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

So! Finally got SSF4 and trying to learn Guy, but turns out I’m pretty bad at this game. Is there anyone on XBL in the mornings, like between 8 and 10 CST? I’ve been trying to learn stuff against random pubbies, but… it’s bad.

Add me on XBL. GT: Shine3rection

I’ll try and play you as often as we get the chance.

What is a Bushin Chain?

:lp: > :mp: > :hp: > :hk:

I’m sure this has been covered before, but is there a reason why Ultra 2 isn’t an instant command grab like Gief and T Hawk’s Ultra 1?

Because it would be incredibly broken for someone with Guy’s mobility and tool set to have a 0 frame command grab. Think if Gief had a run, safe specials (for the most part) that advance him forwards and a command jump that goes full screen as well as an invincible move that is 1 frame slower than a dp. Would that be balanced?

I have a quick question… what is fuzzy guard? and how do i use it?

[media=youtube]4Ak7TBY3d88[/media]

In short terms, Basically it’s when you use a while-rising attack after putting your opponent into a standing blockstun. Usually in SSFIV its done after a Jump in attack.

Bunshin izuna drop in wakeup is great for a noob like me, but once people start crouching mash jab… i feel it’s over.
on my opponent wakeup i used to run to them and then mixup low - mid and lp bunshin grab… but now they crouch+lp and i don’t even touch the ground in front of them or at their back.
I feel like bunshin is over but I MUST be wrong. Please prove me wrong and help me.

Is this move still useful on enemy’s wakeup??
or after mp > hp > lp bunshin ??
Is there a mixup bunshin somehow (besides run hk) to make my enemy stand up for the grab?

Thanks in advance :slight_smile:

I rarely use Bushin Flip outside of the reset combo, or against Adon. other than that, i use it once in a while during TC mixups, but not too often. its kinda risky.

i find lp bushin flip grab on wakeup still catches people but you need to mix it up with other wakeup options so the opponent can’t just mash cr.lp on every wakeup. crossup j.mk / fake crossup command elbow alone is often enough to mess with their head a bit, then there are all the ground-based options, run stop cr.lk link to combo of your choice, run overhead kick, run stop throw, run stop cr.jab throw, run stop block to bait reversals etc. there are safe jumps, baiting reversals then catching them with ex kaiten izuna, and lastly, lp bushin flip with the right spacing and timing for the easy 200 damage even on reversal dps and the like. guy has a lot of okizeme options, use them all instead of abusing just one, and they all become more effective.

Thanks parodius.
It’s not “abusing” one move, is that i want to land it, and to do so i must “set up” the enemy, and i don’t know what to use.
My problem is that i feel that my enemy have enough time to see what “group of possible wakeup mixups” i might use.

-Run options are all in his own mixup.
I’m standing next to them or i came running from far… either way the opponent see the run and knows that i can mk, hk, or stop and do something fast.
So once he “sees” the run, he must choose fast between crouch block, standing block for mk and hk, or reversal to punish both (knowing that i may stop and punish that)… or focus, or… (i’m not going to list every option).

-Safe jumps, jump>mk crossup, jump > elbow (fake crossup)… all jumps are another mixup group too, the opponent see’s the jump with enough time to choose between his options for jumps.
Once he sees i’m jumping aiming for an ambiguous crossup or safejump, he chooses between his usual options for crossups, chose to block and choose wich side, or back/forward dash, reversal, etc…

-but the flip…
if i go for the flip, i don’t see possible mixup other than doing it late aiming at their back so they might try to reversal shoryuken (wich i would grab).
If they see the flip coming they have nothing to choose, they just mash cr lp beats all options. (Flip + elbow get’s punished with cr.lp too)

is jump + early elbow my only “mixup” ?
or am i doing this wrong because i’m slow with my options and i let my opponent see what “group” of options am i using?

Well, here’s the thing, not every person knows all of those options, and even though they may know them, it doesn’t mean they can execute them perfectly every time. The whole point of mix up is to make the opponent have to guess at what you’re going to do because chances are if you’re doing it right they aren’t fast enough to do it on reaction. When an opponent is guessing the entire match all they do is make mistakes that can be punished, or they normally end up taking whatever hit it was that you used because they guessed wrong. That is why all these options are so effective against people. Trust me, just because you tried to do say cmd dash mk and they just so happen to DP you, chances are it wasn’t because they reacted to the fact that you were using the mk it was probably because they saw the run and their highest chance for success was to dp because it could stop the overhead or the slide. A good way to check this is after you eat the dp, then next time you cmd dash, just stop and block and watch them throw out the dp then punish.

What pressure strings do you guys like to use when rushing down with guy?

I have alot of trouble against people that are happy to hold down back all day and counter my jump ins with a normal/reversal move and i feel my options are limited/predictable.

I’ve tried to put run-stop into my game but with little success. I usually manage to get one or two throws in after run-stop before they start mashing crouch tech or reversals. I’m well aware of mixing it up with c.hp for counterhits to open people up but more often than not it trades with people mashing crouch tech.

Is there something I am doing wrong here?

Thanks guys

@samkiken If they start turtling and consistently punish your jump ins and tick throw attempts, you can do 2 things: 1) do the overhead to keep them in check, 2) use s.mk, cr.mk, or s.mp from a ranged distance to keep the pressure there. A good thing about using s.mp is that if they try to mash jab you out of a tick throw, you can get a counter hit and go into a hozanto.

if they’re starting to cr. tech after your run stops, it’s risky… but throw out an ex hurricane after a run stop. it works on cr. techs and jab happy players. i’d actually suggest using the short or forward version of hurricane because there’s a very slight delay in the regular versions of hurricane before they actually come out and it tends to bait people into throwing out jabs or cr. techs. the ex hurricane comes out pretty much instantly so if you want the damage go with the ex version.

once you condition them to expecting you to hurricane after run stops now you can get in throws again after run stop pressure. like i said though the hurricane thing is risky, but i feel guy has to be risky in ssf4.

@ Samkiken

well, a lot of it depends on the character your opponent is using. fighting a downback Rog is completely different than fighting a downback Guile. you can apply free pressure on Guile with command elbow and crossups. you cant exactly do that to rog because his wakeup reversal will beat out your elbow. if the opponent doesnt have a fast reversal, you can do run xx stop pressure all day for free.

ex) command elbow > TC xx run x stop > TC xx run x stop > throw / TC / overhead / bushin flip / hozanto (to have a safe block string) / U2 / etc

if they are blocking a lot, you MUST use hit confirms to stay safe. if you feel they are going to throw or reversal, just do run xx stop > backdash. just do things to be unpredictable. if you always tick grab after cr.lp x2, your opponent will pick up on that. the same goes for everything you do. again, its matchup dependant on certain things you can or cannot do.

What is a good punish

s.fp xx med tatsu takes off more damage than ff chain (minus the ex-hozanto)

Depends on what your trying to do and what you are punishing. Ryu’s dp can be punished with st.RH xx FF Chain. On other characters with slower reversals you might just want to go for TC xx Run-Slide to go for the safe jump setup. If you land a focus attack and are confident in your execution you can do cr.mp xx FF Chain.

Personally I go for FF Chain every chance I get. I dont know why but I think it looks cool. Sometimes I follow it up with ex. hozounto. Other times I don’t. Depends on the positioning, character, and player