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

The cross up bushin flips are actually not that great when it comes to player that knows the match, you mash a jab and Guy ends up behind you. You’re getting punished during the landing recovery. I’ve had plenty of success using the delayed EX to bait the mash low much better, I will generally get a hit and combo. If they do a low profile move, more than likely avoid it and won’t be hit by it and still safe on block.

Alright at some point I was convinced that elbow drop could never hit crouching. Sorry for dumb question.

What do you guys follow the Bushin Chain usually if not EX Hozanto? I’ve been trying to find some set ups but none of them are safe (other than a manually timed safe jump) because Guy’s jump is floaty. It’s pretty easy to react to when he jumps at that range, not to mention at that range, Guy doesn’t really have many ambiguous cross ups. The only thing I’ve found somewhat useful is using a HP Bushin Flip elbow if they quick stand to use as a meaty but again, easily reactable and punishable by reversals.

Do you guys just run up and try to frame trap/bait?

Yeah I usually run up a little. I try and stay in max range for St.mp in case I need to cancel or bait something. I also alternate between run slide or run overhead depending on how I conditioned my opponent to block. So if I have been doing overheads the entire match, I’d take a gamble (not encouraging to do this, proceed at your own risk lol) and run slide. Also I do hold Up Fwd after the Hk, dunno why but I have to see why I do it. Hope this helps.

I run/stop at their max sweep/poke or grab range.

Unless there’s maybe 33% or so health left, I don’t do the ex hozanto and instead go for a mix up after the chain - you can time a safe jump, or empty jump low, if they tech of course.

Run-slide will build meter and set you up for meaty cl MP should they quick stand. Or bushin flips for a distant meter build that could possibly bait DPs. Otherwise run-stop is best for distance control.

or just do a regular forward walk, pure Final Fight style. People don’t see much of Guy’s walking, it’ll catch them off guard.

I’ve seen guy cancel his back throw into hp…why cant I do it? is it some specific timing?

That’s not his normal back throw, it’s the throw variation from his Bushin Chain (st. LP, st. MP, st. HP, D+HK). If you’re close to the corner and throw the opponent into the corner, you’ll recover in time to do a normal for a reset or even a EX/HK BSK.

Just need a little timing and avoiding cr.hp to come out.

If I’m short on meter, such as at the beginning of round, I like to stay back and build meter. After Bushin Chain, there’s time for two LP hozantos and then a third one if opponent does not quick stand.

Also an observation, building meter seems to make opponents play aggressively, and/or impatiently.

EDIT: I just realized LK tatsu is a better option as it builds the same amount of EX as two LP hozantos anyway, but with less frames. Then a LP hozanto can be thrown if opponent does not quick stand. Unless you want to blatantly tell the opponent that you’re building meter, provocative tactics.

I wonder if you have time for 2 light Bushin flips. I think that the bushin flips make the most meter out of all of Guy’s special moves.

Bushin and Tatsus build the same meter on whiff

I’m a new student of the Bushinryu and i was wondering, why does Guy sometimes go behind with the shadow kick and other times stays in front? And can you do anything about it?

Its character specific overall, but shadow kick can cross under every one in the corner (if opponent back is against the wall). I assume Capcom made it where Guy can cross under in corner so Guy can’t overwhelm his opponent. But to help prevent Guy from crossing under his opponent try canceling from Target Combo faster. Canceling late will usually lead to crossing under. Also be mindful of your spacing.

Er, it’s harder to cross under with the Target Combo>Slide. He slides under usually when you special cancel run slide from stand strong. I personally like that because it sort of messes with people’s minds and such.

The late cancelling was definately the problem i had.

It seems to happen a lot to me with far MP xx RSL. Perhaps it has to do with the smaller hitstun.

Has nothing to do with hitstun, its the hurtbox on Guy in Runslide animation, since its so small he’ll pass through space between the opponent and the floor.

By the way I meant to say close MP xx RSL in my last post, woops.

But yeah, as IROC said, it seems to be character specific. For example, against Ryu, the really close combos such as cl MP or cl MK xx RSL always cross under, but for someone like Ibuki, nothing seems to cross under no matter how much you delay the cancel, unless she’s cornered.

In corners, extending the combos seem to remedy the problem. Such as cr LP, cr MP, cl MK, cl HK, onto your TC.