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

Can someone direct me to a Guy tutorial?

There really isnt a guy tutorial. I would suggest doing his trials and watch youtube vids of Kiryu, pappatiwawa, Combofiend and Nox2 to get ideas how to string the stuff together. Im still learning myself.

Hey guys. A couple of questions.

  1. What are the best anti-airs and pokes?

  2. How does bushin flip work?

Anti-airs are character specific, and even then depend on what move your character is jumping in with.

Generally I would say, crouching MK/MP are successful against a lot of the characters. Crouching MK is especially useful if your opponent neutral jumps you and goes for an attack while you’re below him. You’ll get knockdowns on a lot of them, but not all - i’ve been punished for using cr.MK on sagats/bisons neutral jump kicks and cody’s/gouken’s neutral fierce.

Standing HP/HK and crouching HP are also useful in the right situations but can get beaten out clean if you’re doing it against the wrong character/attack.
There really is no easy way to answer this question.

After you do the bushin flip motion, it will work if you are close enough to your standing or jumping opponent and press any punch button while you are in that range. Getting the timing right is not hard at all. Experienced opponents will refuse to be bushin flipped and thus crouch on reaction (or even punish you), especially the ex bushin flip, which homes in on your opponent.

If you press punch while the opponent is near you but they’re crouching, Guy does the elbow drop. If you press punch too early even if your opponent is standing, Guy does the elbow drop.

My poking game isn’t that good so maybe someone else may answer that. The standing MK is recommended by I just haven’t incorporated it myself. I may do so in AE as it is faster and more effective.

Is HK Tatsu not a good AA? I’ve had a lot of success with it.

Probably the riskiest move after ultra. I tried to start using it - if it whiffs you’re open for some beating. I’d rather just block than get that wrong. I was personally unsure when it would connect or not. I was thinking about it, and Guy has a lot of anti-air options, maybe more than any other character, but I could be wrong cos I don’t use others that much. It’s just that they’re all situational which makes it really hard.

You got close Hp and ex izuna drop to add to the list too.

  1. His best AA is his TK Izuna Drop, and EX-Tatsu. However he does have a lot of normals that work as AAs, but are a pain to learn all the uses for. For example, his s.rh is a gdlk AA against Gief, but in my opinion isn’t that great against the rest of the cast. Then you’ve got situations like if Akuma uses his demon flip or Viper uses her burn kick they get destroyed by mk/hk tatsu. The best way to learn his AAs are to just go in training and try his moves against their jump ins and see which ones give you the most success.

Guy isn’t all that spectacular when it comes to his normals, so he doesn’t have any really good pokes, but in my opinion the best ones are s.hp, s.mk, and s.mp. S.hp and s.mk have some pretty good range on them, and the s.mp is special cancelled when close, or just made into the target combo which helps start up run/stop pressure, or whatever it is you want to do.

  1. Like was previously stated, you input the motion and he flips when you press punch again if you’re able to Guy will throw them for a nice 200 damage. If not, he’ll do an elbow with the same animation as his command elbow which is d+mp in the air. However, the elbow after his bushin flip isn’t safe, and the bushin flip can be beaten out by everyone in the cast if they know how. If you’re having issues throwing them at the right time, you might benefit from simply holding the punch down then releasing it when you’re next to them, it gives the same results. If I’m not mistaken it’s a technique that’s referred to as negative edge or something like that. I’m not positive, but I know you can hold the punch and release it when close to them and it will do the throw or go into the elbow.

I think negative edge only works on special/command moves and not normals. I would think the punch button is considered a normal when you do it following the flip. But really the timing isn’t the problem, it’s the fact thay they’ll just crouch unless you have an excellent mix up game. The way I see it, the less you use the bushin flip for a grab, the more likely you’ll land it when it matters.

The flip can be used for evasion also.

Hey, guys. I’m new to Guy and will be getting an arcade stick either this week or next week.

The big thing that I can’t do well is put on consistent pressure. Can anyone give me some tips on how to not give the opponent breathing space?

^Start blockstrings with cr.lk is my biggest tip.It may seem hard to use it as a combo starter but the benefit of it having to be guarded low will be worth it.

There IS a Guy tutorial in the works. :slight_smile:

More a high level play compendium of some sorts. Stuff covered will probably be based on safe jumps, OSs, punishment (specifics), punishing with U2, and some other misc. things. Run -> Stop stuff will be explained as best as possible too.

Those areas sound like they will be useful, regardless if it’s AE version or not.

I know you can can just hold the punch after the qcf and let it go to grab, that’s just how I do it.

shine you are never in chat anymore ?

I always forget about it. xP I get on every so often in the wee hours of the morning.

Hey guys,

Am a little new to Guy here. Would like to ask are there any ways to deal with crouchers? Or specifically, is there a way to pull off target combo (which i dont think so) on crouchers? Just about every match I’ve been in, my opponents are crouchers and I can never pull of target combo, in which case I turn to - cr.lp, cr.lp. bushin combo (i think that’s what it’s called? the st.mp->st.hp) followed by either hozanto, or run.

Appreciate any advice :slight_smile:

Thanks!

target combo is… MP-HP

bushin chain… LP-MP-HP-HK

you cant do bushin chain on crouchers because sLP just whiffs

on crouchers try to hitconfirm into far or close sMP xx run-slide, thats an untechable knockdown and then if you hold UP with your stick you do a safe (neutral) jump generally with jMK or jHK… works on most of the cast… and very easy to do

target combo in ssf4 console version tends to whiff too much so people prefer to hitconfirm and do a special cancel just from sMP

oops my bad.

Sorry to sound a lil dumb here, but what’s hitconfirm?

Not sure about this too, but I’ve watched Kiryu’s Guy on youtube and he manages to immediately cr.lp after running and stopping, sort of linking his combo but I can’t seem to execute it. Am I doing it wrongly or can this even be done?

Thanks! :slight_smile:

this very short video explains it pretty well
[media=youtube]eDMboPnznJc[/media]

so…
if the opponent is blocking your hits you want to keep the pressure mixing up your attacks till you break through (with high/low attack, (tick) throws, overheads, run-stop, frame traps, bait reversals… trying to confuse him and beat his defence)… once you notice your cLP/cLK block string HITS, you want to “hitconfirm” for further damage, like hozanto/hurricane/bushin-chain/run-slide/super/ultra

you probably didnt know it was called “hit-confirming” but probably did know what it was all about :slight_smile:

are you guys able to air throw vs guile’s air throw pretty consistently? or how do you guys like to get around this?