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

Sounds interesting Street. Haven’t heard of this myself but it would be cool if it really does work like that.

yea you do have to wait a little(really small gap)…its not safe against Ryu,ken,akuma DP… but works just fine on everyone else…

The OS tatsu might not beat SRK…but it ll most likely beat other reversals (honda ex-headbutt)moves…depends on the invinc really…

On guile , you can also do a well timed elbow on wakeup which stuffs Flash kick and his anti-air…This works on Ryu/Ken LP and HP shoryuken but it doesnt work on MP shoryu

Sadly HP Shoryu leads to trade… which usually its never good cause the trade damage isn’t always worth it especially in teh corner.

Thanks Guys!! I’ve been frustrated lately because I keep getting DP’d on jumps I thought were safe, but at least I know now :slight_smile:

you can’t safe jump ryu/ken/akuma’s DP…

Nope…HP and LP have same amount of invinc… weird i know…i recorded a guy dummy doing an elbow on wakeup… its possible to beat LP and HP but it loses to MP clean :(…

Maybe a Hitbox thing and not to do with invinc ?

You people are quite possibly the most amazing people to ever have walked the earth. THANK YOU.

Just came back from Friday Night Black Out (Project Failure)

Went 2 - 2

Won my first match against an Abel Player. Clearly didn’t think he knew the match up very well

2nd match was against MrQuotes. I lost to his Dudley, both of us didnt really know the match up so it was a win/lose situation

3rd match was against a Dudley which I took that match that time

4th was against a Cammy, went to the last game but he changed up his Cammy and went defensive.

I wasn’t playing my best :\ no run/stop or CH setups but was doing a lot of 50/50 crossups and fake lk crossups which were catching people off guard. I honestly must say the Cammy match up isn’t incredibly hard if you know how to keep Cammy off you because a lot of her approaches can be avoided it makes the match up easier for you. But when it comes down to who holds a better defense it goes to Cammy, her footsie game just beats Guy’s.

It was fun though :slight_smile:

why the heck does j.hp,hk whiff on akuma on stun?i lost a match because of this

Yeah it’s a little weird. If I’m not mistaken, forward jumping HK to standing HK can also whiff,stunned or not stunned. I came across this problem in the early days of picking up guy, so i’m not sure, but if u delay the standing HK just slightly it should connect. I don’t really risk it myself because of potential errors.

If I connect jumping HK i tend to just do the bushin chain which works well for my mix up game.

Speaking of akuma, I was playing some B+ akuma today - it felt good doing a reversal ex izuna drop on his dp.

My friend is a Fei user and myself am a Guy fan, our matches are really wierd considering we both have knowledge of each characters playstyle. usually it ends in a draw but for some reason I feel Guy should have the upper hand…

Just trying to understand frame traps with Guy. I see Kiryu go for c.lp then c.hp (CH) s.mp into whatever.
Why does this work? Looking at the frame data, you’re at +3 after a blocked c.lp and c.hp has 9 frames of start-up.

Assuming this thinking is correct, then wouldn’t the opponents have 6 frames to stick something out? Seeing as how most jabs/shorts are 5 at most, why does this work?

Is it because crouch-techs have to be late (i.e. late crouch-tech OS) to work and therefore when done correctly in this situation, put the opponent’s c.short outside of the 6-frames they have?

Also, assuming that they’re NOT late crouch-teching but just mashing on jab/short, would close standing mp be a better frame-trap in this case since even a 3-frame jab would be counter-hit by the s.mp?

Thanks in advance. Just trying to make sure I understand this. I can’t test this out yet as I’m at work and I thought someone on these boards would know.

JoontheBaboon made a nice post explaining frame traps earlier this month:

Shoryuken - JoontheBaboon Frame Trap Explanation

Streak, thanks for the link! I must have missed that when it was posted on the front page. I now know that frames 6-9 is where late crouch techers are and if I get jabbed before that they’re either mashing jab or they’re early crouch teching.

I’m going to try the cl s.mp in training when I get home to see if it beats mash jab/early crouch tech (in theory it should) and report back here. Thanks again, very helpful stuff!

Also, just learned that standing early throw tech blows up all frame traps. Good to know.

standing early throw tech doesn’t blow up all frame traps, only the ones with a 4 frame gap or higher, which includes the ones meant to beat delayed crouch teching

for example, bison’s c.lkx3 blockstring leaves a 1 frame gap in between each c.lk after you block a c.lk, so if you go for a throw (3 frame startup) you’ll get frame trapped with a c.lk. this does indeed count as a frame trap

guy’s c.lp to c.hp has a large gap so it can be thrown.

so yeah, noob guy questions return, if you guys don’t mind:

  1. what fake lk crossup is blooddrunk referring to?

  2. after you land c.lp, TC, slide on a shoto, since you can’t safe jump them, what do you like to do? i still see kiryu go for a neutral jump, i’m guessing because if you jump slightly earlier a reversal can actually be blocked in time if you don’t press anytihng (maybe even if you press something).
    I noticed a gimmick kiryu used was after TC->slide, he used EX elbow flip and it caused a srk to whiff

  3. what about getting shoryukens to whiff off a far knockdown?
    for example, i think kiryu after a far knockdown (i think it was off of c.mk sweep, but i’m sure you can do this off of any throw too), he timed his j.mk to cause srk to whiff. do you guys do this often? i have tried but it seems difficult, much more difficult than bison’s j.hp

  1. The animation for Guy’s j.lk and j.mk are identical so you use the mk so they assume it’ll cross up, but instead it will hit in front.

  2. After run slide connects hold up and you’ll safe jump.

  3. I’m not quite sure what you’re talking about.

He’s talking about doing something similar to doing this Forward grab… 2x forward jump… if Ryu/etc do a DP it will miss because they did it early and will cause a reset.

Oh, I see. Well in that case yes there’s the forward throw, two jump forward safe jump, or you could just run stop and space it so that it baits the srk, but you’re safe.

This actually brings up something I’ve been wondering for a really long time. When characters jump, they have a number of landing (or, recovery from the jump) frames. If you attempt the typical neutral jump attack after the Run > Slide, you will get hit by a three frame uppercut during your landing frames. However, I’ve seen Kiryu perform a neutral jump without an attack and be able to block afterwards. I’ve had that same experience.

Do characters have more landing frames when they perform a jumping attack (than when they do not perform an attack during the jump)?