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

Question:

Generally speaking, which kind of punch should you use when using the air grab. I looked at the hitboxes and it seems that light punch covers lower while the hard punch covers the higher area. So, generally, should you use the medium punch as the “default” key if you’re in the air? Otherwise if you know your opponent is below or above you, you should use the light or hard punch respectively? Or is there any difference? in priority etc?

I think you just answered yourself ? The only one that has different priority is the Ex rest should be used as you proposed :slight_smile:

does anyone know the true frame data on Guy’s run-stop? Like when is the last frame that he can stop on and block? Frame data on eventhubs says recovery is on 17th frame but, I find that hard to believe. I tested training mode and was finding that close stmp on counter hit cancelled into run and sudden stop can be linked with crouching jab. So it might be around 12 frames?

I apologize if this question has been asked before…

So I was in training mode trying and I came across something but when you do Cr.HP > st mp > ex hoz. (This was against a Sagat Dummy) But you can actually get TC after CH Cr.HP, you have to slightly delay the timing of your st.mp to allow st.hp to hit. I believe its also possible on a normal hit. I wonder if this is possible against other characters, This would then make his cr lp > cr HP set up much more deadly :slight_smile:

i was working on a ton of guy frame data notes (that included both block and hit stun values for each move) about a month ago, but i haven’t made much progress since then. due to the inaccuracy of the current frame data available and possible errors in my calculations of block and hit stun, i can’t tell you that my notes are completely accurate. that’s why i’ve never posted these notes on the forums. i only used then to give me a very general sense of how safe guy would be after performing a specific move or string.

if anyone would like me to post the notes, i guess i could go back and work on them some more. i’ll make a new thread explaining how i calculated everything, and we can probably get a good discussion going about all of the information. let me know. :tup:

on block, st.MP > st.HP xx run > stop should be safe against three frame moves, though.

TC > Run/Stop is safe from anything but Abel’s TT, Honda/Gief/Seth/THawks SPD. ENot entirely sure on Ibuki’s U1 but you should be safe I assume.

pretty sure its character dependent. those larger characters can get hit with the TC. but a large number of characters it will whiff on i believe.

anyways I’m starting to throw in the command run-overhead kick after TC to deal with nonstop crouch blockers and folks trying to jump away.

whats the frame gap between TC and the kick connecting or becoming active. Granted its space dependant since you can often go flying over the person. and on hit, how safe is it? i’m finding it wiser to back dash after words and punish mash reversals. Some folks apparently grab alot after the kick.

TC is safe on block VS Ibuki U1. you can jump out of it.

If you do TC up close it will soar over females I believe, Males it should hit. The frame gap is like this… if they see it and react fast enough you can get jabbed out of it. I believe on hit its +2, so if you were to hit it as a meaty you can combo after it… but its best to Crouch tech, or backdash or you can fool them by doing Runstop instead if they are always mashing reversal.

TC xx run/stop is safe from Abel TT and Honda Oichio throw, because those are 5 frame grabs.
Also, read that Seth’s SPD’s are 3 frame grabs? Meaning that TC xx run/stop should also be safe against that as well.

This is assuming you know that they’re going to command throw and Guy would have to either do TC xx run/stop, jump or tatsu. Realistically you’d have to bait it out and hope you guess right. I find its good once in a while against the grapplers but if they catch on and start mashing out their command throw you’ll usually eat a few before adjusting. In this case, adjusting means doing something unsafe in order to beat their command throw.

I’m getting into theory fighter here, which I hate, so I’ll just leave it at that. Just that I wouldn’t really call something “safe” when a command throw will beat all of your options except jumping or tatsu. And of course this is assuming you do the run/stop frame perfect which leaves you at -2. Miss a frame or two and well, you get the idea.

^^ realistically, run stop is not that great of an option vs anyone with a command throw. the risk vs reward ratio isnt in our favor.

agreed. A lot of Run/stop pressure is not the way to go most of the time against grapplers. Use it sparingly and get used to playing more foosies and baiting for punishes…

agreed. A lot of Run/stop pressure is not the way to go most of the time against grapplers. Use it sparingly and get used to playing more foosies and baiting for punishes…

Couldn’t really find an answer, but I’ve been seeing a certain combo in videos and can’t figure out how to do it. It can be anything, but the part i’m stuck on is the ninja sickle to slide, where the slide hits the opponent, but then you reset on the other side of the opponent. I’m able to hit with the slide, but never able to reset on the other side. I’m assuming I’m missing something I should be pressing, but can’t seem to figure that out. Thanks.

most likely dash? or it may be character specific where he ends up behind them, I know the combo you are speaking of though.

Quick question. Does taunt have any modifiers to them similar to 3S per character? If so then hallelujah, if not then, aw.

not that i’ve ever heard of. besides, most of them take forever to complete anyway.

how many frames does it take for guy’s backdash to become unthrowable, and how long does that period last? is the unthrowable property because it’s otg, or is it just sharing the common invincibility that most backdashes have in sf4?

Don’t forget about back dashing, here I was kind of categorizing run/stop as “safe”, I would have to agree I wouldn’t do it too much against anyone with a good command grab, unless I’m back dashing to get a nice bait.

here is [media=youtube]nJ_eF1AM0yI[/media] of the mixup in question.

i believe you just have to dash later than you’d expect to get to the other side, but i haven’t had time to actually figure it out.

you’ll never get behind honda using this and the [media=youtube]b9k7hOERcEw[/media] probably because he’s wide.