In terms of combating wall dives, guy doesn’t really have a good anti-air to deal with vega’s wall dive. From my experience, FA won’t help much either cause he’ll just follow up the wall dive and grab you out of it. So I tend to jump back fierce/air grab every time they try to wall dive me. So much so to the point, where the stop doing it or start faking wall dives. If they start faking wall dives, I tend to act on reaction and run slide all the way full screen, since vega has some recovery on landing after wall dives. And it’s proven pretty helpful. I used to have a lot of problems against vegas and those dreaded wall dives…Thought I’d just give my thoughts…
Ok, another question. Does Guy have any double option selects?
Everyone has back jump normals, and while Vegas may be especially good, it still sacrifices positioning, he might even consider neutral jump HK. Air throw is good no doubt, but not as reliable as a regular ground AA, which Vega falls short in.
What do you mean by double OS?
Trust me in that matchup, Vega doesn’t lose positioning if he does those type of AAs, he’s still got the footsie game and considering I’ve played Zeus, it’s a nightmare of a match when he doesn’t let you in at all.
Fair enough then.
I always forgot to ask this Blood, why did you say Guy vs Honda had gotten easier in Ultra? I personally still struggle.
Since you can punish EX Headbutt now as well as avoid/punish butt slam, his wakeup game doesn’t get him out for free anymore. Guy can play the footsie game and if you play patiently and smart its an even matchup. You also still have an anti air against him. The only way you’re really losing that match is if you hang yourself or simply get outplayed.
I’m not sure and I haven’t tried. But I hope this video helps and inspires you to think of some.
RSL (HDK, no DWU) > immediate nj > njhp (Safe jump)> [OS cr.hk] > cr.lk > [O.S. cr.lk+hk] works on Dhalsim Focus Backdashes. I believe there’s one which utilises the 6 frame cr.mk, but I don’t know it.
For the first OS, could you use light/medium bushin senpukyaku instead of cr.HK? Would that work?

For the first OS, could you use light/medium bushin senpukyaku instead of cr.HK? Would that work?
They can work, but whether they are useful is the question.
Lk.BSK is throw invincible and mid invicincible, so you would only need it on a safejump OS if the opponent uses a throw that is invincible during at least the first frame, but takes more than 4 frames to start up. Or a mid level moves with the same properties.
mk.BSK is projectile invincible, so it would take a projectile attack of similar properties. CR.HK as an option select here is good because its low profile can cause certain invincible moves to whiff or connect improperly, where as the bsk’s would put you in the line of fire.
Has anyone come across any useful RFC combos for Guy?
I have only used Red Focus in 3 scenarios:
- As a normal Raw Red Focus for the sake or absorbing multihits.
- As a mean to set up a frame trap from the crumple (my favourite use of Red Focus as Guy btw)
- As a means of pulling off Ultra from a hit confirm mid screen
All of these uses are very situational, and Guy’s highest damaging combos into ultra are done without RFC as far as I’ve seen. Does anyone have any that are useful?
Does anyone have any advice on Guy v. Guile ?
I’ve been fooling around with Guy for the past 2 weeks, and Guile has been absolutely brutal thus far.
I took a peek at the Guile thread that was linked in the Match Index Thread, but the discussion was both quite old and didn’t really pick up steam. The Guile Character sub-forum seem to be largely of the opinion that it is Guy whom gives Guile the ol’ what-for.
The thing I’m struggling most with is the neutral / mid-range play. Unless the Guile player is somewhat pro-active and is giving me something to work with, like a limb to challenge or HIM jumping forward, I’m finding very little means of actually getting in, much less scoring a hit or two. The few reactionary Guile I’ve had the displeasure of facing have been nearly impossible for me to crack open. I’ve never been hit by so many Sonic Booms and Crouching Heavy Punch from Guile and I never felt so shutout.
From the videos I’ve been able to dig up, most of them have been Guile being relatively active in their movements, which then allows Guy to catch something or pulling off a gimmick or two. That, or more lost and uncertain of the match than myself and get steamrolled, making Guy look like he can do whatever he wants.
I saw a note in the Guile section on about something with Guy’s Elbow beating “anything and everything Guile does” on wake-up. I had tried a few attempts after Run-Shadow kick, both with the immediate jump and with whiffing a cr.LP/cr.LK, only to watch Guile Flash Kick me clean out of it every time. Is this something that is still relevant, just that I’m flubbing it or was there some sort of adjustment removed / diminished it ?
From my experience, I have a hard time seeing how Guy could possibly have a leg up on Guile.
Elbow drop is very good but you need to have jumped in pretty close, theres a certain spot where it completely stuffs flash kick.
Guys off the wall jump has good range, I would surprise him with those, and often cancel those jumps with elbow drop to test his reactions.
If hes keeping you out with booms, use the opportunity to build Ultra meter (focus). One thing to remember, Guy can Ultra 1 Guile in corner after hozanto without FADC. I’m also thinking of using it raw to whiff punish his cr HP.
EX Run Slide isnt as good as most people lead you to believe, you’ll still need to be quite close, or you could surprise him with EX Run Overhead instead.

Does anyone have any advice on Guy v. Guile ?
I’ve been fooling around with Guy for the past 2 weeks, and Guile has been absolutely brutal thus far.
I took a peek at the Guile thread that was linked in the Match Index Thread, but the discussion was both quite old and didn’t really pick up steam. The Guile Character sub-forum seem to be largely of the opinion that it is Guy whom gives Guile the ol’ what-for.
The thing I’m struggling most with is the neutral / mid-range play. Unless the Guile player is somewhat pro-active and is giving me something to work with, like a limb to challenge or HIM jumping forward, I’m finding very little means of actually getting in, much less scoring a hit or two. The few reactionary Guile I’ve had the displeasure of facing have been nearly impossible for me to crack open. I’ve never been hit by so many Sonic Booms and Crouching Heavy Punch from Guile and I never felt so shutout.
From the videos I’ve been able to dig up, most of them have been Guile being relatively active in their movements, which then allows Guy to catch something or pulling off a gimmick or two. That, or more lost and uncertain of the match than myself and get steamrolled, making Guy look like he can do whatever he wants.
I saw a note in the Guile section on about something with Guy’s Elbow beating “anything and everything Guile does” on wake-up. I had tried a few attempts after Run-Shadow kick, both with the immediate jump and with whiffing a cr.LP/cr.LK, only to watch Guile Flash Kick me clean out of it every time. Is this something that is still relevant, just that I’m flubbing it or was there some sort of adjustment removed / diminished it ?
From my experience, I have a hard time seeing how Guy could possibly have a leg up on Guile.
After Runslide, just neutral jump hp. THAT will beat out anything on wake up other than delaying it. Learn to mp.HZO under non-EX sonic booms. Download and register your opponents turtling timing and spacing and bait him into it. Either that or heavy/ex bushin flip.
Typically, the sonic-boom spacing isn’t broken from an all-or-nothing gamble on a jump/runslide/runoverhead. You want to push in until you’re too close for raw sonic booms to be sensible, and restart the neutral game when he’s within striking range.

Elbow drop is very good but you need to have jumped in pretty close, theres a certain spot where it completely stuffs flash kick.
What is sort of the range I should be aiming for ? Thinking back, I had one instance where I had either traded or beat out a flash kick, I want to say I was around max range cr.MK but can’t say with certainty. Is that around where I would want to be?

After Runslide, just neutral jump hp. THAT will beat out anything on wake up other than delaying it. Learn to mp.HZO under non-EX sonic booms.
Oh, I hadn’t realized or forgotten that the Run-Shadow Kick gave a 4F Safe Jump. I normally would just neutral empty jump.
I was playing around with the idea of utilizing medium Hozanto, but I regularly ran into the issue of not slipping under. I wish I had saved the replays to review them, because I don’t know if it was poor timing on my part or if maybe the Guile players were using light Sonic Boom to beat that approach. I recall only one instance where I managed catch him, but resulted in a trade with the Sonic Boom, and didn’t have the life to survive the exchange.
Thanks for the input guys, I really appreciate it. You’ve given me some things I can try and refine or introduce in my play.
cr.MK range is good to start the elbow drop, that’ll usually stuff or trade. Do the elbow drop anywhere closer (and still while Guy is above Guile), and the flash kick will completely whiff.
One back throw setup I like against Guile is:
backthrow -> whiff forward MP (overhead) -> forward jump -> either elbow drop or cross up jump MK
Timing of the elbow drop is important should you choose to do so. If you elbow drop right above his head, Guile can ONLY get away with wakeup forward dash. All flash kicks whiff, Super/Ultra whiffs, cr HP gets stuffed.
If you elbow drop slightly in front of him, forward dash won’t work, flash kicks still whiff, Super/Ultra will usually hit once, cr HP sometimes trades or gets stuffed.
Comparing corner situations between these two, it seems to me like the matchup is in Guy’s favor. If Guy is cornered, he can still sit there and counter poke Guile (sometimes being cornered is better if it’s getting your opponent more active) or he can get out fairly quickly if Guile is sitting a little back throwing booms.
But if Guile is cornered? Guy can just pressure with jump forward elbow drops, and Guile’s most reliable defense against this is block or focus (if he thinks Guy won’t jump MK crossup). Guile also has to try very hard not to get forward thrown, because the elbow drop/jump MK is especially dangerous. As long as Guy keeps the elbow drop above Guile’s head, wakeup flash kicks whiff, cr HP gets stuffed, Super/Ultra will hit once at best.
Has anybody come up with any option selects against decapre? and chun li? Those two are a nightmare for me.
lol
That Omega mode guy…

I think guy’s super changes when you press a different button but its the same, i think [details=Spoiler]git gud[/details]
LOL Wtf does that even mean?
Anyway, from what I’ve tested, distance wise and damage wise, the variations make no difference.