Btw, you can’t really focus attack in front of Deejay because his EX-sobat will get you, even if you try to backdash in time for mindgame…
EX-sobat covers A LOT of distance!
You can punish all of Juri’s block strings that end with Pinwheel with MP>HP, mk.tatsu(180) or run slide(172). Hozanto won’t reach unless you burn meter for an EX hozanto(196). I tested Juri’s 3xcr.lk, lk/mk Pinwheel and cr.lk, s.lk, cr.lk, lk/mk Pinwheel.
What do you guys think about using mk senpu when getting poked at a lot in the crouch game. I am not too good but I have had success using the mk senpu and find that it has a lot of priority over some pokes. It might whiff on some crouching people though and is probably not very safe since if you get blocked or guess wrong you will be eating something. Just a suggestion.
Guys st.rh or st.fp beats all akuma’s demon flip options clean from anywhere on the screen.
Some more Blanka notes.
- cr.mk also beats every version of blanka ball clean and if done early enough will act as a sweep and give you an untechable knockdown.
- Blanka’s ultra 1 can be air thrown with both normal and EX versions.
Anyone find a solution to meaty crossups on wakeup yet? Crossup happy characters (blanka, abel, ryu, etc) do it almost every chance they get when they score a knockdown. Since Bunshin senpukyaku doesn’t auto correct due to the motion overlap with command run, If Guy gets crossed up meaty, not a single hit will land and you become a sitting duck.
What are you guys doing to deal with this? I read somewhere that you could forward dash if you see the meaty crossup and it’ll be fast enough to get away. Anyone use that with any level of success? I’ve tried a few things now and I guess the only option is to just block/tech.
In regards to crossup, you may be able to focus attack backdash. He covers a decent amount of distance with his backdash it seems, so that might be one way of getting out depending on the character.
The only safe way i kno to avoid a crossup is ex run. other than that I jus tough it out and block till you’re able to backdash away. Had major problems with rufus for this reason.
Best thing for cross up happy characters is just block. You can usually tell if the attack will cross up by looking at where they jumped from. I never try the forward dash. It seems really tight and risky when you can just block and wait it out.
Someone was talking about DJ a few posts up. Be wary of EX Bushin kick as he is doing wake up pressure. DJ can alter his jump quite ambiguously to get it to whiff and punish Guy hard.
Tomahawk: Do you know if EX Bushin Kick beats meaty demon flip kicks from AK??
Yes his S.fp also beats them dont kno all ranges though
Unless its a crossup demon flip dive kick from a distance (which is very unlikely). st.fp and st.rh beats all demon flip attempts. mk and hk as well as ex owns demonflip also. You can stuff it from all ranges rather he’s close or far. it owns demon flip for free.
On wake up try doing EX Hozanto, don’t know for sure yet but i’ve had alot of success using it against meaty jumpins, if anyone else want to confirm this (by actually doing it with the actual game) plz make it more clear for us.
What happen is Guy will either auto correct (which don’t happen most of the time) or just go in the other direction giving u the world of space, so can anyone confirm plz bec i get to play every afternoon but not now.
Edit: if it actually works though it can be a legitimate non punish get way move, i hope it does bec i get it alot.
Ex Run does a much better job than ex Hozanto as a get away move. Better than Elf’s even.
gonna give a little info for what i do on ken and ryu.
constant pressure. try and stay close to midzone… flipslam punish fireball spam…
punish blocked dp’s with st.hk >bushin combo> ex hozonto.…
when you get knockdowns stay close for more pressure:
cr.lps/cr.lks >cr.mp>lp.elbowflips or cr.lps/cr.lks >st.mp>st.fp>hozonto
most ken’s and ryu’s i’ve faced always backup when you put the pressure on them to try and get space for re-zone fireballs… allowing you to corner them and work your corner combos
Add me if you wanna share strats and info on xbl endless
**
XBL : xSlick504x**
I’m having a hard time beating out demonflip with st.rh & st.fp. I can’t get st.fp to work at any distance and I can only get st.rh to work 50% of the time. Any tips on timing I should know?
If he’s in st.rh range you should be owning it. jus hit it as he’s about to do his palm, dive,throw or slide. it stuffs any attempt. Mk,Hk, and Ex hurricane also stuff demon flips clean and easily and sends him flying to the corner rite where you want him.
For Guile just stuff his somersault with the elbow drop… and he’s fucked.
Cool, thanks a lot for the assistance.
Anyone got tips against Claw? Everyone I fight, I can’t seem to AA him without having meter.
Had a huge session with Guy today with Nanaya Shiki. Breaking down different matchups, analyzing normals and what not and here are some of those findings
VS Ryu
Anti-Airs
In general it was pretty hard to get a consistant result from anti-airing with normals. Alot of it is space dependent and depends on what jump in your anti-airing. Ryu’s jumping Fierce gave a lot of problems, beating a lot of my normals when done deep enough. C.MP had higher success from mid range and s.rh from afar but both tended to trade a lot more than simply win out. It seems the best bet for anti-airing ryu is going to be TK Izuna and EX Tatsu. When without bar the safe bed is gonna be to use C.HK to slide under and avoid the normal all together.
For fireball pressure and zoning a slow methodical approach seemed to be warranted. Flip/Jump into elbow to change your jump to keep Ryu honest seemed to work from mid range. Up close S.fierce, s.mk, and c.mp helped alot in footsies. C.MP Option Select EX Houzanto is a great poke to catch footsies and put the opponent in the corner at the same time. LP Houzanto seemed to work sometimes to keep Ryu honest about fireballs up close. Safe on block but can be hit out of it. C.RH slide at a distance where it’s safe can do good measure to close the gap fast and push back your opponent slightly towards the corner.
Once in the corner, you have to really get creative. s.mp xx Run/stop, target xx Run/Stop, Target xx lp Houzanto are all reversal safe options leaving you with the ability to block, backdash or try to push the small frame disadvantage. Mixed in with Bushin flips elbow mix ups. c.jab pressure into delayed c.mp xx lp.houzanto (combo on ch) or delayed target helped with tech crouchers and opened up for the throw game. All of these elements and whatever else you can come up with to throw off the opponent is needed to open up bushin flips because Ryu’s c.fierce will destroy any predictable flips. In fact I found that ryu can react to bushin flips and do c.fierce pretty easily. So the bushin flip elbows guy will get will probably come from Ryu reacting to the other options you present (crouch teching, whiffed standing throw tech, counter jabs and other whiffed normals. Guy in general has to be really thoughtful when applying his corner pressure on someone with a dp like reversal that leads into big damage like Ryu’s Ultra one.
The matchup kind of feels pretty even at first glance but will take some creative mix ups and observance of your opponents reversal habits and meter.
Punish
Any DP. S.RH > Bushin Chain > follow up.
Sweep : Ex Houzanto (any range even tip)
U2 Punishes all Tatsu’s on block
U2 punishes Uppercut FADC dash foward
Predictable fireball block string spaced at c.mk range you can mk.Tatsu for free if your opponent is predictable.
U2 is kinda nice for the punish of dp and tatsu but you can punish DP pretty hard without U2 as it stands.
U1 really adds to the corner pressure well. Unfortunately you can’t do lp.Houzanto to U1 on ryu in the corner without FADC.
Choice of ultra seems a matter of personal preference. I prefer U1.
VS Bison
This match up is pretty interesting. A lot of this matchup is going to be determined by footsies and on the ground because Bison can’t seem to mess with Guy from the air.
Anti-Airs
The usuals will always work EX.TK Izuna and EX. Tatsu. But after testing it in several situations I found that I never lost to a single jump in when anti-airing with RH.Tatsu. Bison’s floaty jump ark makes it really easy to do on reaction as well. It shut down all of bisons options from the air and made him strictly have to stay on the ground. I also noted that s.jab beat his cross up j.mk pretty
well.
Guy can punish the shit out of every special Bison has except lk scissors.
Psycho Crushers can all be punished by Ex.Houzanto on block very easily. Even EX. If you don’t want to waste the bar and want an untechable knock down to boot, you can reversal run/slide and punish all regular PCs and all EX ones that you block early. If you block EX.PC towards the later part of the move it’s safe from slide but ex.houzanto seemed to still work.
Head Stop is risky against Guy because if it wiffs free Bushin Chain into big damage.
All Devils reverses are punshiable on reaction by EX.Houzanto. I was doing this all night without any stict timing. Just wait until he’s about to land and hit him from his recovery frames when he’s on the ground.
Teleport is punishable by run/slide and ex.houzanto as well.
This is big because you pretty much have a way to punish all of Bison’s best get away tools on wake up. Making Guy strong on bison from knockdown. Whenever you can get slide take it for the untechable knock down and positioning. It will help against Bison.
With all that considered Bison is forced to fight on the ground and is pretty well suited for it. His main two tools of s.rh and s.mk are formidable. for S.RH well spaced safe c.rh slides and s.hp do wonders but lose to well timed s.mk. C.mp O.S EX.Houzanto and s.mk help combat s.mk from Bison with the added benefit of the ability to stuf lk.scissors.
When you block a lk.scissors for Bison very little will beat a c.lk/c.mk from Bison aside from Tatsu which is risky. This is doublely dangerious in the corner and this is where Bison will try to put guy at all cost.
Example
Bison has guy in the corner and block strings into lk.scissors.
Bison’s c.lk will beat all of Guys normals, as well as any houzanto, and catch bushin flip and jump as well. This allows bison to safely pressure with c.lk xx lk.scissors again to keep you in check from doing anything. Your only option is Tatsu which is punishable and will put you back in the same position in the corner.
If you block the lk.scissors you will generate some space but Bison will still be able to pressure you with c.mk and beat out all of your normals but more options such as jump and busin flip will be open depending on spacing. Again the mix up advantage is Bison. At any time in this situation he can use s.mk or s.hk or bait a jump or reversal as you try to get out the corner.
This is where I found the Bison match up at it’s worse so Guy must avoid the corner at all cost and once he does he must be careful and guess right to escape.
Bison’s focus is very good so be careful about that during footsies. He will start using it once you start properly using s.fierce, c.fierce and c.mk and c.mp to break his pressure keep him at bay.
I didn’t really feel one ultra was way better in this match up. I like U1 in cases where i don’t see a lot of U2 punish though.
Overall you gotta play footsies with Bison on the ground. Keep him there by anti-airing everything he does with rh.tatsu and s.jab. On untechable knock downs feel free to do bushin flips, elbow drop, j.mk cross ups. Keep an eye out for special moves (especially ex reversal moves like devils reverse) and punish accordingly with either EX Houzanto and at all cost STAY OUT OF THE CORNER.
VS Guile
This matchup is preceived as one of the harder ones and I didn’t really find anything to disagree with that sentiment.
Anti-airs
Nothing really special here. A lot of situational normals. If you have bar EX Izuna and EX.Tatsu are the way to go. mk.Tatsu seemed to work pretty well on Guiles jump ins as well and helps when dealing with jump ins as he is following a jab sonic boom.
Sonic boom is no joke and either is Guiles pokes. Guy definately has his work cut out on this one. Don’t bother with Houzanto to get around sonic booms mid screen. This matchup is about being patient and walking Guile to the corner slowly. As always with Guile be careful with focus(especially focusing sonic booms in guiles f.fierce range). Be sure to have your Guile basics down such as don’t jump at Guile much and punish things like c.rh with focus follow up punish. Well spaced c.rh slide is unpunishable even by flash kick. Use it to pressure him and get undereith his fierce and even his f.mk and push him back. c.fierce messes with his s.fierce and backhand going underneith. Remember that c.fierce links with s.rh from a good sitance and on counter the link is really easy. Good damage and most imporantly good stun from a counter poke to one of Guiles best spacing normals.
Once in the corner you can give guile the same treatment as Ryu. If Guile trys to space you with sonic booms after run/stop set ups and target xx lp.houzanto, a follow up lp.houzanto will hit him for free and give hurricane/super and other damage options. Watchout for reversal flash kicks. They are a bit tricker than Ryu’s DP because the arch hits you if you try and do target xx run/stop to backdash where as ryu’s dp would whiff (he has to predict and tatsu/fireball to punish you in this situation) Be slow and thoughtful and try to keep Guile in the corner. Take advantage of that 950 stun if you can and punish any baited attempts at reversals with Bushin. It’s a hard matchup for sure. Guy has to outthink Guile alot in this matchup but Guy has big damage, a solid pressure game in teh corner and the lower stun on his side.
And wake up on guile is always pretty free. Do be careful of Sonic Hurricane though. I chose Ultra1 in this match to maximize my damage in the corner but a U2 for a baited flash kick isn’t bad either.
VS Chun Li
I hate this matchup. It seems harder than the matchup with Guile. But Shiki is a great Chun player so that makes this worse for me during this sparing session.
Anti-air
The most realiable way to anti-air Chun is with EX.Izuna and Ex.Tatsu. All Guys normals are space AND timing dependent and dependent on the type of jump in Chun is using. EX Izuna is easier on Chun because of her floaty jump anyway. When you don’t have meter I would say your best bet is to c.rh slide and respace yourself to be safe. It should not have to be said but don’t focus chun when she jumps at you or her target combo will hit you hard
The chun matchup felt really out of my hands. Mostly because it deals with footsies and chuns normals and mobility are top notch. Some few things I noted that work was that c.rh slide did help when chun is advancing/moving. Just make sure to space it correctly and becareful when she has super. Guys s.rh helps in the poking game and can be used much like Chun’s s.rh. c.fierce seem to really mess with Chuns s.fierce and s.rh by going under. Again scoring a ch gives you a free s.rh most the time.
I kinda feel right now that I need to play this matchup more to get a better feel. Chun feels like a worse match up than Guile for Guy to me. I do feel that the matchup might be played better when Guy gets the life lead and sits on it and make Chun come to him as oppose to chasing her around. I found that jumping elbow drop can stop her reversal sbk if spaced nicely. Takes some getting use to with Guy’s wierd jump arc though.
Definately a hard match to be sure
VS Boxer
To put it scientifically, this matchup is fucking hard.
Anti-air
I found that c.rh slide can be used to really mess with boxers j.hk and j.hp. The usual EX suite of anti-airs work just as well in this matchup as well. I find slide to be easiest to give me untechable knockdows (sometimes depending on spacing) and the reaction time needed
It seemed really hard for me to punish anything of boxer with Guy. Guy’s fastest normal being 4 frames really hurts his ability to punish things. I found that boxers normals completely outclassed Guy. c.rh slide spaced out intellegently helps with non-armored dash punshes. The pressure that boxer can generate on Guy is amazing. After a blocked lp.dash punch nothing Guy has beats c.jab from boxer except for Tatsu (which is a risk) this allows for boxer to create all types of pressure with his jab strings, tick throws and everything else. In the corner it’s that much worse because he can literally stay on you. Taking risks with Focus and Tatsu seem to be the name of the game for Guy in this match. Even with corner pressure boxer has multiple ways out with armored dash punches, c.jab, c.fierce (for bushin flip pressure on reaction). He seems really well built to Camp Guy to the ground on top of the fact that dash punch to jab string being uninterruptable without risky reversals give him a great pressure game. Overall out of all the matchups I played tonighit this one seemed to be hands down the worse.
A Few Notes
I chose U1 over U2 because it’s already hard enough to punish Rog.
lp.Houzanto into Ultra 1 without FADC works on Rog in the corner
Level 2 Focus into S.Hk > Bushin Chain works on Rog but only in the corner it seems
Be careful with focus and punish things like TAP.
VS Rufus
Guy can actually manage Rufus pretty well.
Anti-air
Ex.Tatsu and Houzanto
C.mp and c.fierce work well on all of Rufus’ jump ins
c.mp especially works well on dive kicks.
Footsies are Guys Key in this match. He is going to have to keep Rufus off. Once Rufus is on him it’s bad and he has to use big risk moves like EX tatsu or do c.mp OS throw break to help with the dive kick spam pressure. Luckily Guys normals are pretty good for the job. c.mp and c.rh work well to handle Rufus advancement. c.fierce s.fierece and s.hk are all good for keep Rufus grounded and not giving him the chance to approach. Guy can punish all blocked Messiah Kicks without worrying about the mix up at the end. Even delayed lk follow up loses to ex.tatsu cleanly. non-delayed lk follow up is punished by Bushin chain if not FADCed. c.fierce on block is + on block and pushes back giving c.mp and s.hk pre-emptive abilities to keep rufus grounded or at bay. From a distance you have nothing to worry about from rufus its all about making him pay with blood to try and get in on you and if he does get him off before something bad (usually U1) happens to you. Seems pretty even. Rufus still has great mix up that is hard to get away from without EX for guy, especially on wake up. Guy can keep him out though to avoid this all together.
U1 is what I picked for rufus. You can already punish him pretty well so I didn’t see a need for U1.
Rufus is also one of the characters you can level 2 focus into s.hk > bushin chain.
Also from far away you have nothing to worry about from Rufus. His c.hp can be punished by ex.houzanto from any distance, even the tip
VS Zangief
One of my mains in Super and in SF4, the big man is always a wild card. No matter how bad the matchup he can win out of no where. But with guys normals and some of his nerfs in super, this might be an uphill battle for zangief.
Anti-airs
EX Tatsu and EX Izuna (Izuna is especially easy because gief floats in this game a lot)
c.mp (seems to beat giefs j.mk clean a LOT)
S.RH (beats any late jump in of giefs and early j.hp as well)
Run/stop pressure is a no no. Besides no one is suppose to run at Gief anyway. Gief has a lot of areas that you need to watch for. First you have to punish Gief at all cost.
Punishes:
Whiffed/blocked lariat: Bushin Chain (Big damage) Run xx Slide, S.hk EX.Houzanto (punish gief from across the screen for building meter)
Blocked Green Hand (All): Bushin Chain (EX you can get s.rh into bushin chain. Just be sure to get the punish timing down or you might get spded)
blocked s.mk: EX Houzanto (This is imporant when he wants to stop you from using normals to go under his s.mp)
Gief can be contained with Guy’s pokes much how Chun contains him. s.rh really wreck giefs day when he advances. c.fierce followed by s.rh can really contain gief and keep him to the ground if used sparingly. c.rh and c.mk both will go under c.mp can be used to counter poke/punish wiffed mp/mks. Gief will have a hard time trying to advance but you have to keep your concentration. Be careful of c.jab Option Select green hand for knock downs but remember that ex hurricane can be used to get out of gief ground pressure. Gief can win any matchup if he can get in and knock down the opponent just once so be careful. Otherwise don’t whiff, anti-air accordingly, and it should be a pretty even fight, if not Guys advantage.
VS Makoto
This is the new character i was excited most about until I started playing Guy. I have to say that she is a one hit freight train that can easily turn the course of a match with a karakusa and a ultra and a super but still she has a problem pressuring guy.
Anti-airs
EX Tatsu
EX Houzanto
Normals seem to be situational but from far away s.hk seem to work well.
Guy can annoy the shit out of Makoto. All Hayte punches are punishable by Bushin Chain. She has a really big problem with counter jabs breaking up her pressure. I have found that sometimes a well guessed c.jab would beat out her karakusa clean unless it was ex. EX overhead chop was the only thing to really top counter poke pressure during her block strings. She is new so not many around here know her ch set ups from jab spam but overall she seems to not have the frames to deal with that well right now.
She does have TK Axe kick but it seems kind of slow for stopping anti-pressure jabs. It does give her good frame advantage to let her set up some ch set ups and her throw is dangerious but slow. Backdash and space her as needed and remember to punish her hayte with bushin at all times.
Overall it’s a new matchup so other things might develope but not being able to Hayte against Guy without risk of a Bushin is huge Her footsies are terrlbe so I feel that Guy can probably have a strong poking game and anti-air her with s.hk and make her go on the offensive, which (at present) seems slow, limited and very much unsafe. Only time will tell on this one.
I didn’t see many opporutnities to punish with U2 (haytes leave you to far out). U1 is probably the way to go.
and lastly
VS Dudley
Marked as a beast in Super, this battle might be suprisingly in Guy’s favor.
Anti-airs
Ex Tatsu
EX Houzanto
c.mk beats ALL of Dudley’s jump is except j.lk. This is huge it takes out the best air to air normal in Dudleys arsenal (j.hk)
Guy can punish the hell out of Dudley. U2 is the way to go in this set up. Once you have it, a lot of things become very risky for Dudley to throw out.
Bushin Chain punishes all Dudley’s specials on block except jab machine gun blow and light kick low swing blow.
U2 punishes All versions of MSB including the jab version.
DPs punished by chain ( be careful of the timing his recovery is pretty fast)
Guy has really good options against Dudleys special attacks and his pokes help stop Dudleys advance. c.mp and s.fierce do wonders to stop Dudleys advance. Even f.mk gets stuffed by these moves. These moves also counter poke Dudley out of his sways and ducks, scoring good damage and pushing him out again. s.mk is also good at spacing out Dudley. There is very little Dudley can do if you space him to the tip of s.mk range. Advancing on Guy with a life lead will be filled with some risks because of the poor range of his normals. His jump arc and the ease of anti-airing him makes have to approach on the ground. Guy’s c.mk is fast, safe on block and hard to punish for Dudley on whiff. It also stops his advancement with any ducks or ex or special moves while being a safe poke against things like cross counter. Again this is another match where c.hk slide spaced out will serve you extremely well. Guy goes under his s.jab and s.mp while, so c.mp and c.fierece mess with those normals. s.fierece seemed to lose out to well paced c.mp O.S. EX.Houzanto
Corner pressure also worked well on Dudley but his c.fierece did stop telegraphed flips.
Dudely on wake up is retarded though. If he can get to you and knock you down ou have to be ready for the mix up. Guess right however and Dudley will be right back in a difficult situation. Also note that Dudley’s c.mk is really good in the footsies battle and hits when you think it woudln’t. Be aware of it and space it out because like all of Dudley’s normals, it has really terrible range.
All in all Dudley seems to have a hard time with Guy. U2 definately seems the way to go. Being able to punish jab machine gun blow with it is huge and it limits Dudley’s already limited options in that matchup . Overall this matchup feels like advantage Guy but this is a new character and there maybe something that I’m miss.