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

People are well aware of the Kara Cancels with Guy’s Overhead, Works with every special move and super.

I remember someone mentioning that cr.MK destroys cross up attempts. However, every time I’ve tried it, I wind up eating the cross up and the free combo afterward. When should you press the MK button so the cr.MK auto-corrects? I’ve never been too great at making things auto-correct, but I’ve been working on auto-correct EX BSK.

The cr mk wont auto correct but you’ll hitbox will be low enough that the cross up will miss, Unless Guy of course turns around before they attack

  1. cr.mk is +0 on block meaning its safe whenever you do it

  2. streak, try just using cr.mk to evade the crossup instead of trying to autocorrect the cr.mk. itll put them in the corner. try cr.mk (to evade) > throw. it almost always works, and puts them in an untech knockdown state in the corner

Thanks. Seems like it’s working a little better for me now. :tup:

noooo problem bro

Hmm, Ultra 1 or Ultra 2 against Dictator?

I lean more to Ultra 1, but either or because Bison is a elusive SOB.

On another note. I was watching the armor canceling on the Home page and something came to mind. If you use EX Run to absorb an attack from your opponent, you should be able to absorb the following attack with another EX Run utilising armor cancel. All the while not spending a single stock of EX meter? In theory anyway.

If I’m not mistaken, you need to have at least one stock of EX meter (used for the initial EX Run). So, in theory, you should be able to absorb three hits with EX Run > Armor Cancel > EX Run for the cost of one EX meter.

ehh for some reason i have the feeling you cant EX run armor cancel > EX run. if you can, someone please post a vid.

also personally i use U1 vs dictator. it scares them from doing loops as much, and if it doesnt, you should show them why they shouldnt do loops when you have ultra stocked.

I don’t know if i should post this question here, or in the “Run Guy, Run!” thread (http://shoryuken.com/f334/run-guy-run-guide-practical-applications-run-stop-247608/)

My point is, i was trying to bring this into my game, and i just can’t stop on time. It’s not just to be able to mp, hp xx run-stop, stopping on the first frames…
…its that i can’t make him stop. When guy reaches his opponent, he stops with a big and unsafe slide.

Let’s suppose that i can’t hit 1 frame links, and that cr.lp, cr.lp, link into bunshin chain is hard for me
Is there any advice or execution trick other than mashing?
Is a link the only way to stop on time to keep the pressure or be safe?

From my knowledge, runxxstop pressure isn’t actually safe. It just works because of your opponent’s fear of what you’ll do. Also, if you’re too close to the opponent when you try and press stop, he won’t stop because of the command, he’ll auto stop which leaves him very vulnerable.

i actually really like run stop pressure, but you cant use that as your sole source of pressure or youre going to be forced to throw due to down backers. run/stop pressure is only really effective if you mix in tick throws a lot. if you do, they will be crouch teching, and you can blow up their crouch techs with multiple things. if they dont crouch tech, they will block everything you try to do out of run/stop but will get knocked by all their throws. you have to force them to push buttons somehow or else Guy gets utterly shut down by turtles.

Loco, what exactly are you asking regarding links / pressure, sorry im not exactly sure.

I heard someone mention uncrouchable Izuna drops?

C.mk sweep > whiff c.jab > lp bushin flip > uncrouchable drop

Fthrow > f.jump > land > lp bushin flip

Bthrow > c.rh slide > lp bushin flip

Will look into more. Any suggestions for knockdowns?

elmucholoco
if your doing run stop off of far standing mp its not safe. no form of run stop is safe against grapplers
If guy keeps running and stops like 3 character in length your not stopping quick enough.
Your problem could be because of the method your using.
how i do it personally is start run with mk and immediately press lk (with a rhythm like your doing a bushin chain) really quick (if your getting ex run your pressing too fast)
If your already doing that then other problem could be that doing the run stop before your attack hits and not completely getting both inputs (mk then lk) after the attack hits your just getting one of the kicks

hope this helps sorry if its unclear or not what you what you meant

LIES!

There is one way Guy is safe from grapples as he is +1 from cl st mp.

lol didnt know the gief thing
elmucho heres visual if it helps [media=youtube]GjbZLXUt9D0&feature=related[/media]
Regarding untechable bushin flips grabs supposedly its not exactly viable but it works from landing a flip and doing ex flip to get timing of the wake up but theres alot of weird methods people have for timing heres kiryu using his methods tsukimiya 6/1/10 09:01AM PST, 6/1/10 09:01AM PST tsukimiya on USTREAM. Xbox and [media=youtube]wj_lQUMLBVo[/media] coolboycorporate not my vids credit to them you just have to somehow catch the person the one frame they stand

Also i saw some frame data that says cmp has more advantage on block than st mp so isnt this less risky in terms of crlp crlp crmp runstop> crlp crlp stmp runstop?

I know that you can link Bushin Chain from cr. MP whereas you can’t from st. MP. Close or not. I know also that cr. MP has very short recovery. You may possibly be safe after run/stop pressure from a cr. MP.

You can connect it from a close st mp. Timing is just weird afterall cl st mp is +5 on hit as is cr. MP

actually if you use cr.mp run stop it puts you at -5
you have to take the recovery frames into account when using run stop

far s.mp puts you at -4 but has 16 frames of recovery. run stop is 17 frames.

so if you do it perfectly and I mean if you cancel it in the first frame of s.mp it actually puts the move at -5. 17-16 = 1 added frame of recovery

cr.mp is +2 on block with 10 recovery. using the above formula 17-10 = 7 added frames of recovery

2+ (-7) = -5

so its pretty much the same but far.mp has more range.