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

bushin not bunshin :stuck_out_tongue:
And the only use I found on the karathrow was jab
3-throw works when it doesnt without the kara.

Crouching HP also moves guy forward - not sure if it’s more than the ST.mP. I use cr. hp to time and space myself after back throw.

If I wanted to get into playing Guy, what kind of things would I want to start learning first?
Apart from which normals are best pokes, anti-airs, etc.

edit:… does Guy not have an anti-air normal? nvm cr. MK seems to work sometimes.

Also, why do none of these damn sections have a “Beginner’s guide to XCharacter”?

Its so hard to get into this game when there are no ways to ease new players into whoever they want to play.
But that is just me complaining. I’ve been playing SSFIV for a few weeks and I can’t seem to find an affinity to anyone. I don’t want to quit though. I am just REALLY frustrated. I’ll ask this question again in nicer terms in the Newb Dojo or whatever the fuck its called. Sorry for wasting your time with my complaining.

What normals does Guy have that are untechable knockdowns? I tried looking through the threads but I either missed that section or its not in it. Thanks in advance.

back & forward throw
cr.mk
run xx slide(mk)
bushin flip
izuna drop

Cr.Mp,cr.mk are your general anti airs.Also use TK(tiger knee) EX izuna.

Poke with st.mk,cr.mp,st.mp and st.hp.Also use well spaced cr.Hk to score knockdowns and whiff punish.

Basic punishes are FF chain (lp,mp,hp,hk),Target combo into lp hozanto or run>slide.

Safe jump setup = neutral jump mk just a second after landing the run>slide.Combine this with cr.hk option select.

Mixup = land forward throw,hold up forward and do two jumps ending the second one with j.mk.Depending on where your opponent is on the screen it will either be a cross up a regular jump in,the fact is it is very ambiguous.Secondary mixup = when you know youre gonna cross your opponent up do the down+mp elbow drop to land in front and combo them.

Get in on your opponent by closing the gap with jumping down+mp (basic strategy on fireball characters).Poke, and try and land the cr.hk for a knockdown then start your runstop/throw/blockstring mixup from there.

Check the run stop thread and the way of the sneaker thread.

If you dont understand this stuff then go to the noobie dojo.I felt very out of my depth when I first came here about a year and a half ago so I understand if you find it annoying to just find out where to start.

Forgot cr hk as well.

So how do I get a crouching opponent into my chain?

Since I’m still in the lower levels of BP, every person I face is just holding down back the entire time. I’m pretty sure the F+MP overhead doesn’t combo into anything, but maybe if I make them think I’m going to overhead and they block high I can hit low and link into it? Will cr. lk combo into FF Chain?

Also, FF Chain is hard to do online :stuck_out_tongue:

In order to hit someone who is crouching with the Bushin Chain, you need to force them to stand up. Unfortunately, you’re going to have a hard time to doing that. I believe cr.HP > Bushin Chain is character-specific, so you’ll probably have more luck landing a counter-hit st.HP xx Run > Stop (the st.HP forces stand) followed by the Bushin Chain.

Yes, cr.LK can be followed by the Bushin Chain.

Fuck Bushin Chain on crouchers unless it’s Abel. Just do cr.hp -> s.mp xx EX Hozanto/Run Slide. I only use Bushin Chain in punishers or crumples.

I have started hit-confirming with crossup/elbow -> cr.lk -> s.mp xx s.hp.

you can confirm into bushin chain with c.lk, c.lp. if they are crouching, go for st.mpxxrun slide.

a nice trick you can do is fake a safe jumpin (don’t press anytihng) and then do c.lk, c.lp, and if they were standing, do bushin chain. a decent setup for this is forward throw, dash, dash, then wait a split second and jump forward. if you’ve been training the enemy to block your jump ins, you can get the c.lk, c.lp, and confirm into bushin chain. of course you can do this setup with other untechable knockdowns too - the key is to train your opponent to block high. and fear your punishing of their reversals. ideally, you’d want the c.lk to also be a meaty attack (so jump early as possible so you can land the c.lk as a meaty) as well so if they try to throw you you won’t get thrown, but you may sacrifice ambiguity of the jump not being an actual jump in.

btw, getting your opponent to fear your jump ins is an art lol

but yes, most of the time bushin chain from punishes against DP characters - ryu, ken, akuma, cammy (dash forward first), etc. in crumples, i think c.hp, st.mp, slide does more damage because of less scaling.

if you are having trouble landing bushin chain online, i found i messed it up most because i’d press the hp way too early because i was anxious. press the lp, and mp quickly, then WAIT and press hp, then wait again and press hk. when i realized this i fixed missing bushin chain (at least this was my problem)

cr.mp -> bushin chain always does more than cr.hp -> s.mp xx slide. s.hk -> bushin chain is the juice, especialy in the corner. Scaling doesn’t matter off a crumple, bushin chain will almost always do more damage in a combo than the cr.hp combos.

Be wary of doing empty jump cr.lk a lot because often opponents will throw tech while standing after you don’t do the safe jump and you’ll get thrown out of your own setup without your opponent meaning for it to happen.

Wow, thanks for the great tips, everyone.
I’m getting much better results from this section than from Hakan’s.

Trust me the Guy forum is fucking legit.Well organized and lots of good posts.

  1. Jumping in
  2. Baiting
  3. Meaties

When you jump in on an opponent they will have to stand block the attack if they cannot anti-air you. With a strong cross up game Guy can hit confirm a standing opponent easiest from a jump in.

Guy has some of the best baiting tools in the game, run > stop and Elbow Drop in combination with intelligent spacing and blocking will serve you well against impatient and brainless opponents. And of course blocking is best universal move in SSFIV.

Meaties are for when you get your opponents cautious - knowing they can’t just mash things if you’re blocking and teching correctly, meaties when they hit properly hit opponents in standing animation. In AE, meaty cr.lk serves excellently for pressure on wake up. I don’t know about Super since I kinda quit that game for AE.

Hello all. I am interested in trying to figure out my own MEATY adn SAFE JUMP setups. Can anyone tell me the forumlas for these two things?

There’s a thread for that, and well because of Guy’s normals mostly being active for 2 frames can’t really use them as meaty, but his bushin flip elbow and Run overhead can be used as meaty.

wtf are you saying? This forum really makes my head hurt sometimes.
It doesn’t matter how many active frames his move have, the important part is what options they leave you.

@SFrichy
If you time you airal attack (say j.HK) as a safe jump (meaning you will be able to block anything besides 3f reversals) it means it will be MEATY as well. Meaty means that the attack is in its active frames while the opponent is waking up.

Example of easy safe jumps are anything into run -> slide, immediately hold nautral jump -> late j.mk for example… or forward throw -> dash x2, wait a bit, forward jump -> late j.hk

If you’re going meaty by ground, you should usually go with c.lk/c.lp beacuse it leaves you the best options (frame traps, leaves you in range for tick throws, etc)

Here you go … bitching again… honestly compare and contrast other meaty normals from characters compared to Guy. In most cases you’ll get the same frame advantage for Guy with his normals aside from other characters. Example- Cody, if you were to do a f.mp meaty and have it hit on its last active frame you would be able to combo into U2. With Guy, regardless what you do you’ll always be at the same frame advantage, unless you do Bushin Flip elbow and hit it as late as possible and Run Overhead in the same fashion. If Guy had meaties as good as other character’s his would be more formidable to mention aside from the braindead one’s such as lp and lk. In arcade his F.MP will at least be useful for meaties on your opponents wakeup.

I agree blooddrunk. Other characters like Ryu are -2 on a blocked forward MP, and cody is +1 on block (not to mention he gets a double hitter). Guy is -4 and what makes my head hurt a little is, why would capcom decide to do that at all? With active frames, I was hoping at least the cr.MP would be 3, but nope, they stuck with 2 like most of his stuff.

What’s got 3 active frames is the standing close Light Kick…who uses that (except by accident)?