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

I am not doing option selects. I am only testing on T .Hawk. I do not want to mention the other characters I have tested on to prevent more confusion. I don’t know man. After st.mp, st.hp, runslide combo and nj the CPU, T. Hawk can sometimes hit me with EX dragon punch ( i forgot the name) 5 frame reversal.
And yes, my nj attack will be blocked or I will be blocking his EX reversal , but strangely, sometimes (1-2 out of 10 times) he hits me.

nj. mp, and nj. lp is good. Thanks for tip.

Also, about what str[e]ak mentioned.
I am only testing safe jump on T.Hawk, so I think the different wake up frames for different characters do not really matter. And after a run slide attack, opponents always lie on their back, and I assume the wake up frames will be always be the same.

I tried it with my Fighting stick, and 2 controllers, same result.
Is there any online update before? I have not gone online before because of wifi problems.

Someone enlighten me.

@ stlukes

from my testing, you should be able to block Ex TomaHawk after neutral jump, even if you do a move while coming down. Make sure your not pressing to many buttons by accident and also make sure your holding down back, if you keep getting hit by T. Hawk’s reversal. Just as a side note as someone mentioned, be careful of T. Hawk’s Ex command grab, Super and Ultra 1 when doing that set up.

Which normal do I use to start a block string on someone? Im trying to do a blockstring on certain characters but i find it impossible to start because it feels like my cr lp,cr.lp lose to everything. most of the time I cant even space properly to hit them so I have to wait until I get a grab/a knockdown to get some kind of blockstring going. Its as if I cant get close enough to get any kind of pressure going and I cant start a run/stop pressure string either can anyone help me out with my problem.

Define ‘start a blockstring.’ After a jump-in, as a meaty, as a poke? Far s.mp xx run is okay if they’re not going to mash or reversal in order to get closer. cr.mp is probably the best meaty/hit-confirm if you can do the 1 frame link into s.mp.

If you’re getting hit out of meaties you’re mistiming them.

I try using cr.lp as a poke into a blockstring. like cr.lp,cr.lp,st.mp.st.hp but the problem is I cant get close enough to start that blockstring as a poke unless I get a knock down and even when i get a knockdown it gets reversaled. I also dont know how to start maintain pressure on a knock down I sometimes do a j.mp(elbow) on there wakeup or I try to start a blockstring but most of the time I ended up walking backwards to try to bait or i get reversaled when I think there not going to hit me with some kind of wakeup dp

You’re basically asking “how do I get mixups on my opponents?” I think. Uhh, s.mp buffer option select slide/EX Hozanto, random slides (FADC for safety), jump-ins, overhead kick, s.mp xx run xx stop, cr.hk as a poke, crossups, air throw, anti-air EX Tatsu, random EX Bushin Flip and hope that they stand block so you throw them, focus attack tricks, shoulder/slide FADC cr.lp, dash up cr.lp… lots of ways, none of them particularly guaranteed. You have to learn to play the midrange game too with s.mp, s.mk, cr.hk, and anti-airs. You can’t always be in there doing damage.

If you’re getting hit by wakeup DPs learn how to bait them. Guy’s U2 punishes DP FADC forwards on block (even if they FADC it’s not safe). Or make them whiff so they can’t FADC. If you know they’re mashing EX tatsu them on their wakeup. You can time crossups so that they can’t be reversal DP’d, it will whiff. Try it in training mode off a backthrow.

ok thanks for the help

@SupahRreem

Just to elaborate a little.
If you are against projectile characters and do not want to be jumping alot, FADC absorb their projectile at mid range, dash in and start your combos.

To maintain pressure on a knock down, do meaty/ safe jumps, then start your combo.

I have a question when dealing with your opponents wake up and you are about to start your mixup or blockstring against characters what helps you concentrate on connecting that first hit without hesitating. I have this bad mindset to the point that im almost scared to stand next to them because I’ll either get dp’d and if I bait and try to start something my cr,mp,cr.lp,cr.lk will get beat by random mashing from other players crouching normals. I’ve reached a mental block that is causing me to lose. now I have no problem playing against good players but I still manage to get overcomed by mashing of lp,lk and reversal dp’s whether I bait or not I feel like im at a disadvantage.

if your opponent is throwing out light attacks on wakeup… meaties will solve your problem. meaty cr. strong… or meaty cr. forward. those are the ones i use the most. you could even try doing meaties from a distance by standing outside of the opponent’s cr. jab, cr. short, and dp range, and throwing out cr. forward, st. forward, st. strong from a good distance on their wake up. this will even make them hesitate about doing wake up dp’s… there’s no reason for them to do it when it seems that you’re obviously out of range to get hit by it.

as for the opponent doing wake up dp. you can’t be afraid of that… yes it sucks if they do it and you get hit, but use your judgement here. if the opponent has no meter to fadc the dp to either make it safe or follow up with ultra, then don’t be too afraid of walking up right next to your opponent on their wake up so long as you have a decent amount of health.

getting hit with a dp and nothing else is nothing… especially early on in a match. what you need to do to get them to stop doing reversal dp on wakeup is bait it out. and punish them… HARD for doing it. make them think twice about doing wake up dp’s. punish with cr. strong > ff chain > ex shoulder or cl. rh > ff chain > ex shoulder, or even u2. or you can even bait it out by neutral jumping slightly late after the safe jump setup following a successful run slide(making it no longer safe). then as you come down from the neutral jump… doing ex izuna.

you can’t always know what the opponent’s gonna do. but you can make them 2nd guess their decision about doing wake up dp’s. part of the game is guessing… some times you guess right… some times you don’t. what you can do however is get the probability of them doing what you want on your side, by baiting the wake up dp and punishing it. sure they could always do it when you don’t want them to or expect them to, but by baiting and punishing… you lower the chances of them doing it and turn the match in your favor… however slight it may be. and you always want to control the match.

hope this helps.

YES! this kind of tip was what I was exactly looking for. one of my friends told me not to worry about getting dp’d but It didnt help much. At the end of the day people are still going to do it but its my job to make them think twice. when I play I basically think about how to pressure people when I get a chance but now i’ll be thinking about if they got the message of me shutting down there wake up dp lol. thanks alot for the tip it was much needed.

^
Just to follow up, if they do have meter and you think it’s very likely they’re going to DP, it’s still worth going next to them, pretend to meaty them, and backdashing at the last moment - this way they can’t fadc cancel and you can go in for the punish. Some characters have crazy range though like adon’s reversal - I think that hits even on backdash, or you have to backdash much earlier. Either way this works well on the shotos like sagat etc.

@ SupahRreem

Basically everything mentioned above.
I understand the mental block.
Perhaps it will give you a little confidence if you understand that after a knockdown, doing successful safejumps/ meaty, will only result in a few options. You will either block his dp and punish him after a safejump or he will get hit or block your meaty. And perhaps either one of u throw each other or tech the throw after the jump. Seems to be at your advantage.

Something extra you can do is focus attack.
You can focus attack and time it such that it will hit on wakeup and preferably at the furthest range.
If you get hit by the dp then its too bad, but if he gets hit by a lvl 3 focus, I think its more damaging.
Beware of wake up Ultras.
Also, u can back dash at the last moment of focus to bait the dp.
If they backdash or jump on wakeup to avoid your focus, there are many options to punish.

They could be mashing lp, lk, because you keep doing the same stuff when you are close.
Do different stuff, so that they will react base on your actions.

yes it may be that I might be kinda of predictable i notice all the mixups I can do but just dont apply as many so I might be playing on autopilot while trying to retain knowledge of the matchup. i notice that some do the neutral j.mk safe jump but I dont know the timing for it and im pretty bad at timing meatys any advice for practicing it?

@SupahRreem

The st mp, st hp, run slide, combo has no timing. Just hold on to up after u knockdown the person. While you are on your way down, press mp but not too early. BUT 3 frame reversals, like ryu’s DP can hit you. Guile’s flash kick cannot.

The other one requires a little timing.
After you successfully bushin flip grab him, after you land, when Guy stands straight, press jump forward. If you simply hold on to jump forward, you will land before the wakeup.

There are also alot after throws.
You can refer to the safejump section.

Well, advise on practising, errr, you can go to training mode, do a successful run slide on Guile, pause immediately,
change the player 2 in training options into CPU mode, and then hold up and un pause it, he will flash kick u and u will block it. Or you make use of the record and playback system. Or you can simply fight guile in training mode.
And do it till it becomes natural.

Play around with it. If you do the nj on Ryu, when u press an attack button, the dp will hit u. But if you do not press anything, you should be able to block the dp, or if there is no dp, u can throw while u land.

To add, sometimes I do the overhead meaty, forward mp, after a runslide combo.
I gauge the timing by back dashing after the runslide knockdown, and pause a little then forward mp.
I guess practising is key. You have to do it till it hits on wakeup and make sure the distance is far enough to be on safe side. Then maybe u can follow up with cr mk after the overhead, or anything else based on your creativity.

=)

Im going to have spend a whole day in the lab messing with these tactics thanks for the input stlukes.

I’ll have to keep this in mind. I’m personally not very liberal with f.mp myself as most people I play aren’t really shaken by it, but in AE I thinks it’s another story.

Came back from a rather long bind of not playing SSFIV. My executions is a bit off… but gotta warm up for AE :D, So hopefully I’ll be back to being live in the forums again lol.

You welcome SupahRreem. Maybe start with 1 or 2 easy ones. Once u get the hang of it, then learn another slowly. Please show fighting clips of your improved Guy. Happy to see them. =)

Yes it helps to have another weapon in your bag britepixel. Keeps them guessing.
Just to add, the overhead f mp, after hitting them once or twice, the next time u can cancel the f mp, into a simple bushin flip grab. They probably decide to stand guard after getting overhead 2X.

Man I’ll be sure to put out more vids lol I have vids already if you haven’t seen them already but with this new info I think my matches will become more in my favor if I use those tactics the right way.