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

I believe it depends on your screen location or your urgency in whether you should use meter or not. My current favorite Punish combo right now is close stHk, stMp into Medium Tatsu (280 dmg) vs using close stHk, Bushin Chain Combo into Ex Hozanto (344 dmg). My first goal is to push my opponent to the corner as fast as possible without trying to use meter. Then once their in the corner, go for some setups or Block String pressure. I try to get as much damage as possible without using meter mid-screen and save that for the corner or when I need it most. ‘I try to only use meter if it is necessary’. But sometimes I’m a little to conservative with it and end up not using it.

It should be both entirely situational and character dependent. In most matchups my main aim is to get out of the mid screen neutral game and get their ass in the corner. Bushin chain > EX hozanto or Target combo > LP/EX hozanto sends them flying (as does MK/EX tatsu), or if you’re on the corner side you can always back throw them off the Bushin chain. You get the free neutral safe jump setup if you go for Target combo > run slide, but it’s pointless/risky/stupid to go for it against characters with a 3 frame DP, grapplers, or characters with irregular wakeup times. When you add all of those up, it’s a fair percentage of the cast. Another potential drawback to the run slide is that if the opponent is in the corner, sometimes you will slide under them and corner yourself. So in general unless you’re playing a character you know you can abuse the hell out of with neutral jump OS setups, I would say to opt for the added damage and getting their ass in the corner factor of Bushin chain or hozanto/tatsu. Unless of course it’s a dizzy combo, because then you want to minimize your hit count.

Also, if you’re into your styling combo links, you can do cl. st. HK, far st. HP, far st. MP > run slide (or EX hozanto). I’m no wizard with damage and stun values but I believe that is the maximum damage and stun you can get off a cl. st. HK

This, I am aware of, but Lumina1re still did it against Infiltration at SCR if memory serves. So that is why I asked.

This is character specific, I know it works on Guy and Balrog, not sure if it works on anyone else. I’m not a wizard on damage, stun and meter either but I figured that maybe it’s worth discussing. Or rather, why some players do what they do instead of the alternative.

Actually I always do what Lumina1re does. I always opt for a hard knockdown if I’m midscreen, unless its on big characters I’ll go for St.HK TC RS, otherwise I’d do St.HK, St.HP, St.mp runslide.

I only do Bushin chain for the kill or near the corner.

Also that combo works on, Balrog, Sagat, Gief, Guy, Seth, Gouken, Deejay, I believe Hakan as well.

Dudley specific. St.hk, cr.mp, TC.

Style specific. Makoto/Deejay

First 3 hits of Bushin Chain, cr.lk st.mp involves 2 1f links.

I’m not sure who else the st.mp will work on but I think they may also get hit by TC.

Depends how I catch them…If they get hit while standing, I tend to automatically go for standing chain combo…there are mixups even after that, if they quick rise, whether in the corner or midscreen.

If they’re crouching, then TC, or just st.mp to slide.

If I’m in the corner, I may opt for shoulder.

I’d rather keep the constant pressure than possibly lose it out having to chase down. Just the way I think, Runslide gives me more options, meaty pressure, grab setups, safe jump. Bushin Chain requires a manual timed safejump, and meaty pressure is much harder to time. After EX Hozanto my only option then is to run.

I just think of the better options, in the corner it won’t matter cause i will have the benefits of keeping good pressure if I do TC or Bushin chain for that matter.

I’m struggling to do Target combo 2 + hozanto. I can do it at 50% rate when I do :mp: :hp: :db: :db: :lp:
Is it the best way to do it ? Or do I have just luck because I’m mashing like a pig ?
I played charged caract so far, so any help is welcome…

HornetsFan try double tapping your inputs. I play on pad, just guessing you probably play on stick. After Target Combo, I just roll my thumb down to back and press low punch for the low hozanto to come out.

It depends on how fast/good your execution is. Doing the target combo is relatively easy; you input MP, HP, after doing it, you have quite a big window to cancel into whatever. I tend to have a habit of doing a half circle motions if I have the time to; such as target combo cancel or Bushin Chain in the corner into HK tatsu so that I don’t hit :db: :b:. I use a fight stick as well so sometimes it’s a bit difficult to get the exact :d: motion. Also, because the window to cancel is so large, you can actually afford to let go of the stick (which you would have to anyway to do st. MP), hit MP, HP and then do the motion for the cancel.

The problem you may be having is because you’re so used to playing a charge character that you’re always holding :db: and you roll the stick :b: expecting to get the move to come out when you completely skipped the :d: motion. Just take your time to cancel after hitting MP, HP, you should have more than enough time to do the inputs to cancel. In fact, doing it TOO fast cause negative edge making a HP Hozanto come out instead of a LP Hozanto.

Guy only has one Target Combo… Bushin Chain is just that… Bushin Chain.

Thanks for your help. You’re right, I probably have bad habbit because charge caracter.
I think got a way to land it with more succes. I do :mp: :f: :hp: :df: :d: :db: :b:
I will try to pratice that every day.

What happened to Kiryu Tsukimiya?

He still plays but likely not as often as he used to, maybe even took a break last vid I saw of him was dated a month ago.

Well his YT account sadly states the following: “I stop activity. By the repeated harassment and slander against me, I no longer enjoy the game.”

I have no idea who could have harassed him - or talked trash about Guy as a character? I understand talking trash against Seth, Cammy, but Guy? Puzzling.

Guess that means he quit then :l, welp I still have my favorite aka Kiyo :smiley:

Wow, that is disappointing. Chances are that people are harassing him for “playing lame” because he doesn’t keep run stop pressure constantly nor are you supposed to as Guy but a lot of people don’t understand that.

Although, that is not to say that watching Marq Teddy play isn’t fun to watch, I just don’t think people deal with his run stop pressure as efficiently as they should.

In punish situations I use cl.st.Hk + bushin chain. After that I do instant runslide to gain meter and get close to opponent. U can do meaty,throw or bait with backdash from this situation after runslide. If i need to finish off an opponent or Im playing against seth or akuma I do ex hozanto depending on my meter.

Whiffing Bushin Flip into Elbow Drop or whiffing Low Tatsu builds the most meter. Whiffing Run Slide, Hozanto and Izuna Drop comes second.

Exactly, if you keep up run/stop pressure Guy will most likely get KO’d at high level. My guess is he was harassed by weak players who depend on their opponent to attack brainlessly and then punish them. It’s actually quite ironic to complain about a certain play style that makes you lose. I would see it as a challenge to overcome - especially if it’s a freaking mid-tier character.

Hey, I just quoted you to ask, do you play LoL? I swear I played with someone on there a while back with the exact same name.

Anyways, I feel Guy is the same with Abel when dealing with pressure sometimes. Going balls to the wall non-stop is a good way to bust scrubs but if you have to mix it up. When I get close, i’ll do some run-stop pressure or whatever and mixups, but a lot of times i’ll play uber patient, footsies and wait for them to come to me. If you play too predictable, even with solid/safe pressure, it’s a lot easier to deal with it. Run stop/whatever pressure is a lot harder to deal with in my experience when you are not expecting it all the time.

Here’s my question though, what do you guys do to make sure you get run stop perfectly executed? Double tap the second lk? I find starting run with mk and then doing lk improves the perfect consistency but it’s still strange. I mean it’s not like I miss the stop portion but it would be nice to know I’ll get the best ‘advantage’ every time.