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

I found a really good counter hit setup after scoring a run-kick slide knock down …peeps probably know about it already…deep neutral jump mk into cr hp…I started mixing up throws after landing neutral jump mk, and then started doing cr hp after neutral jump mk to bait out crouch tech…counter hit every time…

Thats pretty risky against anyone with a 3 frame reversal but aside from that it would work against most of the cast if you want to space yourself out add cr lp before the cr hp thats another of guys CH set up.

check out my guy counter-hit setups vid :slight_smile:

[media=youtube]UOKLq0A5jHA[/media]

Is st.mp --> run-stop safe to jabs? 3 or 4 frame?
It just seems like I am getting jabbed out of my run-stop pressure too often and i dont think it is because im not cancelling the stop fast enough. Sometimes ill get hit by the jabs other times i might be lucky to block but never quick enough to get another jab in. I mostly just start my run-stop off of a cl.s.hp now.

Ive also seen cr. jab x2, cr.short, run-stop used. How effective is that as opposed to using st.mp? Im assuming its just to give the opponent some different looks to keep them on their toes. Any run-stop tips or suggestions are appreciated. thx

standing mp as in far mp… its not safe, Close im not sure but cr mp i believe gives you a bit more frame advantage on block since far mp gives you i think -4, cr mp gives you +2 but its buts to do it after a TC and rarely of st mp just to keep on toes.

All of the below info is assuming you cancel into Run on the first possible frame of recovery and stop on the first possible frame of your run. This takes 17 frames to complete and looking at the frame data you can tell which moves on hit or block make your run/stop “safe” or as safe as you need it to be…

The numbers below are how many frames (+/-) doing a run/stop leaves you at after the move before it.

cl.hp or target combo…block = -1…hit = +4
cl.mp…block = +2…hit = +6
s.mp…block = -5…hit = -2
cl.mk…block = -5…hit = -2
cr.lp…block = -8…hit = -5
cr.lk…block = -8…hit = -5
cr.mp…block = -5…hit = -2

Ah thanks bro for the info…Just recently starting putting the that elbow drop into my game…Now i gotta work on the run/stop…Again thanks for the info, very helpful so I can use something else for me to get DP mashed outta off lol…

Wait, if you have +6 on your cl. mp after a dash and it has 5 startup, doesnt that mean you could do a daipan loop with it (although it would be a one frame link)?

unfortunately, i think these values are incorrect, even though i’ve gotten the same numbers when i calculated them about a month ago. i’m not saying it’s your fault, since the available frame data tables are supposed to have a lot of inaccuracies (or based on an earlier build of SSF4).

i’ve only seen normals combo after a counter-hit cl.MP xx run > stop. in addition, i believe the only thing that has been proven is the fact that st.MP > st.HP xx run > stop is safe from three-frame moves on block. the frame advantage just doesn’t seem right here. either that, or we’re just calculating all of the numbers incorrectly.

messed around with this for a bit today and i found that you cant do an immediate stop after a cl.mp > run

Yeah, I realised after I posted that there was a warning on the chart for incorrect data

oh well, at least I can’t say I didn’t try…

You couldn’t try to backdash? Plus I don’t think a neutral jump would be too bad in that situation, you could use the d+mp elbow and get a free BC

Is MP > HP xx RUN STOP the only safe version of the run stop? I’m wondering if there are any possible pressure tools that can come from the run stop after TC xx Run Stop. Maybe a cr.lp, cr. mp xx run stop?

Sorry if this has been beaten to death. I’m a new guy user. This info has been real helpful as i’ve started to be more aware to add c.mp to my game. I’m still a little clueless on how to deal with people who rush down, jump in constantly (aside from izuna dropping them), and cross up. There has to be something guy can do besides running. If i have meter, then it’s not much of an issue, but when i don’t, i’m a little clueless.

As far as I know, the best thing you can do is block BUT c .mk seems to work as AA and warps you out of a crossup.

ah, ok i’ll give it a whirl next time i’m in endless.

EDIT: Actually it just occurred to me that c.fk may be even better.

cr.mk > cr.hk in terms of getting out of crossups / jump ins. cr.mk’s lowers your hurtbox so low that its pretty damn hard to get hit by most jump ins. cr.hk does not do that as well. besides, cr.hk has much more recovery time, allowing your opponent to process the fact that you escaped his jump in. cr.mk is much faster, allotting the opponent less time to react.

heh yeah you’re right. I’ve already had a few matches where i used c.fk and all that happened was i escaped. C.mk may give me an opening to in dark helmet voice Ah-Tak

heh yeah you’re right. I’ve already had a few matches where i used c.fk and all that happened was i escaped. C.mk may give me an opening to in dark helmet voice Ah-Tak