The Guy Q&A Thread: Post your questions here!

How do you deal with someone who backdashes after you TC run stop, or someone who backdashes after blocking 2/3 hits of ur true/untrue block string?
I’m thinking after the TC run stop, you can do cr.lpx2 sweep OS, but what about when ur just doing normal strings…

It’s not about setups. It just depends whether they’re standing or crouching or being counterhit when you come down with the elbow. All these variables offer different hitstun.

I understand that Guy’s karathrow is done by Plinking S.Mp with Grab. However, if I hold forward, would the Karathrow still come out? I have a hard time telling so.

No it won’t. That would cause overhead instead which doesn’t give any forward distance or atleast similar to st.mp

Hasn’t anyone come across characters that backdash after 3 hit strings? With Guy I usually do 4 hits max cr.lpx3 cr.lk1and that whiffs sometimes.
Anyway after some experimenting…it seems you can do a mindless forward dash after 3/4 blocked hits if they always backdash. This way you can punish em. But even this is risky.

let them backdash, keep walking forwards til they end up cornered

That’s an easy escape though. This would be a real problem for Guy if more players used this evade tech.
Yes they push themselves closer to the corner but they also avoid pressure and start the neutral game again.

I’m thinkin random flip, Medium or HEavy might be a good idea too after cr.lk.

Lately, I’ve been trying to link “Run Overhead Kick > c.lk”. I know this is possible because I have done it before. But I can never get it to connect anymore. I’ve been trying to do it on AE PC but I haven’t been able to link it once. Is there anyone here that is able to link this 5 out of 10 times? And can I plink c.lk or does it have the lowest priority of all the normals? I just know that this is useful…

i think his jab has lower priority, and i think it only links if the over head only hit once.

Practise it it on a crouching blanka…his hitbox is unusually low and you get good advantage after running overhead hits.

Run OH only leaves them at +3 if it hits on the later frame in that situation… unless it hits meaty and on the very last active frame it will then become +5.

His jab actually has some good priority Lumina1re mentioned it would beat a lot of Bison’s normals, its just risky to use due to its faster start up and 2 active frames and you can’t OS anything in the event you get a hit.

Thank you, Kreymore.

To answer your question in a broader context though, yes you can plink to cr. LK. You need to use the Back/Select button. It’s incredibly unpractical if you’re a stick player. I’m a pad player and even I don’t use it, but it is certainly possible.

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<div class=“QuoteAuthor”><a href="/profile/24497/nebbiez">nebbiez</a> said:</div>
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<div class=“QuoteAuthor”><a href="/profile/Little_Nem_%2C%20post%3A%207945776%2C%20member%3A%2079402">Little_Nem_, post: 7945776, member: 79402</a> wrote:</div>
<div class=“QuoteText”>Thank you, Kreymore.</div>
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<br>
To answer your question in a broader context though, yes you can plink to cr. LK. You need to use the Back/Select button. It’s incredibly unpractical if you’re a stick player. I’m a pad player and even I don’t use it, but it is certainly possible.</div>
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I think I heard Desk mention in one of his videos with Bison that you can plink with LP? So it’s cr. LK ~ cr.LK + cr. LP. Not sure if it’s true or not though or if I misunderstood what he meant.<br>

I have a question regarding opponents jumping at me, more specifically, how is Guy supposed to deal with high-priority jump-ins? Jumping attacks such as Ryu’s and Ken’s j. HP have a crazy about of priority on their hitbox; usually, when Ryu uses it, the best I can do is either trade with cr. MP or focus backdash, neither of which is favorable.<br><br>Similarly, Gouken’s and Akuma’s demon flip dive kicks pretty much allows them to jump in on me for free, how do I combat this? I know that at certain ranges when they do it and if I react fast enough, I can TK air throw but it’s pretty specific in terms of spacing and timing so it’s not a reliable answer. Also, Seth’s command air dive kick also give me more or less the same problem.<br>

Divekicks require a specific timing for any entire and spacing as well. If they are directly on your head, I’d opt for EX tatsu or block. Honestly the best bet is to see where he will be. Cr.MP works but you’ll need to time it so it will hit and not whiff. J.HP from Ryu/Ken etc can be beaten by EX tatsu or TK Izuna, at a certain spacing you use cr.mp or cr.mk, preferably cr.mp. And you’ll beat it cleanly.

I’ve tried to AA with cr. MP against Ryu’s j HP at multiple different ranges and Ryu’s trades or beats Guy’s clean every time. Are you sure Guy’s cr. MP can beat it clean ever? I just find it very frustrating that Ryu can pretty much throw this move out and there’s not much I can do about it, save EX BSK but that spends a meter. Similarly, it also sucks that dive kicks can be just thrown out and there’s not a whole lot I can do other than block or EX BSK. Maybe the mentality I have going into this is wrong: I play Guy like a wall against people who are aggressive, I don’t like people jumping all over me and applying pressure and I attack when the opportunity shows but characters like Ryu, Ken, Akuma, Gouken and Seth can pretty much jump in on me and not have to worry about any serious repercussions, at least not to the point where I’m getting free damage since EX BSK spends meter. Also, it just so happens that these characters can play the fireball game and make me go to them so getting hit by EX BSK isn’t as bad as it could be since they go flying across the screen. I guess I need to resort to blocking :(<br>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><blockquote class=“Quote”><div class=“QuoteAuthor”><a href=“http://forums.shoryuken.com/profile/50267/Murdurus”>Murdurus</a> said:</div><div class=“QuoteText”>I’ve tried to AA with cr. MP against Ryu’s j HP at multiple different ranges and Ryu’s trades or beats Guy’s clean every time. Are you sure Guy’s cr. MP can beat it clean ever? I just find it very frustrating that Ryu can pretty much throw this move out and there’s not much I can do about it, save EX BSK but that spends a meter. Similarly, it also sucks that dive kicks can be just thrown out and there’s not a whole lot I can do other than block or EX BSK. Maybe the mentality I have going into this is wrong: I play Guy like a wall against people who are aggressive, I don’t like people jumping all over me and applying pressure and I attack when the opportunity shows but characters like Ryu, Ken, Akuma, Gouken and Seth can pretty much jump in on me and not have to worry about any serious repercussions, at least not to the point where I’m getting free damage since EX BSK spends meter. Also, it just so happens that these characters can play the fireball game and make me go to them so getting hit by EX BSK isn’t as bad as it could be since they go flying across the screen. I guess I need to resort to blocking :(<br></div></blockquote><br><div><br></div><div><div class=“QuoteText” style=“box-sizing: border-box; margin: 0px; padding: 0px; border: 0px; outline: 0px; font-family: Helvetica, Arial; vertical-align: baseline; color: rgb(34, 34, 34); line-height: 18px;”>Cr.Mp is a very good AA but it’s not an answer for all jump ins. It is most effective when you’re not close to your opponent so they can’t jump right above Guy’s head. You should stay at a distance where even if Ryu jumps with fierce, cr.Mp should win because of the distance. Stay far enough so he is forced to use jumping HK instead too. You should look at the hitbox data for cr.Mp to better understand how to use it.</div><div class=“QuoteText” style=“box-sizing: border-box; margin: 0px; padding: 0px; border: 0px; outline: 0px; font-family: Helvetica, Arial; vertical-align: baseline; color: rgb(34, 34, 34); line-height: 18px;”><br style=“box-sizing: border-box;”></div><div class=“QuoteText” style=“box-sizing: border-box; margin: 0px; padding: 0px; border: 0px; outline: 0px; font-family: Helvetica, Arial; vertical-align: baseline; color: rgb(34, 34, 34); line-height: 18px;”>For divekicks, you should opt to use st.lp sometimes, it can work and has quick jab recovery unlike the cr.mp which will most likely whiff and be hit during recovery.</div></div></div></blockquote>

If you get EX BSK to hit 3 times they fall in front of you, only the fourth hit knocks them far away. At which case you can still do Run stop to close the gap.<div><br></div><div>Also Cr.MP only has 3 more frames of recovery compared to his lights.</div>

Why do good Guy players do cr.lk x2 into st.mp? It’s a 1f link. cr.lp2 is 2f. I understand you might want to start with a 3f normal that also hits low but then why not do cr.lk cr.lp into st.mp?