Regarding Fei match-up, I would go into training mode and learn how to punish RekkaX2 (has to be poorly spaced). That is a bad habbit that alot of Fei players (including mysel) have. I think cr.LP into any combo will do but not sure.
Another thing, be aware that alot of times Fei player will use Chicken Wing on wake up to escape so work on punishing that. Speaking of CW, if you block it and the Fei has two bars (to FADC flamekick) dont try to punish! I would like to practice with you but Im sorta of out of practice.
Neutral Jumping works well if you’re playing against an agressive Fei Long that use Rekka or CW alot. Use Command Elbow or MK into a combo. Though if you abuse this a smart player will punish you for it so dont get cocky!
I agree with everything Avenger mentioned. A lot of Fei players (including myself when I played Fei) have a bad habit of doing Rekka-2 on block. Look to punish Rekka-2 if they keep throwing it out. Once you get a knock down, don’t forget that you can do this. After a safe jump, you can OS st.HP, and Fei Long will be forced to block. However, I couldn’t get the OS st.HP to hit his back dash after the safe jump, but that could be an execution error on my part.
There’s a few other things that I was going to put into my Fei write up, but I haven’t made much progress. If you bait Fei Long into doing any Flame Kick and he doesn’t have enough meter to FADC, you can punish with dash forward > cl.HK > Bushin Chain. Of course, the dash is optional. Guy can dash under Fei and cross to the other side, giving you a positional advantage if you were in the corner. You can thank the horrible frame disadvantage on block of Fei’s Flame Kicks for this neat little trick.
As for punishing Rekka-1, you most likely won’t be able to do so. If you want to take a gamble, you can throw out cr.LK buffered with MK Bushin Senpukyaku, Run > Slide, or EX Hozanto. The cr.LK will usually whiff due to the spacing of the Fei player. On the other hand, if the Fei player is within the range of cr.LK after a blocked Rekka-1, there’s a good chance that you can punish him.
Hmm i think i ran into a wall :(, i’ve been losing most of my games and i dont know where to start on retraining myself for Guy. Should i force myself to learn more BnB combos? I only know 1-3 (different variations) or should i just drop Guy for now and try something else before coming back? All these losts are really annoying me. Any advice/tips will help. (PS. I’m not sure where this will go so i just added it here. sorry if its in the wrong place)
Hey, someone let me know if this isn’t just me, after I got the update and downloaded Guy’s new alt when I do bc>FADC>U1 in the corner Guy dashes under them and the U1 whiffs unless you space it really well. It even does it with tc>lp hozanto>FADC>U1. Is it just me, or is everyone gettin’ this?
Dude if losses are annoying and you want to win more without working hard for it then you probably need to switch your main. On the other hand, if you seriously want to improve your Guy play then you need to identify why your losing and address the weaknesses in your game. And yes, if you notice that your dropping your bnb’s then you should be practicing them but be clear that nailing all your bnb’s is not going to gaurantee you ‘wins’. You need to analyse your overall game play.
If your just playing online then most opps aren’t going to even require a lot. Use elbow drops well short of the target to bait reversals you can punish with simple target combo to wtver. Once you’ve shown them this a time or two the gateway will become open for free drop ins and flip throws.
Run > Stop just shy of them on their wake up is really effective. It’s utterly safe if you’ve got the timing down and are aware of when you are dealing with an untechable knockdown and when you are not. Doing this REALLY pushes your opp into the corner fast as guys throws and combos all knock them back… then guy chases. You’ll also bait some reversals to punish like this… and if they don’t ever reversal (or if you teach them not to with punishes)… then you are just getting free run > overhead and run > slides.
Both techniques together form the most basic set of guys “safe” game play. This is really simplified and yet you could probably beat most online randoms just doing this.
Only other tip is use run > slide to punish stuff outside combo range (instead of cr.hk slide) whenever you can. Often times people use cr.hk slide instead just out of reaction… which doesn’t go 1/2 as far… 1/2 as fast… and does roughly 1/2 the damage. Simple in practice… pain to remember in match… least for me.
Good players will be ready for all this stuff so it gets harder… but random ken/ryu types online… guy is made to bait the hell out of them and/or force ugly guesses on them if they refuse to be baited.
britepixels: i never said i dont want to work for it. All i said is, i dont know where to start on retraining myself. I’m willing to put time into Guy. Ok so i guess i should head into replay and watch every fight i have fought to discover my weaknesses. Thanks for that tip
Madtitan: Very interesting comments. Well i play both online and offline. Currently in the group of friends, i’m considered the best but lately, i realized i’m not too good with mind games. Like i cant bait stuff out but i also noticed i get baited a lot and i fall for them all the time
Interesting point about run> slide as a replacement for cr.hk. I think i shall give that a try later. Thanks for the advice.
Is this for all versions and/or will his EX do more damage?
What’s the exact on the corner EX flip unblockable, will they remove it? If it does 120 damage for an ex bar taking away his super doesn’t seem too op…
what are properties of his tatsu exactly?
Any weird things that aren’t common knowledge? Does he have a kara throw (with medium punch rite?)
are they making his elbow drop better so you can do it lower or more hit/blockstun? like vs geif and hawk its shit…
They never confirmed it if it was getting nerfed as you can see from the recent list Bushin flip was never targetted in it… if they even did nerf it wouldnt be 120 as that would be even lower than his standard grab, if they did truly nerf it would probably be 150, but they never said anything about so anything at said at the Location test is null and void about U2 or Bushin Flip, plus they simply guessed the damage done, it wasn’t like they went into Training mode to find out.
All versions do the same damage
There has been no mention of it being 120 damage or if the loop was removed, Its a 1 frame trap. Meaning you have 1/60 of second to hit that button at the precise time which isn’t easy let alone overpowered, there are ways to beat it, its a high risk/high reward factor in many cases. Also due to damage scaling and sometimes missing the super going for an untechable knockdown leading to safe jump pressure is a lot better than dishing out 400-450 damage in which case you must hit confirm into and giving your opponent an Ultra stocked, and with no meter or REVERSAL for that matter either.
LK tatsu hits low usually 2-3 times, and has throw invincibility on start up
MK tatsu hits low, 3 times does a good amount of damage, projectile invincibility on start up
HK Tatsu hits 3-4 times usually done in juggle combos
EX Tatsu, Guys wake up reversal 4 frames, hits 3-4 times does a great amount of damage, if you miss say hello to a big punish.
His kara throw isn’t that great along with his throw range.
TK Izuna is something that isn’t normally common knowledge as it catches A LOT of people off guard and gives you some breathing room.
His Elbow Drop off of a jump is great provides a good amount of hit/blockstun, his bushin flip elbow is another story as it isn’t as good as the command elbow but its been that way ever since Alpha.
Also you shouldnt be jumping in on Zangief/Hawk Blindly.
Thanks a lot for the input, I’m a technical player so that really helps. I really liked Guy’s playstyle but I didn’t opt to play him when I started Super (Ryu instead). I have always been in love with instant Izuna and I hope they don’t touch it, what do you think they’ll do to it if anything?
Like if they touch Bushin flip (damage wise)… I really won’t care because the only time I ever catch them is in that 1 frame trap, or by chance of them jumping or doing a fireball from a distance and not recovering in time.
Izuna… that has to be done in the air to begin with, and it’s not like they can change it cause if they change for height restriction they would have to be do that to everyone else with an Air throw.
EX Shoulder on block from HP Headbutt maybe the same from MP on block. You can possible Run/Slide after a block HP or MP Headbutt. EX Headbutt is safe on block against Guy. However, all Headbutts can be punished with MK and EX Tatsu if you have great reactions.
Yeah, I’ve ex Tatsu’d Honda out of headbutt a few times offline and online, but I was REALLY hoping for some type of meterless punish. I tried Run >> Slide as a punish for HP Headbutt in training mode but only got it to work once. Thanks for the info!
Run> Slide is only possible after blocking HP Headbutt. (Best scenario since you can safe jump after)
Ex Houzanto possible after MP and HP Headbutt.
Jab and Ex Headbutts are unpunishable on block.
IMO The best counter really, is to jump back and do a command elbow IF you think he’s going to do any head butt. There’s a good chance you’ll beat him and its pretty safe if he doesn’t headbutt. However, the danger is in overusing this (which you will be tempted to do because it’s so safe). If you spend half the game doing jump elbows, then there’s no real reason for the Honda to headbutt (see K1 vs MrSNK, no offense to K1 but it is a good example of what I’m talking about). Limited and judicious use of the jump back elbow forces Honda to headbutt and buttsplashe judiciously too.