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

i can never get the cr.mp to work as an anti air :frowning:
i usually space out the st.RH or just use the cr.mk or slide to get out

Quick question. Is there any difference between Guyā€™s super using lp/mp/hp?

um, the first time i saw the word genin was in a 90ā€™s (golden age)/ jim lee/clarmont era uncanny xmen comic. Matutso had just changed psylock into an asian ninja for the hand. Genin, Chunin, Jounin are simply ninja ranks. They are definently not exclusive to naruto.

Iā€™ve managed to get both to work, cr mk, works lovely against Balrog, while cr mp works nicely against a Zangief, found this out all recently :slight_smile:

cr.mk is amazing vs rog. it beats out his headbutt

cr. strong and cr. forward are amazing anti airs depending on the character. if youā€™re having trouble using cr. strong as an anti airā€¦ just keep in mind that itā€™s pretty quick so it doesnā€™t have many active frames. and on some characters using cr. strong to beat out jump ins clean depends on how early/late you throw it out. like against bison(dictator)ā€¦ cr. strong can beat out his j. fierce cleanā€¦ but it has to be thrown out slightly earlyā€¦ any earlier or later than that will cause his j. fierce to either trade with you or beat you clean. other characters jump ins you can throw it out a little later and still have it beat them clean.

with cr. forward iā€™ve never had any problems using it as an anti airā€¦ just keep in mind that if you want it to knock down you have to throw it out so the 2nd hit gets themā€¦ so just very slightly early so the first hit whiffs, because thatā€™ll reset them, and so that they land on the 2nd hit.

i posted this in the newbie thread earlier, but i think maybe itā€™s better to just consolidate my noob posts here in the Q&A anyways.

  1. My first question is, after TC->safe run stop, we seem to be left at neutral with the opponent. I want to continue pressure on the opponent with another c.lp or c.lk, but pbb because guyā€™s fastest moves are 4 frames i get counterhit by enemies that mash their 3 frame crouching jab/short. What is the best way to make your opponent afraid to throw those out, so that you can continue blockstring pressure? I know EX hurricane will beat their mashing, but this is a very risky option.

  2. I realized after some testing that guyā€™s command elbow can beat out shoryuken on well spaced jump ins (i will upload a video of this since i donā€™t see anything like it on youtube). This is because actually as ryu rises his green wireframe vulnerable hitbox begins to extend past his attacking hitbox (red). it extends the most in lp srk. i made a few fun pictures below just for your enjoyment, although i sort of arbitrarily chose which frame ryu was in. Was wondering if anyone uses this regularly and if they use it to make people scared to srk, and then jump in.

guy command elbow vs hp srk 3rd frame startup picture by liluoke - Photobucket <-bad picture lol. but imagine if guy was farther down. this is how you can stuff hp srk on startup.
guy command elbow vs hp srk 5th frame startup picture by liluoke - Photobucket <- <- i think this one guy will get hit actually or trade.
guy command elbow vs hp srk 7rd frame startup picture by liluoke - Photobucket

guy command elbow vs mp srk 7th frame picture by liluoke - Photobucket

guy command elbow vs lp srk 9th frame startup picture by liluoke - Photobucket

I have 2 Questions or seeking advice.

  1. What are some options to get out of cross-ups, I know cr.HK is one of em. what are some others. I also notice somethings that cr.MK works but I always get hit b4 I can recover, is that just me?

  2. How do you guys deal w/ Turtle Focus(MP+MK) happy players, meaning they sit back and do nothing but wait for you to attack, then uses Focus Attack every time you move in.

  1. cr.mk. just learn the timing in training mode

  2. get a life lead with ex hozanto or something, then just sit back and force them to come to you. if theyre turtling and you have the life lead, you should be happy. theyre just going to run the clock on themselves. just be ready to do something when they get antsy because youre running the clock out.

Just to make sure Iā€™m reading the frame data right, c.lk leaves you at +5 on hit and s.mp (close or far) has a 5 frame start up. This makes it a 1 frame link right?

Question Guys Mp/Hp target combo according to SUPER STREET FIGHTER IV FRAME DATA - PRIMA Official Game Strategy is 24 frames of recovery meaning Guy has time to cancel is into Run(1 Frame) and Run Stop(17) then go into a job(4 frames) so shouldnt Guy have enough time to do Mp/Hp target Combo>Run>Stop>Jab or is his frame data wrong because I couldnt even get Mp/Hp>Mp Horzanto which is 23 frames.

i have a pretty good feeling that frame data is wrongā€¦i dont know honestly though, im not great with frame data. i know for a fact that TC>mp hozanto isnt a legit blockstring and doesnt combo.

Yep youā€™re right.

sorry guys for the tl dr posts. after asking my question 2 times, i think iā€™m just writing too much. iā€™ll make my question clear and simple.

How do you make your opponent respect Guy after run stop enough so that they donā€™t just mash a 3 frame move to counterhit you as you try to continue a blockstring? Since this 1. beats your c.lk/c.lp, and 2. beats your CH attempts with moves such as c.hp. i know ex hurricane works, anything else?

lk tatsu has hit invincibility as well. try that. i dont suggest doing it too often though, it leaves you far too punishable. if you think theyre going to mash jab, try grabbing or simply backdashing / blocking/ neutral jumping. lol lots of stuff to try

Currently available frame data has been shown to have some inaccuracies. However, we canā€™t be sure which parts of the data are inaccurate. The only accurate pieces of information that have been proven are:
[LIST]
[] st.MP > st.HP xx Run > Stop is safe on block against 3-frame moves (moves that hit on the 3rd frame).
[
] counter-hit cl.MP xx Run > Stop can be followed by cr.MP, and the entire sequence will be a combo.
[/LIST]
I believe there was a video testing Target Combo xx Run > Stop against reversal moves. In the video, Guy was hit by Chun-Liā€™s super, which hits on the 2nd frame. This would lead one to believe that Target Combo xx Run > Stop is -2 on block. Unfortunately, I canā€™t find the video at the moment. Explanation of the second piece of information can be found here. In this situation, I still believe counter-hits give 3 more frames of advantage (or hit stun, depending on how you interpret counter-hits).

For further explanation of frame data and the concepts of block stun and hit stun, check out this thread. The thread starter and I go into some discussion about the method of calculating the values for block stun and hit stun.


Letā€™s assume the following information to be true:
[LIST]
[] The above method for calculating block stun and hit stun are correct.
[
] Counter-hits give three (3) more frames of advantage (or hit stun, depending on interpretation) for medium and heavy normal attacks.
[] The frame data for Guyā€™s normal attacks on the SRK wiki are accurate. cr.MP hits on the 6th frame, and cl.HK hits on the 7th frame.
[
] The frame data for Guyā€™s Run Follow Up Options on the SRK wiki are accurate. Stop has 17 frames of recovery.
[/LIST]
Using these assumptions, we get these results:
[LIST]
[] Counter-hit cl.MP provides 27 frames of hit stun.
[
] In order for Guy to be able to link cr.MP after counter-hit cl.MP xx Run > Stop, he must be at +6 on hit (or have a six frame advantage) because cr.MP hits on the 6th frame. Keep in mind that Guy is unable to link cl.HK (which hits on the 7th frame) after this sequence, so he cannot have an advantage greater than +6.
[] Therefore, Run > Stop must be completed in 21 frames.
[/LIST]
Using these new results and assuming that the frame data for Guyā€™s Target Combo is accurate, we deduce that:
[LIST]
[
] Target Combo (st.MP > st.HP) provides 19 frames of block stun and 22 frames of hit stun.
[*] st.MP > st.HP xx Run > Stop is -2 on block (19 frames of block stun - 21 frames for Run > Stop).
[/LIST]
This final result matches our first proven information about this sequence. If Guy is -2 on block after this sequence, he will be able to block all attacks that hit on the 3rd frame. Moreover, if he truly is -2 on block, he will be punished by Chun-Liā€™s super. To complete the last list, this sequence gives Guy a frame advantage of +1 on hit (22 frames of hit stun - 21 frames for Run > Stop). Please remember that all of these calculations heavily depend on the assumptions.


not so ninja [e]dit:

Ugh, after doing all that calculation, i found a [media=youtube]f9muM7ABKL0[/media] after about two seconds of searching. The maker of the video believes that st.MP > st.HP xx Run > Stop is -2 on block. Oh well, at least our findings match up. Remember kids: always search before doing something! :bluu:

If that is the case since a would a CH lp/lk, connect into a CR HP I know for certain it should connect to a st HK,

Counter-hits provide different additional frame advantage values for different attacks. If Iā€™m not mistaken (or if I remember correctly), counter-hit light attacks only provide one (+1) additional frame of advantage.

I also edited my above post with a bunch of calculations.

@streak: Yup, youā€™re exactly right. Medium and heavy normals give +3 on CH while lights only give +1.

In response to an earlier topic (Even though itā€™s a bit old): When it comes to AAs, Iā€™ve had the best luck sticking with either c.MK or s/cl.HK depending on the matchup. Ryu and Honda have jump-ins that beat c.MK pretty handily, but s.HK gets the job done against them. I havenā€™t tried c.MK against Boxer, but heā€™s got a fat ass when he does his good jump-ins so s.HK works well there too imho.

Im new to Guy and want to add to him too my roster of characters. Going through the trial challenge im not quite sure about target combo i can do the 1st part but not clear what to follow it up with i know its HP but still not clear even when i look at the input.