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

Sorry for not getting back at you, but you seem to have found your own method. I set the computer to fireball constantly and did it on the fireball as you said. The good part about this is the fact you can practice armour-cancel into U1 from a distance, meaning you never actually hit the opponent and don’t waste time with them having to wake up or going through the Ultra cinematic.

I have troubles with evil ryu (even with really bad players), can someone suggest a viable punish without 1-frame links (its hard for me to do them online) and maybe some general tips on ultra evil ryu matchup. Most of my problems come from the block strings with axe kick.

You can press a quick button before the axekick startup if he uses c.mp xx axekick as a blockstring. Punish ex axekick on block with ex tatsu for an easy punish.

What Guy players should I be looking for on youtube (playing USF4)? I know Kiryu and Marq Teddy but it ends with that.

Honestly all of them are fine cause everyone shows the proper and improper way of playing… personally though I just watch Kiyotea.

Yeah it can vary, for example Marq can sometimes demonstrate perfect rushdown that gets the job done and he wins convincingly. Other times, he tries this and it doesn’t work, he fails to adapt and he loses. Smug’s Dudley is kinda similar where if he’s playing his own game, he will almost certainly win. But if his opponent takes him away from that and forces him to play their game, then he’s more likely to lose.

Some good Guys I know of that are worth watching are: myself (Nebbiez), ElwoodBlues, BTM Gun Slinga, Kreymore…

There’s quite a few of us out there with different play styles

Thanks! I think thats one of the cool things about Guy, especially Ultra Guy can be played in so many ways, every player has his own style. I play very different from Marq Teddy, he goes way to ham for my taste. I prefer playing Guy footsie based until I see a way to get in or get in with a whiff punish.

Another question: I see a lot of those Guys do a nj.mk for the sj setup after run slide. Why use nj.mk over nj.hp when hp has more active frames/hitstun and meter gain?

MK is easier to time, sometimes you might press HP too late and it wouldnt even become active before you land. Not a problem if your timing is fine.

Another reason is, by applying different blockstuns, you make it harder for your opponents to time techs. You could
even neutral jump LP and attempt a throw the moment you land.

Yeah I know about the blockstuns, but I see the nj.mk the most. I find nj.hp easier to time but that might be because I’ve been using that a lot.

BTW updated the c.lk after run overhead list up in this page.

One thing I haven’t seen in any Guy match yet (including my own) is Guy force an opposing ply out of any effective routine or FORCE the opponent to get tricky or adapt from flow-chart play. All due respect to Marq, I’ve seen him get bodied and blown up by flow chart play too many times without have a response. Don’t get me wrong on this - I know you can lose simply by being read cleanly, or your opponent being lucky on his guesses or 50/50’s, but I’m talking about match ups where your opponent goes in aware of the Guy match-up and limits his play to a flow chart. Some of these flow charts are shamefully small or simple, others a long, the point being they give you the option to lose on chip or throw out hail marys and lose even quicker.

Whether they play Guy in a rushdown sense or try for a slower, frame-trap based game they both lose out on opponents who don’t press buttons, mainly because Guy doesn’t force opponents in any situation to predict a button press. I do the same shit in a mirror match and aim to press less buttons than my opponent. Top tier players won’t necessarily do what works in the match up. So at high tier play it’s easy to think at first glance that the Guy play is doing tricky frame traps and CH setups, but many times he’s playing someone who will boldly press buttons even though they could block the whole thing without even taking chip damage.

Personally I would like to see more games like that. Not even in the Guy player winning, but them breaking bottle necks rather than timing out to a loss.

for me this 2 videos of legendary otaku (imo sickest guy ever) helped a lot, especially against certain matchups
(quality is not very good unfortunately)


Guy’s most damaging combo?

That works on all the cast… J.HK, CL.HK, NInja Sickle, EX Hozanto EX Tatsu.

Close roundhouse links into Ninja Sickle?

It does now. One Frame Link Yo. Ninja Sickle got buffed in ultra.

2 frame link.

Get outta town - of course it is. ch.HK is +8 and NS starts up in 7. No wonder that link feels lenient. I thought I was just ghandi-ing the timing so often.

The “Big Body Combo” (jf.hk>st.cl.HK>st.f.HP>TC>[RFC/HZO/Run>Slide]) do you need to space the jump in any particular way? I’m thinking primarily for making sure that the standing HP is a far standing HP not a close one. I have lucked into this combo in AE and 2012 a couple of times - that is to say when I got a dizzy or a backdashed FA crumple I just had a go at this combo when facing a “big body” or someone who was listed as being punishable by this combo. I lucked out that the HP was far, but I wanted to know whether this was by design or simply because I was spaced back enough for it to hit?

Another question: TC>Ex.RunStop>cr.lp>BCC

Is it true that EX Run stop has 1 frame less recovery than normal? If so, is this possible? I’ve been trying it in training mode to no avail, but I am going on the assumption that “Run” by itself has no start up and neither does “stop”, meaning it’s possible to immediately cancel from Run to stop and have the whole thing last only 17 frames of “Stops” recovery.

If what I said is possible, then TC>RunStop>TC is possible as a 1 frame link, but with both EX and cr.lp then you get 3 frames of leniency to empty cancel TC into your next normal. If I know this link is possible, I would definitely look into TC>EX.Run>cr.lp>TC>Ex.Run>cr.lp>mp>Run Slide.

Stated this like months ago EX runstop is still 17 frames, so the best you’d get on counter hit of the 2nd hit is +4

From past calculations, you should set aside 4 frames for Run, so fastest Run > Stop is 20 frames in USFIV.