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

What’s the timing for some of his resets after the Bushin Chain Throw? I can’t seem to get the timing down for them consistently.

Personally, I use crouching jab to do his resets in the corner. If you jab them as soon as you throw them back into the corner and then wait a split second and dash, you’ll end up in the corner again. It takes a little experimentation, but it’s nothing you can’t get with some practice once you find the timing.

If you’re talking about connecting standing mp or fp then basically just hit it as soon as you see the animation for the throw come to an end. I plink s.fp with s.mp so something has to come out and usually go for a lp bushin flip with a mix of run, stop to keep them honest.

typically i use st.hp. for all special cancels during the reset, it has the most active frames. only time i dont use it is when i do a cross-under, in which case i use cr.lp

Hey guys, a big problem I have is defending against blockstrings with Guy. It seems like my opponents sometimes go on endless blockstrings because I can’t figure out how to turn the tables. Any tips? Kind of a newbie question but this is probably my biggest weakness.

@coolrunnings: This is where being patient comes in. You have to be content to simply sit there and block, then tech throws while your opponent is going on their string. It’s really the safest thing you can do, but you can’t take damage while you’re blocking so you’ve got all the time in the world, well at least until the time runs out of the round. Just sit and analyze what they’re doing and wait for them to mess up then turn the tides. Guy’s best get off me move is the EX-Tatsu, but if they’re waiting for you to throw it out you can take quite the punishment for it. So really, just be patient and the opportunity to do something back will show itself.

Thanks for the tips man. I appreciate it. I think playing patient is my biggest problem but I’ll work on it haha.

Yeah, recently I’ve had the same problem. Often i’ll smash my oponent by rushing down then as soon as they start to zone me a bit more I’ll lose focus and start making stupid mistakes trying get back inside.

Since I’ve found success with using more Hozanto under projectiles and flip over or short forward jump command-elbow to get good spacing as well as random wall jumps. Also I’ve found cr. MK to be most consistent anti air when correctly spaced followed by slight walk back into mk cross up/ early command elbow option. May be old news but working quite well for me atm.

Mash out EX hurricane.Thats the half assed option anyway.

To be honest though I’d just block all the blockstrings.It will help you get better at defense and learning to tech throws well.

@ Coolrunnings

first off, awesome username. more importantly, two things i can suggest:

  1. learn your matchup vs every character. learn it like the back of your hand. seriously, a lot of the time players use strings that are punishable / interruptable at some point. learn every characters BnB. its what you will see the most. learn how to punish every characters BnB / over-used strings. it really isnt as time consuming as it may seem, a lot of them are punishable by the same stuff, some are punishable by more damaging combos.

  2. use Vega. seriously. even if you dont want to main him, i highly suggest using Vega for a while simply because playing Vega FORCES you to learn to block very well. make sure you turn off KKK and PPP. using those wont help you. i promise you that if you use vega in matches for as little as a week, you will see a great improvement in your defensive skills.

Thanks! I’ll try that Vega thing out. I think I’ve got about half of the matchups down. I’m noticing that when I run into someone that I have no knowledge of, I panic and get reckless. That’s when I also run into the block string problems. I’ve seen some really good write-ups in the Guy matchup thread, so I think once I read through those and get the rest of these matchups down, I’ll be good to go.

Sweet. Doin that right now since it looks like I’ll have a little more free time on my hands. Thanks dude :karate:

This is more of a setup than a question, but do you think you could adjust someone to block Guys overhead on wakeup, then cancel the startup into a bushin flip and grab them (because they would be blocking high?) I dont know if they would have enough time to react or not

I’ve seen some discussion about this before somewhere. I do think it’s possible but you’d probably have to train them quite a bit as the overhead doesn’t do much damage or lead to anything so a smart player wouldn’t be concerned about it unless they’re anticipating impending stun. [media=youtube]4Ak7TBY3d88"[/media].

its pretty easy to react to an overhead kara lp bushin flip, i dont think it would really be that practical…on the other hand, overhead kara run xx slide would work because its pretty fast and hits low. either way, you would have to be doing overhead a lot, which would waste time doing minimal damage, whereas you could use that time doing other things that case more damage. i dont think its a viable tactic during competitive matches. maybe once in a great while for shenanigans, but not something to incorporate into your usual gameplan. just my opinion.

Question 1:

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why don’t i see this more often in the videos i watch? mixing up neutral jump ex izuna drop with neutral jump blockstrings is a great way to scare your opponent into not doing wake up reversals and gives you a great chance for wakeup pressure.

i did test it though. i realized that the way you time it makes you beat either reversal DPs and not non-reversal DPs, or vice versa. maybe this is why it’s not as good, because they just have to vary their DP timing.

can you do this off of a ninja run-> slide? i tried and couldn’t get the spacing right and got hit by DP every time.

Question 2:
if you hit someone with ex hozanto after doing the target combo, what follow up do you like to do to keep up the pressure?

Question 1: Well, it might work a few times, a lot of people just mash out reversals so changing their timing isn’t likely to happen. Not to mention if you EX-Izuna on reaction then you can still probably get it to work, but I’m just guessin’ since I’ve yet to do any testing with it.

Question 2: You could follow it up with the run and just stop, that will normally bait a reversal, or do the over head to get those pesky crouch blockers. On rare occasions I’ll do a bushin flip after if I know they’re likely to stand there and block high, or jump. Also, I wouldn’t really recommend using the EX-Hozanto after the TC. Just isn’t that great of a use of meter. You’d be better off doing mk tatsu, it puts them closer to the corner, does more damage than a lp hozanto and it doesn’t cost meter.

Another option would be to do runxxsllide after the target combo. It won’t push them towards the corner, but it keeps you right next to them and gives you an untechable knockdown which could use for a variety of things.

I have a quick question : is the cr.lp dash cross under reset after a bushin chain throw working for any of you ?

I’ve spent 2h trying to make it work and except on Makoto the dash just never ever cross under anybody.

wait for the flip. Then dash. Its really late after the jab

Also, the earlier you hit them with your c.lp the higher they’ll flip up into the air making it harder or easier depending on your timing. Hit the c.lp as early as possible and then wait until after they flip in the air and then dash, that should get you back into the corner.

Just don’t try it against honda, as far as I can tell it’s impossible against him.

Question about the run/stop and it’s safety. I’ve read on the boards here that if you stop on the first possible frame then the run/stop shennanigans are safe from most things. Watching the Tsukimiya videos that show the inputs, I can see that he runs with mk and then immediately presses light kick to stop. Trying this out in training mode it’s qcf.mk, then lk with timing a little slower than plinking (cause if you plink then you get ex run).

My question is how do you guys do this run/stop stuff? As far as i see it there’s 3 ways. Tsukimiya’s mk then lk, double-tapping the lk after qcf (papatiwawa’s method) or just plain qcf.lk then pressing lk right away as fast as you can (not exactly double tapping).

Up until recently I’ve been doing the last method (as it was easiest for me) until I did some testing and realized that double tapping/Tsukimiya’s method actually stops you faster. Check it out for yourself in training mode using the squares to see where you stop. This explains why everytime I tried to use these run/stop shennanigans (i.e. going for counter-hit c.hp etc…) I would get jabbed or whatever out of it.

My question is, how do you guys do the run/stop when applying pressure?