First hit of the jump RH?
i believe it’s second hit, you gotta start the rh a little early
jeez man idk, from my exp, guy is pure fucked in this match. if the honda turtles, guy can do… nothing, he can’t even get close . i’ve played a honda named jewelman a lot recently, and he makes the matchup seem utterly hopeless for guy, pretty sure i’ve tried everything guy has (as far as we know yet). if anyone has any more insight into this matchup , please please share, because to me the matchup seems 7 - 3 honda in a best case scenario. idk tho maybe i’m wrong and just suck ass with guy (very possible)
Oh no it’s bad. Honda with a life lead pretty much equal match over unless the Honda doesnt really wanna win.
I agree, this is indeed a difficult match up for guy …
I did a little video to show the options I use the most against him. (ps: I didn’t record anything … a friend was playing honda)
[media=youtube]P6stc-Nogu0"[/media]
edit: as someone made an interresting comment on youtube, I did a second part --> [media=youtube]bIR1gj37sc8"[/media]
Hope this will help !
It seems Guy’s: lk, lk to lk spin kick/lk to lk spin kick is really effective. Its a good way to punish things when you don’t have a bar and it works with “shorty chars” ex. sakura, blank it works with jury too; i guess its something to use for bar buildup.
We got any info on how to fight Akuma? I know nothing about this match up, and need to.
mk. tatsu is better with cr.lk > cr.lk
and if you hit confirm the first cr.lk might as well target combo to hozanto or mk.tatsu.
Saqs: We need to play more sometime and have a long 1v1 session with Guy vs Sagat. Gotta learn the match more. We played it once already ion ranked but once aint enough.
Man you know the drill. Hit me up anytime.
I’ve spent a lot of time playing against a higher good level deejay player and thought I would post my experience with this match up:
Offense
TK izuna drop deejay as soon as you see him jump for a crossup. I call this vortex patrol. Keep his crossup vortex under control and the match is much easier to handle.
Standing MK is amazing for interrupting sobat kicks, ex and (regular versions)
Bushin flip grab, if timed correctly will grab deejay out of his up kick(dread kick) on wakeup / antiair. (Wait until you see it come out). This will not work for the ex version.
Command elbow drop is your best bet for beating ex dread kicks. It will win if timed correctly, and most definitely trades.
Guy’s overhead is a great tool for this match because it may cause your opponent to react and stand up / lose their charge to block high. Good way to keep them thinking and a good way to keep control.
Bait bait and bait some more. Run stop is your friend in this match. Bait those dread kicks and punish them with chain combos.
Air slash and Ex air slash can be punished with armor cancel --> Ultra.
Defense
Be very careful with Guy’s slides. Deejay can punish them horribly on block with his saving attack / crouching punch combo lead.
Be careful with your run slides / ninja sickles. Deejay scores free ultra2 on slide block / sickle.
Watch his super gauge carefully. His ex dread kick’s amazing auto radar motion tracking will aa your crossups, jumpins and whatever else especially on wakeup.
Don’t get caught in the vortex…ever. TK izuna drop or slide out under his jump arc. You want to stay out of the corner.
Deejay’s crouching p is amazing. Don’t try to beat it. I suggest waiting for a mistake in the string and try to score a crouching mp.
When it comes to Demon flips, MK/HK Tatsu Ex BSK, TK Izuna and and anti air with Cl hk or cr hp not sure on cr mp. But TK Izuna will be a good thing to get the timing of if he see a Demon flip coming, Elbow Beats all of his tatsus in the air and I believe all his air attacks, properly spaced elbow ill beat or trade shoryu, footsies are in your favor, keep the pressure on akuma but be careful of his HK if he attempts to pressure with air fireball depending on the spacing use bushin flip, otherwise use ex run. If he teleports run after him you can keep up with him and stop right in front of him and recover before he does or slide or overhead which you prefer, if you have Ultra i suggest you use it, especially if its U2. If you can get akuma in the corner keep pressure on him, if possible jump hk, cl hk, TC/BU ex hoz, HK tatsu, (maybe)EX BSK does a huge chunk of damage and if you can manage to catch akuma in another combo after he recovers or grab him, he is stunned if you have U2 in that scenario Akuma is dead.
I’d rather suggest using St.fierce.
Here the link we’re Kiryu , the BEST GUY PLAYER IN DA WORLD, up against a ONLY AVERAGE Balrog. Even he having trouble againt’s him.
tsukimiya 8/8/10 08:28AM PST, 8/8/10 08:28AM PST tsukimiya on USTREAM. Xbox
The Run Cancel U2 10:48 was clutch
Boxer is hell. I’m better off with Bison it seems…
Gief mainer here.
I can punish a slide with spd (if i block in time) but the run > overhead seems to be safe and the run > shoulder. I played this one cat on psn “kiokensoysoyce” who backdashed/ex hurricane after every run > move. reg throw, spd, not even a jab 2 in 1 could catch the recovery.
what is the frame info? Events hubs listing is confusing.
I’d also like a guy mainers take on this matchup as people in the gief forum seem to think its 6-4 or better for gief.
Yeah… its definitely not… 6-4 in giefs favour, but Shoulder is unsafe same with run stop pressure as Guy is -2 on block, overhead kick is definitely unsafe on block as it leaves his -6 on block but safe on hit which is +2, But Elbow destroys Lariat same with his j.mk, with Giefs big hitbox Guy can Rely on st hk and st hp A lot, And if Guy reacts fast enough or psychics an EX Hands he can beat that or avoid it.
At best the match is 5-5
overhead -6? Your kidding…
I thought maybe my 360 attempts were slow, so i just went with regular throw and this dude “kiokensoysauce” i think was able to dash or ex hurricane every time still. Very weird.
My guess its slow… or if he spaced it to hit on the 2nd kick then he may be safe? but i doubt that.