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

where does one start when really trying to get a handle on guy. I have recently gotten bored with bison and have been trying characters like akuma and gouken but while playing bison i have also played guy on the side. i can do the basics fairly easily barring focus cancels, but i would like to know where should i go from there in regards to actually understanding his gameplay?

Get people to the corner and create 50/50s with his jumping mk crossup and d+mp elbow (very basic summary but I’m sure someone else will go more in depth).

imho, because guy can punish shoryuken type reversals so hard, it’s important to do alot of meaty attacks (with option selects) like c.lp, c.lp+c.hk in meaty situations (wakeup, reset opponent). this makes a reversal the only thing the enemy can do besides block to actually escape your pressure. if guy can outsmart his opponent by making an impatient opponent do a reversal, guy’s excellent ability to punish can quickly turn the match around. of course this strategy has risks but unless the opponent has a srk fadc u1 type combo, the risk and reward is in guy’s favor because of the great damage of c.mp, bushin chain-> follow up of your choice. you will notice that with bison your punishes really are usually quite weak compared to guy so meaty attacks and forcing the enemy to reversal is a good focus to have.

I had to watch vids to see what worked well in matches and focused on that! Also obey562 has a good Guy youtube tutorial channel. www.youtube.com/obey325

I know one of my big mistakes using Guy in the beginning was using the normal HK slide too often. It’s a highly punishable move so learning the spacing for this move is a must. Get used to the distance that’s required for it to be safe on block. This can be used to ur advantage because it can confuse your opponent i.e they’ll think the slide is punishable and so will usually mash a jab/short to start a combo. You can just respond with instant ex Tatsu if you anticipate this happening. This is risky of course, but I do use it myself.

The normal slide is also useful to get out of the corner if you have time; and also to close the gap between you and your opponent. Be careful though, experienced players will anticipate the slide at times, and may focus attack or dp on reaction.

Is Guy hard to pick up?

Mostly easy in terms of excecution, not so easy in terms of competitive viablility… imo?

This ^^^^ :coffee:

What’s competitive viability?

Meaning if the character would do well in high level play/tournament viable as well as having an understanding of your characters metagame, pros/cons and matchups

Example, Guy in Alpha 1 was incredibly viable, stun/restun combos, great normals, superior rushdown game.
Guy in Alpha 3 still viable, great rushdown, damaging combos, great normals, hit confims into super lead to many things. One of the only A/Z characters seen in tournaments.
Guy in Alpha 2 somewhat viable, Guy had more flaws in Alpha 2 than he does in SSFIV, HP would miss on most females when crouching and Charlie, unless spaced correction a lot his moves were unsafe even in a blockstring, still had a good rushdown game but many weaknesses

^ okay thanks.

Easy combo to start off with?

MADma3str0’s stickied thread should get you started.

Ive been playing guy For sometime now. But there is a few road blocks thats stopping me from using him Seioursly.

  1. I need help With his run stop Mix-ups. Its hard for me to do, and when i finally get a Handle on it I get jabbed or Something.
  2. Pretty much I got his BnB Down Corner pressure down. But I find myself misjudging his range on his TC and i whiff The HP. Need an idea to help me gauge that.
  3. Ultra 2. Thats it I dont kno how to land this thing for dog Shit. I have one spot i use and I probably catch someone On a blue moon. On Knock Down I Bushin Run (or whatever its called),Whiff HK wheel kick thingy Land on the otherside Into ultra 2. I dont kno if i explained that right. But i need help.

If someone can help me with those 3 issues im having that would be grand.

  1. That’s because they’re not very good. Do them off cl.mp if you’re going to do them at all.

  2. The TC tends to whiff alot as I’m sure you’re starting to realize. The biggest offenders are probably shotos, Vega and Sakura. Against them(and others), try to end your combos with st.mp and cancel into slide or EX hozanto.

  3. U2 is a pretty good punish ultra. Just as an example, if you block a hk tatsu from Ryu, you get a free U2. Anything that leaves your opponent close enough and at -2 or worse is a free U2.

It’s also not bad after a blocked bushin elbow as alot of people tend to spam jabs after it.

don’t think of the run blockstrings as mixups - think of them as setups. How good they are is inversely related to how often you use them.

crossup -> cr.lk/cr.lp -> s.mp xx s.hp is reliable and a good hit-confirm.

U2 punishes DP FADC forwards from most characters as well.

Bringing it all together… Some of my favorite Forumla’s I like to use for Guy;

  1. Jump in Hk into crMk, take about two steps back, forward jump into cross-up Mk on wake into Bushin Chain Throw, take about two steps forward… (If the opponant tech, then I go for a cross-up reseting the pressure with Jump-in Mk into crMk)

  2. Jump-in Hk into crMk, take about two steps back, forward jump into Elbow Drop on wake into Bushin Chain, Forward Jump and Crouch Block upon landing to Block a potential Reversal on wake if the opponant tech.

  3. Jump-in Hk into crMk, take about two steps back, forward jump and use Lk to cross-up on wake into Forward Throw, forward jump twice and cross-up with Mk into Target Combo into Run Slide, then Neutral Jump, etc…

I use crMk in a way to reset pressure on wake and mix-in what ever I like. It works well in general against most of the cast. There are many other ways to use this, I just shown a few for example. My question is, would it be good to have a Guy Formula Thread as the example’s shown above?

Having problems against Abel, even Breathless gives me trouble out the ass, despite hearing that he supposedly has so many ways out of it, I can’t really find one besides neutral jump without attacking and hoping he doesn’t catch me landing.

Also, I can’t get st.HK to stuff wheel kick reliably. Mostly it just trades, rarely I get hit for CH. Not enough for me to use st.HK as a reliable wheel kick deterrent. Am I doing something wrong or is that simply the nature of using HK to beat wheel kick?

Just block and punish with s.mp xx whatever (doesn’t punish well-spaced lk or EX). Or EX tatsu it.

If it’s well spaced, s.mp won’t punish any of the wheel kicks, let alone lk and EX.

I think this is cool. Use a few of these myself and definitely think it would help newer players a lot and may be even the more seasoned.

I’ve found the Chain throw cross up set up doesn’t really work on a select few of the cast… only remember Seth atm. It hits from the front or if you walk forward slightly for more distance on the jump Seth has enough time to reversal.