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

I find using ex izuna works best

jump over the sonic boom, buffer in the motion and if you see him jump press two punches

Thanks Trapy :slight_smile: Yeah, been actually doing hit confirming without knowing I’ve been doing it all along.

Trying to link jabs after an elbow drop now, kinda hard.

Try using cr.LK, since you can actually p-link it. Besides, in AE, Guy has a 3-frame cr.LK.

More on this technique please.
Also, cr,lk is 1 frame link to whatever, but jab is 2, so it´s kinda hard to adapt.

Also. ¿Do you feel that Guy is kinda weak against focus? Jump-in to someone focusing generally leads to a big punishing, and people who focus a lot is kinda hard to deal with, only EX hoz and EX tatsu are more or less safe.

Doing a running attack is always a risk with Guy, whether your opponnent focuses or not. If I see that they’re focusing too much, I tend to run stop from a distance, and do ex hozanto or normal hozantos. A riskier option is to do the running overhead kick closer to your opponent, but some focus attacks like Ryu’s are silly and their body moves back, hitting them only once. I really think all focus attacks should have a standing motion before activaiton, like Guy.

If they tend to focus on my jump-ins, I tend to attack with HK late anyway, and then block the focus, or even backdash it. Better yet if you can pull out an ex tatsu soon as you land, they get punished for it, but I’m not used to reacting that way yet.

I read somewhere that while your opponent is focusing, if you hit them, their animation is delayed a little so you have time to defend, backdash or do an ex.

I’m going to assume you know what p-linking is, so you just p-link the cr.LK with cr.LP.

In training mode, your inputs should look something like this:

:d::lp::lk:
:d::lk:

While linking from cr.LK may be more difficult, it does more damage and has more range than cr.LP. If you’ve been playing Guy since day one, I know you’re more likely to use cr.LP (I’m like that too). Try to break the habit. :tup:

We’re definitely gonna have to break the habit with AE.

A little bit… Some poorly spaced C.hk can be focused, Some of the (air)elbows can

be focused…But its generally unsafe to do so. Its always good to end blockstrings with

houzanto…or EX on reaction. Once you shut down someone who is

focus happy.there pretty much screwed, (online play only though). Most People who

use Anti-air focus are bad…its pretty unsafe…and im pretty sure it can be OS’d ; and

Reacted too…easily.

Thoughts on Trials 8, 11 and 12 in Challenge Mode (tested on Ryu)

Trial 8: crHp, stHk
To me this trial works some what like an anti-jump combo. I think the idea is if some one likes to jump out of your combos or just like jumping attacks this could help keep them grounded. I did a little testing and crHp into stHk seem to work better in the corner, but can be just as effective in run-stop pressure. So if some one was to block the crHp and jumped for any reason, the stHk would juggle them out of the air. I also noted that it can lose to Ryu’s crMk as well. I think this should be used only if you predict your opponant to jump?

Trial 11: stMk, medium Tatsu
I think this is Guy’s premium or go-to, Cross up. This combo does good damage from the front but I think it may be better used for Cross ups? Here’s some things I noted below using Guy’s Cross up Medium Kick… (with out meter)

Target Combo into medium Tatsu (232 damage)
stMp, medium Tatsu (250 damage)
stHp, medium Tatsu (250 damage)
crMp, medium Tatsu (260 damage)
stMk, medium Tatsu (270 damage) trial 11
stHk, stMp, Run Slide (281 damage) stHK can be ducked by Ryu

Trial 12: crLk, stLp, crMk
Maybe best used as a mix-up of some sort. I’ve been using it lately and it seems to have some usefulness. I think the idea is to cacth someone with the crMk as a Counter Hit or maybe a walk-up Throw. Seems about as useful as ninja sickle?

Just wanted to get some thoughts on these trials and if they have any usefulness than explained above.

Question about a frame trap I’m working on: How viable do you guys think that standing RH is as a frame trap? Most people go for some variation of a frame trap ending in cr. FP which looks NASTY as a counterhit, plus after counter hit FP you can do standing MP xx EX Hozanto for sexy damage and stun. But I’m thinking since you can link a few things after standing RH WITHOUT counterhit, using standing RH instead of cr. FP when trying to frame trap will open up new doors offensively for Guy.

Any thoughts, ideas, rebuttals and such? Should I stay away from using standing RH in frame traps or no?

I could be wrong…but Close Standing roundhouse has alot of hitbox inconsistency…I think Crouch Heavy punch,and Close s.MP are the best frame traps…better consistency…and can combo off counter hits as well.

EDIT:…I also believe standing Fierce is a decent counter hit IMO…Ive whiffed some Target combos by accident, ended up mashing out stand fierce on accident,but it catches alot of people.

I didn’t think about the inconsistency of st. RH, I’m glad I posted the question here. Thanks Karvious. Guess this means that I’ll only have to use it sparingly and against opponents that I’m 99% sure are standing up through block strings AND nervously pressing buttons -_-

I’ve been using cr.mpxxlp hozanto frame traps lately to FADC U1. Those work well since it’s really easy to see if you got the counterhit cr.mp by the time the hozanto finishes animating.

Even whiff cr.mpxx lp hozanto (or EX hozanto) is nice since cr.mp has apretty good ground hitbox too.

Lol, and u get people to nervously press buttons by throwing them a shit-ton in your block strings. After awhile they’ll be too scared to get thrown…and thats when frame traps=win. Np at all.

You can combo off non-CH cr.hp as well.

I think cr.hp -> s.mp xx mk tatsu is pretty consistent even midscreen on most characters.

It isn’t really.

It will barely hit anyone. And even if it will, tatsu will rarely do all hits. Your best option is pretty much st.MP xx run -> slide midscreen and st.MP xx ex hozanto in corner for followups.

Counter hit cr.mp combos into cl.st.hk so if you’re close enough to roundhouse maybe you could use cr.mp as your counterhit.
I guess if you can react quick enough you could use CH cl.st.hk into ultra 1 if you see the counter hit, might be unreliable though.

Someone posted in another thread, but s.HK hits Gouken even when he’s crouching (but not when he’s crouching and in hitstun). That mean’s that s.HK is probably pretty viable as a frame trap tool against Gouken.

This is just a general question but what is the best normal to use for an anti-air? I am overly frustrated with how many ppl can jump-in on me and I can’t do much about it. ex tatsu works but I dont always have the meter. I know cr.mp works sometimes but I can never time it exactly right. Any other suggestions?

cr.mk, instant izuna, st.hk if spaced properly. All of Guy’s AAs are pretty much situational. He doesnt really have a great AA normal like so many characters do.