East’s In-Depth Character Study: Guy
So I’m starting a project where for a little bit of time I’ll use different characters just to learn match-up. I friend told me that if the best way to figure out how to beat a character is to use them yourself and learn what they’re good at and their limitations. That being said I figured I’d post my conclusions here to help with filling out the match-up dex.
This week’s first character is Guy
Guy is a character that I think a lot of people sleep on, although if you don’t know the match-up I can understand why one could eat you apart. Guy’s strengths come from his [and his opponent’s] position on the level and has a legitimate mix-up game and all the tools to put his opponent where he wants them.
Guy’s Gameplan
Gameplan
[details=Spoiler]In the center of the stage Guy doesn’t have great damage potential. Most of his BnB’s are short and unless it’s a punish [even then, save for super], you’re not going to watch your lifebar drop a whole lot when getting hit; however his combo’s are effective at doing something else: Sticking you in the corner. Most of Guy’s throws and attacks are made to send the opponent far, in hopes they get stuck in the corner, where pretty much every combo deals notable damage and he has several mix-ups to keep you there.
Speaking of, his mix-up game is something that should not be taken lightly. A tricky guy will keep you on your toes with his myriad of high and low attacks and throws once you’re in the corner. In the corner is also where his ultra’s actually gain use. Ultra 1 is a combo-into ultra that on average if combo’ed into will deal roughly 450 damage [with leeway both ways]. Ultra 2 is a grab ultra [the raging demon with the lights on, lol] that does 500 even.[/details]
Guy’s Ultra’s
Ultra 1
[details=Spoiler]Ultra 1
The ultra Guy is able to combo into. It isn’t that good… In fact it’s down right terrible. Unless they are in the corner or close to it, you can’t combo into it. It’s got really long start up [12 frames [1 +11]] and only works if Guy’s gameplan is working [which is counter-productive to how you gain ultra meter, but whatever]. If you’re not in the corner, chances are you don’t even have to worry about this. It is visually awesome though; however, that matter’s little.
Ultra 2
This is Guy’s grab ultra. It’s sadly, probably the better of the two ultra’s. It’s got great start-up [2 Frames [1 +1]] and deals more damage than the first ultra. Guy can use it pretty well in his mix-up game and should be considered much more of a threat than the first ultra in any scenario. The range on it also isn’t bad [Visual: http://i46.tinypic.com/i1yber.jpg]. A trick I’ve seen some Guy’s [Ryan Hart for example] do is start a combo and then finish it with run > stop, Ultra 2. This doesn’t combo, but will catch you if you’re sleeping. [/details]
Guy’s Specials
Specials
[details=Spoiler]Hozanto
light Hozanto is a basic combo finisher. In the corner EX Hozanto can be followed up after a light one. This attack breaks armor and every version knocks down. Only the light version is safe on block [-2], everything is -2 more for each higher version [mp: -4, hp: -6, ex: -6 also]. Only the light version combo’s so if they try a different one, just sweep them out of it.
Bunshin Senpuukyaku [the hurricane kick]
Another combo finisher, and extender for combo’s in the corner. Not much to say about this one except that the EX version is Guy’s only reversal. If you can bait it or predict it, it is highly punishable.
*Run > [stop, slide [low], overhead kick [high]][i/]
This is part of guy’s mix-up game. Run > slide can combo normally from some of his stuff. Run > overhead does not combo, but if he catches you with it while you’re in the air, he can follow up for ultra 1 in the corner [it combo’s]. I tested it multiple times, and I found it very difficult to counter the overhead kick. Rarely I could sneak in an ex dp, but everything else of Dudley’s seems to get beat or doesn’t come out fast enough.
Jump > [elbow or throw]
Guy’s command flip to elbow does not combo, but as far as I tested it cannot be punished if blocked. It says it has recovery of 8 frames but I’m not sure. Perhaps someone could do more testing? The throw on the other hand is dangerous [200 damage a pop] [Visual: http://i47.tinypic.com/2v1x2ep.png]If the flip get’s close to you, c.hp will either beat it or if they elbow, trade with the elbow in your favor. This is not as hard to react to as the overhead kick. Generally, crouching renders the throw useless, or makes it incredibly hard to land.
Air Throw
Just know Guy has an air throw. Does 180 damage. Don’t get caught.[/details]
Guy’s Normals
Normals
[details=Spoiler]Guy has a 4 frame jab! Abuse the hell out of your 3 frame jab.
Guy’s only notable poke is his s.mk and probably his c.mk.
Guy’s c.mk is 2-hits, it is safe on block and only the 2nd hit knocks down.
Guy’s only decent, meterless, anti-air is his s.hk, which beats the elbow clean.
The EX Hurricane kick is guy’s only reversal and also an anti-air.
Guy’s slide [c.hk] knocks down and if not spaced properly is incredibly unsafe on block.[/details]
Match-Up Evaluation
Match-Up
[details=Spoiler]I think this fight is 5-5.
Dudley hits harder than guy, has a faster jab, and Guy is weak against a crouching opponent. His high attack can be reacted to, and blocked high. If guy get’s pressured all he can do is ex hurricane kick. Guy can space out Dudley to the tip of his c.mk and keep Dudley at bay. Also, If Guy is smart, they will use Ultra 2 for this fight because once he get’s ultra, it severely limits what Dudley can do [Anything -2 is punishable]. Both character’s will be fighting for momentum in this match-up and whoever can get it generally wins.[/details]
If you’re interested, I haven’t chosen another character to do yet, so if you’d like to make a suggestion, or follow along and ask info, pm me and I’ll provide you the info.
Hope all of this wasn’t for nothing, and helps
-East