or get in. Any other play is sub-optimal”.
The problem with this, is that Guy’s throw range is very short. This is means that the effective range where we feel that Guy is most threatening is very short. This leads to very frustrating plays where we spend the entire game trying to get ourselves in a frame advange + point blank situation, only to get reversaled and lose our positioning, then despair and die.
But the truth is, Guy has the tools to force the opponent to press buttons even when we’re way out of throw range. The tools are called Bushin Run Stop and Hozantou. The real threat that forces an opponent to press buttons against an attacking Guy, isn’t the threat of a throw. The real threat, is that Guy can cancel his buttons at any one time into a Bushin run stop or a LP Hozantou to stay close and keep on pressuring. And the range of this threat is enormous- anywhere within far s.MP range. Much greater than the range of a throw.
This is where most people will shout “But that’s no good. Bushin Run Stop and LP Hozantou leave you at minus! If the opponent mashes a button, they’ll hit you and they’ll be the ones at an advantage.”
But this is exactly what Guy wants- to call the shots with his block strings, and bait a button press. Stuff like d.LK> walk a bit> TC, or TC> Run Stop > walk back a bit… these are all tools that present the opponent with a 50/50 with every instance- press a button or risk Guy being back in your face. And if you’re doing it right, its exactly that threat that rewards Guy with the most counter hits, rather than the threat of a throw.
Guy’s strongest threat has never been the throw. Its the fact that opponents have to press buttons to try to stop him whenever he’s mixing bushin runs into his block strings.
Understanding this, Guy’s frame trap distance, and hence the range where he is threatening increases tremendously.