Pressure Tactics - The way he works best

as far as i can tell, most of guy’s pressure tactics have been mentioned, here’s just a couple i use some times:

cr. lp x 3 followed by fw. mp, puts you far enough away to avoid cr. lk from crouch tech by some chars

using run stop to determine how your opponent deals with your pressure (i.e backdash, cr. tech). If they’re always backdashing, cancel your run into a slide (kinda risky, maybe you’d want to make sure you can fadc out of it), and if they’re always sticking out that cr. lk for cr. tech, tick into U2 from cr. jab works very well

off of a fwd throw, safe jump the opponent using fw dash x 2, deep meaty j. fierce punch (alioune posted a video demonstrating it in the video section). allows you to at least get in a solid blockstring, with the chance of opponent trying to reversal you (with shoryu for ex, in which case you get a free st. hk to bushin chain or w/e u want)

Yah I was wondering about the run stop pressure,

Also Taget Combo to lp Bushin Flip is good either they crouch you drop the elbow or they get slammed

I have also been doing cr.lp cr.lp cr.lk to mp Senpak

One, just cause daigo got away with it doesnt mean its positive.Go in to training and test it out for yourself its negative.
Two,run stop on hit keeps the person in meaty range and if the person decides to poke you can U2.
Three,on block you should finish with crouching M.p because it is at advantage and leads into crouching L.k M.tatsu option select. Very solid option select by the way

One, just cause daigo got away with it doesnt mean its positive.Go in to training and test it out for yourself its negative
Two,run stop on hit keeps the person in meaty range and if the person decides to poke you can U2.
Three,on block you should finish with crouching M.p because it is at advantage and leads into crouching L.k M.tatsu option select. Very solid option select by the way

target combo bushin flip is good in small doses but can be dashed.

Its good in small doses but can be dashed.

Dudley EX uppercut is 4 frames, doesnt necessarily mean that MPHPrunstop is safe.
Also lots of supers will combo from jabs

mp xx hp xx run stop if done perfectly leaves you at +1 frame on block so yes, it is always safe in that scenario. Unless a move comes out in -1 frames or you mess up the input it is always safe if they block the hp.

Made a video: [media=youtube]f9muM7ABKL0[/media]

Safe against 3 frame moves. I seem to be hit by 2 frame reversals. More testing is needed though.

I would call -2 safe.

Great video, great pressure tactic! Definitely a fundamental for Guy in most matchups.

Would anybody dare say that Guy has the fundaments to be able to apply a vortex? I’m rather curious actually.

I really wish there was an opportunity for a “vortex”… but I’m not seeing it here. The problem with this pressure/setup is that the reward is not high enough when you make the “correct choice”. Using the same runstop speed in pushing the buttons, you can run overhead but after an overhead hit, there’s not enough frame advantage to even repeat the loop and continue the pressure. Jabs will sometimes trade after an overhead… which to me, is just dumb. At the very LEAST we should be able to safely jab after a clean run-overhead because the jab is already risky when you can be reversaled. Because of this, there’s no real incentive to stand up for the other player. Arguably, landing the run slide would be good against some of the cast to setup a safe jump but again, if they aren’t afraid of the overhead (since you can’t combo off of it unless it’s a counter hit, which is rare) and a jab is usually safe… they won’t stand up to be vulnerable to the unttechable slide. Thats my 2cents.

This is not to say that the overhead isn’t good… it’s a great tool to get in close. From full screen… Run stop run stop run overhead really makes people flinch. Or 2x runstop, run slide or 3x runstop grab. I’ve baited so many ultras by run-overheading people early on in the round and switching up to a runstop. There’s just not that many mixups to make it a “vortex”

I think the thing about Guy is that all his moves have to be used, even the little extras like wall jumping. Maybe not so much his aerial qcp+p, which needs to be used with precision. I think a turtle/offensive mix up works well with Guy to keep your opponent guessing. Stay bouncing from walls when you can, safely as possible though. If they want to punish with anti air, utilize one of his best moves, air d+mp, to keep them on their feet

Ok good, so i was right! mphp run stop is -2 on block.
This means free spd, grab ultras, 2frames supers and so on. Still safe from shoryukens and good for applying pressure in other case. If done with the correct spacing leaves Guy out of throw range too.

Yeah, but I would not use the word “Free” to describe it.

Against scrubs spamming SPD or Grab Ultras or 2 frame supers, yeah it will get hit. Good players usually block, and the timing to reversal super or SPD is hard to accurately pull off, especially if the Guy player mixes up what he does after the st.strong xx st.fierce target combo.

Yeah of course they should know it’s coming. It’s just that i wanted this stuff sorted out cuz if it really was +1 on block that would’ve been too much imo. Still would’ve loved it to have something broke to spam lol

Right, thanks. But tell me, is Ninja Sickle an untechable knockdown? Or his Bunshin Chain HK ender?

Bunshin chain = no. I’m not 100% sure about the ninja sickle as I haven’t found reliable ways to insert it into my game. I’m pretty sure it’s a normal knockdown though. I used to try ninja sickle on throw setups (jab tick throw, then jab ninja sickle). It worked… but I found jab tick throw, then jab, delayed MP-> lp hozanto works just as well, does more damage, connects on counterhit if they tried to tech throw, and is relatively safe on block… keeping you in position to continue your pressure. Ninja sickle doesn’t really offer those advantages… except if you do it in the corner, you can do a reset with a hk slide right after, then U2. It’s still a risk though… I have just found c.mp->lp hozanto to be a much better anti OS tech since at best, both hits land and in the corner it equals a free HK tatsu… and midscreen, you can FADC ex hozanto to carry further. At worst, you are safe on block against nonSPD moves/ultras… or even if you know its going to miss, you can fadc backdash. Anyway, I feel like I’m just rambling now so I’ll stop.

elbow drop (If blocked) then > c.lp,c.lp,c.mp, flip > elbowdrop(crouch) Or grab (standing)
elbow drop (Hit) 3x c.lk or c.lk,c.lp,c.lk > m.tatsu
I tick throw off elbow drops and mix in a few crouch normals b4 going for the throw also.

Not sure if anyone posted this yet, but the elbow drop from the flip qcf+p has very bad properties compared to jumping d+mp.
It definitely leaves you at a frame disadvantage or not enough +frames for a follow up. I always get thrown if I don’t try to throw(tech). I can’t get anything out…(c.lp,c.lk) except for ex.tatsu maybe.

Another thing I’ve been wondering about is how to incorporate Instant Inazuna into his pressure game. Or rather, how do we bait jump-out attempts? Perhaps with some proper Run-stop usage?