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

Dictator Light Scissor Kick
Akuma Demon Flip
Gouken Demon Kick
Shoto cr.mk>fireball
Boxer’s cr.lp>Dash Straight
Decapre lk>Psycho Sting
Rolento Delta Attack

All these routines have the same thing in common -> I’ve not seen anyone either in video or in forum explain or display how they can be countered or stopped. All of these can be spammed and repeated safe from all but Ex.BSK which is easily baited and highly punishable. Once pushed into the corner Guy can’t even backdash (some can’t be backdashed anyway).

Bison - you can poke it before its active, with st.mk, st.mp, st.lp, cr.lp, st.lk, st.hk, cr.mp, cr.mk even st.hp and Cr.hp

Akuma Demon flip, you can air to air it or AA it, even Izuna grab it it all requires timing and spacing.

Cr.mk Fireball if its not a true block string you can do MK tatsu, only Ryu and E.Ryu have the true blockstrings, you can also do ex runslide but ya know meter…

Rog - If LP straight is point blank on block you can punish with cr.lk or if in range it’s -3 so he iisn’t at advantage

Decapre - Psycho Stings are incredibly unsafe you can punish her with U1 on block. If they FADC forward she is -5. I do believe you can throw her out of that one as well

Rolento Delta Attack- Normal if you block it standing and depending on range crouching, you can punish with st.mp. EX you can punish with Cr.HK or EX hozanto as it is -10

Which normal would you guys use to whiff punish a badly spaced shoto cr mk? Would you go straight for st mp? cr hk? cr mk? st mk? I’m not sure on what I should be using in these situations.

st.mp if i react fast enough to walk in range, or st.mk. Cr.Hk if I want a KD.

Cheers!

What do you do against turtle players with guy? Especially turtles that know the matchup

From over 11k bp and rising to struggling to remain over 4k. The ultra netcode is a steaming pile of boner.

Think I’m done.

I was watching Louffy vs ImStillDaddy (guile) in the VS Fighting 4 tournament. Louffy kept choosing to use Rose’s Slide vs Guile’s jump-in attacks. My question is, was Louffy using something called ‘Trip Guarding’? And if so, how does trip guarding benefit Guy? (I assume an example would be Guy’s crouching medium kick or ex slide) I have a good idea why Louffy would use Rose’s Slide attack, but an explanation would be good.

I was at VS4 - watched the same match from the back of the crowd.

IIRC, trip guarding isn’t something the sweeper does, but something the jumper does. It’s the act of blocking immediately after a jump, which is possible in versions of SF4 from the moment you land by doing empty jumps. attack in the air during a jump will offer you 2 frames on the ground where you cannot do anything. (I will come back to this later but for now, let’s keep it at that)

Rose’s slide is very low profile. For example, it can slide completely under a normal elbow. Louffy was probably using it on reaction to bop Guile in those 2 frames Guile would be stuck on landing after an air-attack attempt for a knockdown or combo off a meaty punish.

So to literally answer your question, trip-guarding helps everyone because being able to block immediately stops people begin able to punish you freely with a strike just because you landed after a jump. They have to aa you or get you to attack and whiff in the air.

To answer whether Louffy’s use of Rose’s slide is applicable to Guy, the answer is “Yes” again, but also “not to the same degree”. :d:+:hk: slide is not as low profile as Rose’s and can be poked at by a variety of aerial attacks fairly easy. Additionally (going back to the whole ‘cannot do anything shtick’) I have slide against aerial attacks numerous times and found myself blocked on a meaty slide, whether cr.hk or run-slide. I haven’t seen any documentation on it, but I genuinely wonder if the 2-dead frame rule applies to all standard aerial attacks even if they are performed exceedingly early.

I have face kens who will tk tatsu, guiles who will tk air grab so that by the time they land, they have gone through all the animations of the move, landing in the same neutral animation as an empty jump and have been able to perform all manners of moves to make their landing safe with no apparently or abusable delay.

You can’t block for 4 frames in an attack in the air, 2 frames for an empty jump. Also tripguarding doesn’t matter for low profile, it just means hitting them before the they can block with anything.

Does that also apply to early jump attacks as well? The amount of times I’ve been coutner hit out of a meaty slide on a pre-emptive jump throw or air tatsu…

I got some questions regarding frames:

RunxxStop is now 1 frame faster, so TC into Run Stop is now -1 on block ?

Guys 2Hit-sweep is 0 on block, but sometimes it hits only 1 time, any changes to the frames from a single hit sweep?

80% of my online matches are vs. Ryu/Evil Ryu, any advise vs. solid players with a safe playstyle, the Ryu matchup seems to be an uphill battle…

Wakeup game is now not that important anymore, so why not take the extra damage and do TC into BSK ??

Getting life lead and then lame the other player out, is this a valid strategy, catching a Guy with Lifelead is extremely difficult for many Characters…

Back Jumping FK especially Shoto, what are you supposed to do, its unpunishable, and kills Run/Flip/everything ???

Last question, what is exactly Guys strenght, his Jump is slow, he cannot deal chip damage, only beginners are scared of a Bushin Flip, his Super sucks, he cannot punish many things because lack of range on his normals, 1 Ultra got Range but is slow, the other Ultra is fast but has no range, poking with standing MK does laughable damage etc,

High Risk, Low Reward>>>>>>Low Tier ?

Thanks!

-1

if it’s only one hit and its the very first one you’ll be slightly negative but at a distance where most can’t do anything about it.

Play footsies against them and approach on the ground and AA when they jump.

Problem is you give up pressure due to fullscreen knockdown and not a hard knockdown.

Its a valid strategy against his bad matchups as Guy can keep characters out.

You shouldn’t fall for that and that’d be bad timing on your part if you get beat. St.HK and Cr.MK beat that pretty clean but you’re losing to some scrub killing stuff.

His strength, good pressure and great damage, his jump is slow yes but you can use that to your advantage if you know how and when to jump. His super most certainly doesn’t suck, 350 damage 7 frame startup and a viable anti air and leads to 450+ in damage. He can punish a good amount of things with meter and reads. U1 may be slow yes at 12 frames but its a combo ultra… not exactly meant to punish things that aren’t -12 or worse, and it can used to punish non-true blockstrings. U2 is fast yes at 1 frame and its range is just outside of his grab range and can be slighty kara’d but its a grab ultra…meant as a punish. St.mk may be ;aughable damage but you can also poke with st.mp and cr.mp with buffered moves behind, You can also poke with St.HP, Cr.HP and st.hk. But laughable damage… you’re just poking lol…

Guy isn’t low tier at all, he’s mid/mid-high but has a potential to be top 15 pretty easily.

Cr.LK is one of Guys two most valuable moves, its easy to get opponents slip into its range, so you can buffer EX hozanto, tatsu, or run-slide to follow up.

Far st.MP is the other top move, almost every strong player who faces a Guy mentions this move. Its certainly no Claw cr.MP but its still got good range and speed, if opponents slip into this (or hit by it after a whiff), you can:

  1. Follow up with HP (target combo)
  2. EX hozanto FADC Ultra1 (probably the most realistic way to maximize U1’ds damage
  3. Run-variations / MK tatsu

These two normals are in my opinion, what’s keeping Guy away from low tier.

What are some good Guy players to look for? I’ve been really wanting to see some high-level footage for a while other than streams but came up short for a while.

Just got out of a match with Rolento.

In the second (last) round, I saw him backing away, knowing he was looking to hit his U2 as a last ditch attempt to score some damage and possibly turn it around. I empty jumped forward, knowing I wasn’t in his face and with an empty jump I should be able to do something immediately after landing and bait the U2. I chose just to jump again, and got caught. I can I do specials immediately? As :lk:.BSK would be free against throws like Take No Prisoners and Breathless. Ex.BSK would be good against a Blanka U2 as well.

Take No Prisoners isn’t a throw.

I could’ve sworn I could follow bushin chain, EX Hozanto with either EX or hk BSK in the corner. Probably not with every character but still.

I still can do Ninja Sickle, EX Hozanto, EX BSK no problem. Is my timing off, have they changed something or was this ever possible?

I believe it’s only possible to get the last 2 hits of the EX tatsu off on certain characters, but I believe it required an FADC after the EX Hozanto… not worth it at all.

It’s confusing because I remember practicing it numerous times in training mode and definitely without FADC. I also remember thinking that it’s odd that I haven’t come across it in any match videos. I took a small break from Guy so it could be that I just remember wrong.

Good to know so I won’t waste anymore time (or bars) trying it.