"how do I practice spacing with guy’s normals such as st.mp,"
Sort of visualise mp’s furthest range, then move that range in and out from your opponent as u attack.
"i feel i can create some kind of closing in the distance gap if I understood spacing"
Excluding jumps, to close in distance horizontally, that can lead to block strings, Guy’s best bet will be st.mp run/stop , run/overhead from far, bushin flip elbow, FADC. Understanding the ranges of all the other normals will only earn u pokes. U cannot out-poke some characters, so you have to use 1 of the 4 moves to close the distance to start your offence.
I highly recommend using these normals for meaties. Cr lp, cr mp, cr lk, cr hp, cr mk, st mp (close and max distance) and cl mk. especially since its got a buff now you’ll want to put it into your game more.
Now and then I like to follow blocked cr.mp with st(far).hp which is something of a frame trap and can lead to counter hit combo off far.hp(CH), mp xx run slide whatever on certain characters but on block the far.hp sets up good spacing for other normals mp(xx run follow ups), f.mp, mk, hk, cr.hk… I don’t see it used much but far.hp is good imo.
Edit: to clarify there’s a bunch of block/hitstun and pushback on far.HP that gives time to throw out things like mp xx run > follow ups, mp xx EX Hoz or cr.hk to stay in and keep pressure.
thanks for the quick responds guys I appreciate the help I gotta defiently learn to use frame traps some more. I feel like guy is a character that requires some kind of gimmicks to keep the match going in his favor which im fine with its just that I have zero setups lol. I have cr.lp,cr.hp ch setup but thats about it so i might have to study some more in the ch setup section
To practise meaty attacks, put training dummy in training mode on jump then sweep him with cr.mk. Then on wakeup do the normal you wish be meaty like cr.lp->cr.lp into what ever como you want, if he the dummy jumps or get hit in air it’s not a meaty.
Anyone know if the EX tatsu has better active frames/hitbox in AE? I know the recovery has been reduced but it’s ridiculous how the reversal will whiff on people doing *unsafe *empty jumps on Guy.
I lost a tournament match yesterday because of this - so frustrating. I knew there was a gap but 6 frames? It’s a pretty bad exploit if more people knew about this.
Well any character can be in a tournament, and we’ve seen most of the top players have success with Guy, it’s just that you’d have to learn your matchups,
Quick question. How reliable is far St. HK as an anti-air? I know it’s been asked before, but with the new forum it’s hard for me to search for it. I’ve been using Cr. MP, but I’m finding that far St. HK isn’t too shabby either.
It’s a great anti-air tool for most jump-ins. If your afraid that stHK will get beat or trade, then in that moment, use crMP. I like stHk because of the range and the damage. I usually avoid using it in certain matches, like jump-in Blanka’s, etc. But overall, it’s reliable IMO. From experience, I wouldn’t use it to much in Laggy Matches, because it usually comes out late and get beat by a jump-in strong attack. Overall remember timing is key.
Alright im going to ask a question but im going to feel dumb as hell when i ask it. Alright so when im going for mixups what exactly should i do during the mixup because sometimes I can get predictable so that I change what im doing when i get punished. I wouldnt say im playing in autopilot i would say that I play safe to the point where I dont use anything random that would confuse my opponent. I know most of the mixups start in the corner so I know how to start it just dont know how to keep it going. Thats the main reason why I wouldnt be able to play akuma and be random with his vortex
Not dumb.
"going for mixups what exactly should i do during the mixup because sometimes I can get predictable"
From the way u described akuma’s vortex, I think u just need to go to the lab more with guy’s mixups and force yourself after practicing, to apply into online battles those new moves that u practiced. Instead of staying with your usual comfortable combos.
"I play safe to the point where I dont use anything random that would confuse my opponent"
What do u use for your mixup?
"mixups start in the corner so I know how to start it just dont know how to keep it going."
U sound like u are not used to setups that give u advantage for continued offence. I don’t know what else to say but practice more.
But if u mean u want to keep the ff chain throw loop going, its not possible if opponent is crouching after 1 loop.
A corner mixup can lead to 1 ff chain throw loop, followed up with 1 untechable knockdown combo, followed up with 1 safejump combo , followed up with 1 meaty runstop throw, basically there are too many things to do.
Well my gameplay basically consist of me doing multiple things like run/stop during my blockstrings and if i get a hit confirm i do a run/slide for the untechable knockdown. when i get the knockdown i try to mix it up between baiting,meaty attacks,and grabs. Here and there I get a chance to start a corner mixup. but after i get the knockdown in the corner after doing a ff chain i never know how to keep the guessing game going. its not like im trying to go for a infinite loop or anything i just want to improve my offensive pressure. ssf4 is mainly about maintaining pressure after that knockdown and it doesn’t help me much if i cant do that. I have no real setups I just go with the flow of the match but its not enough.
Upload your latest video and we can see what u can improve on.
“after doing a ff chain i never know how to keep the guessing game going”
After ff chain in corner (if u r facing the corner),usually after a hk tatsu,
u can do an immediate jump forward mk for crossup or u can mix it up with jump forward d+mp, if opponent techs.
If no tech, u can cr.mp or cr.lp meaty, then target combo into run/slide if no block, if block, run/stop kara grab or run/overhead.
The cr.mp or cr.lp meaty into target combo alone is good enough for infinite loop, because u can mix it with run/stop grab, run/ overhead, bushin flip grab/elbow (throw after elbow).
After a forward throw, u can do double forward jumps for crossups, or mix it with d+mp. (depending on character)
Or u can back dash, forward dash, and jump or d+mp. (depending on character and corner)
After a back throw u can try the unblockable mk.
There are too many things to type. And I mentioned to u before the neutral jump mp after a runslide. All that I mentioned are mostly safe moves, so there is no real need to play safe.
Identify the safe jumps, counter hit setups, option select. Try copying them 1st, after they become muscle memory, perhaps u can create your own.
I hope I am getting your question.