To be honest, unless you’re a new Guy player, then it’s hard to UNLEARN whatever method you already adopted. I noticed long ago on someone’s button data online, think it was Kiryu, who was using the lk>mk method to stop running. I tried using it but would mess up. I just press lk x2 with my index finger quickly cos that’s how it’s registered in the muscle memory now. It’s good enough for me. I even hit confirm at times if st.mp hits into slide, but that’s haaard ( I don’t mean buffering).
To Run Stop immediately, I really just mash LK. My input to Run Stop usually consists of doing QCF+LK, LK, LK, LK and it’s worked for me so far and I’ve been able to get it consistently such as testing it using TC xx Run Stop, down back (to block) and do reversal DP with Ryu. Using the MK, LK method does work but it’s a bit inconsistent for me personally since doing it too fast would result in no Stop at all and doing it too late would make the Stop late or in the worst case scenario, run right into the opponent’s face.
I personally use my ring finger for the roundhouse run and can tap either short with my index or forward with my middle finger depending if I hit or not. You don’t wanna be mashing ever. You need to learn to confirm everything and expect your combos to connect or you might drop a few opportunities.
Need the imputs for armor cancel- into ultra 1&2 and armor cancel into ex-bunshin flip.

Need the imputs for armor cancel- into ultra 1&2 and armor cancel into ex-bunshin flip.
qcf x2 - kk ~KKK for U1
HCB qcf KK ~HCB PPP for U2 I wouldn’t even bother with this, for 2 reasons, It’s hard to execute and if you make a mistake you’re getting punished. If the normal they use is special cancelled or super cancelled you can get blown up wasting your meter if its invincible. Applies to both and the flash can aid them there.
Qcf KK ~ PP For ex bushin flip.
Don’t use Bunshin… we hate that.
What’s the general strategy on moving in on characters that can keep me out with projectiles?

What’s the general strategy on moving in on characters that can keep me out with projectiles?
Be patient. Seriously. You have ninety-nine seconds in each round, and you can use most of that time figuring out a strategy to get into the range where you want to be. Don’t be afraid to use the clock to figure out an approach that will minimize the damage that you take from projectiles. As you attempt to form a game plan, try to learn your opponent’s projectile patterns. And, if you are unable to do so, build meter for Guy’s best anti-fireball move: EX Run > Slide.
Fortunately, even without meter, Guy has a number of options that can be utilized to get close to the opponent:
[LIST]
[] MP Hozanto - Unfortunately, Guy’s shoulder attack is fairly slow, so you’ll need to quickly react to your opponent’s projectile.
[] MP/HP Bushin Flip - Bushin Flip is always the riskiest meterless option, but it’s great against characters who have long recovery after their fireball generates.
[*] Neutral Jump and Inch Closer - The old school approach has always been the safest and best way to get inside for Guy without meter.
[/LIST]
I don’t have a copy of the game to test this out, but some setups I think might’ve worked while I played at the arcade.
Forward throw -> HP hozanto -> forward jump crossup MK
Forward throw -> HP bushin flip elbow drop -> forward jump crossup MK
Are the timing of these safe?
Also, I know Ninja Sickle sees little use, but what do you guys think of the meaty setup? (run-slide KD, whiff cr HP, ninja sickle) only the second hit will touch the opponent. I haven’t seen anyone use it, except an attempt by Toy Phantom against Garamu, which got wakeup DP’d.

I don’t have a copy of the game to test this out, but some setups I think might’ve worked while I played at the arcade.
Forward throw -> HP hozanto -> forward jump crossup MK
Forward throw -> HP bushin flip elbow drop -> forward jump crossup MKAre the timing of these safe?
The first one is definitely not safe. However, you can use LP Hozanto instead for a safe jump against reversals that hit on the fourth frame.
The second setup probably isn’t safe, but I’ll let someone else confirm.
How do you guys fight against Balrog? His cr. LP seems to keep me out majority of the time and his sweep has really long range to beat out most of my normals at that range and jumping generally isn’t a good idea. His dash punches are generally pretty safe and does a decent amount of chip. If I get the knockdown, doing any jumping 50/50’s are usually completely negated by his EX dash punches due to armor. I feel like my only option on his wake up is cr. MK to blow up any EX attempts but if he just blocks, I’m back to a range where I can’t get any damage. I can also attempt a throw but it’s a guessing game at that point as he could wake up Headbutt (and I’ll eat an ultra for my trouble) or he can throw or tech my throw. Any advice?
I haven’t played since Super, and I always went with ultra 1 just to get a little more damage on combos. These days I think it would be better to go with the Ultra that give the character a new angle, since Guy already has damaging combos. Even though ultra 2 sucks compared to other grabs, it still might be good for maximizing whiffs and punishing moves like shoto sweeps.
what ultra do you Guy’s use and why?

I haven’t played since Super, and I always went with ultra 1 just to get a little more damage on combos. These days I think it would be better to go with the Ultra that give the character a new angle, since Guy already has damaging combos. Even though ultra 2 sucks compared to other grabs, it still might be good for maximizing whiffs and punishing moves like shoto sweeps.
what ultra do you Guy’s use and why?
I usually go with U1 but neither ultras are very useful for Guy. U1 tacks on a bit more damage from a Bushin Chain in the corner and does some decent damage off a Hozanto FADC in the corner, also, the inputs for U1 is simply easier to do even if I decided to use it as a raw punish. U2 has some uses, particularly against safe jumps but that requires you to learn a lot of safe jumps and if the safe jump timing is off, U2 just gets blown up for it. U2 is still scary though since it can put the fear in people not to press buttons needlessly.

How do you guys fight against Balrog? His cr. LP seems to keep me out majority of the time and his sweep has really long range to beat out most of my normals at that range and jumping generally isn’t a good idea. His dash punches are generally pretty safe and does a decent amount of chip. If I get the knockdown, doing any jumping 50/50’s are usually completely negated by his EX dash punches due to armor. I feel like my only option on his wake up is cr. MK to blow up any EX attempts but if he just blocks, I’m back to a range where I can’t get any damage. I can also attempt a throw but it’s a guessing game at that point as he could wake up Headbutt (and I’ll eat an ultra for my trouble) or he can throw or tech my throw. Any advice?
it’s fairly tough, you can see how i approach in this money match. A few things I don’t really do in the vid that i’ve learned since: doing a manually timed crossup so that the ex dashpunch whiffs can be punished with an os ex hozanto, every blocked low dashpunch is a free st.mp slide. The timing to punish a blocked overhead punch is tough for a raw target combo, so it’s more reliable to go with st.jab, target combo instead. If he ever throws out a raw turn around punch, preemptively do cr.mp. depending on how close balrog is to you, you can link close roundhouse after the counterhit cr.mp and then do stand fierce, st.mp xx slide. if he’s fairly far, just take target combo slide. all jab punches done within range should be punished with cr.lk, st.mp slide. other than all of that, it’s all about frame traps (the tighter the better) and getting your throws. it’s a really hard match that depends on the life lead since balrog can’t really get in too easy either.
I used to be a pure U1 loyalist but after reading Kreymore’s post about U2 making fights cleaner, I realized the simple selection of the Ultra is whats truly important instead of crying about how you cannot combo into it, or go Zangief mode with it (that was me).
It makes many moves and safe jumps unsafe, limiting their options. And therefore that forces opponents to think more.
i have great success with counterhit crouch fierce into ultra, so i stick with ultra 1 unless im playing against scrubby giefs who will mistime their post spd greenhands and get ultra 2’d
From your guys’ past experiences , would the Uncrouchable Bushin Flip work offline? I ask because I’m too scared to risk it at Next Level Battle Circuit every time I go. Those guys show no respect at all heh heh

From your guys’ past experiences , would the Uncrouchable Bushin Flip work offline? I ask because I’m too scared to risk it at Next Level Battle Circuit every time I go. Those guys show no respect at all heh heh
Depends on who you are facing, I normally don’t use them unless that person doesnt know the matchup. Otherwise I delay my flips to bait the crouch normal or Dp
You’ll have little success. I think the best way to utilize bushin flips is to mix them in with crossup setups as Streak demonstrates in his videos (example: fwd throw -> fwd jump -> lp bushin flip)
The edit post doesnt seem to be working so sorry for double post, but just want to ask why the bushin flip elbow hit after a whiff crouch normal, counts as a counter hit? Is it stuffing the next crouch normal they are mashig?

The edit post doesnt seem to be working so sorry for double post, but just want to ask why the bushin flip elbow hit after a whiff crouch normal, counts as a counter hit? Is it stuffing the next crouch normal they are mashig?
The same reason why any hit is counterhit…cos it’s been interrupted during startup animation.