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

I thought it was 2 hits of armor… one for the run and one for the stop. Never played AE yet though, so I’d wait for a more reliable answer XD

EX Run has two hits of armor. Stop has one hit of armor.

I have no clue what to do in the Fuerte Matchup. I know I can punish Run/Slide with st.MP but that is about it. I try to do EX Bunshin to get out of his wakeup game but it doesnt it work. I am at a loss of what to do in that match up. I thought maybe you could EX run but that is all I could come up with. Any help is appreciated.

Wake up game pretty much relies on you doing Forward or Back Dash, Most times EX Bushin* will just keep you right next to him if you meant grab, and since he can fake you out with an actual attack than grab you waste a meter, you can try EX Spinkick but chances are you won’t hit Fuerte depending on the timing, just learn to dash out of the way.

Before I waste my life trying to master the awkward timing, is the following combo possible or does the c.lp cause too much push back?

c.lp c.mp s.mp qcb.lp

I do believe that combo will work, but you will have to do EX hozanto has lp hozanto will not combo off a st mp unless counter hit.

a similar combo would be cr lp, cr mp, st mp

can someone explain how they fixed/improved standing mp. Ive played AE and I gotta say I love the buffs they did to guy that cr.lk feels so smooth.

st.mp has a larger hit box = bettter range.

http://www.eventhubs.com/news/2011/jan/17/ssf4-ae-devs-blog-notes-ryu-cammy-c-viper-guy-balrog/

My bad I actually forgot to type part of the combo. I meant,

c.lp c.mp s.mp s.hp qcb.lp

It probably works on all characters because of the improved hitbox of the target combo, but it’s still very spacing-dependent.

would you say st.mp is as efficient or better than st.mk as a poking tool in ae now?

I really like st mk it seems alot faster! I throw it out twice in a row quickly and they seem to walk into the second one all the time! I do use st MP as well. LOL! I myself am really feeling st mk

Yeah that st.mk is really good I was just hoping st.mp would be a bit better since u can land a combo or some kind of hit confirm off of it. but when it comes down to a footsie point of the game st.mk will be used lol

st MP range is really nice for combos and pokes! Far poke I like st MK. It stuffs things nicely. Like Abels wheel kicks, Makotos dash punches. (on startup) etc. st MP reach is greatly improved though! I dont use it as a poke as much as I should. Just old habits

I dont want to sound like a idiot but when did guy get so popular in ssf4? I didn’t really see many guy players in super whether it be ranked or endless mode but today i fought a influx of guy players I dont know whether to be happy that people play him more or confused because I dont know how to handle the mirror matches has anyone notice the increase of guy players in ae on xboxlive?

Well, there’s more for sure, but I think they are trying new characters or something. They don’t look too seasoned with him. Inexistant run-stop pressure, izunas coming from nowhere landing in front of you, specials all day, and ocasionally, FF chain after a successful focus.

There’s many others tho, that are KILLER with him, seasoned veterans with a better char. See Kiryu videos and you’ll see :stuck_out_tongue: .

Besides that, I have problems with ultra-agressive people… I don’t know how to put it, but Ken as example, is very hard to stop it, mashing jabs, then stepkick, into jumpin crossup tatsus usually shuts me down almost entirely. If you go to counter those kicks with the cr.mp, timming are so strict that you must spam them just-in-case, and a late stepkick will counter yours. And the crossups tatsus… anti-air normals will lose clean, even flip grabs, EX SBK whiffes too, and those is just part of the problem. Then when pressure applied, srk mashing between links. And then more tatsus again, jab mashing, into grab.

Yeah, very hard. I’m more confident with Bison and Balrog, but now Ken can be very annoying

I was wondering if anyone can help me out with some guy safe jump set ups. I always try to do guy’s jump roundhouse to set up a safe jump but i usually mistime it and always get stuff by a dp or some sort of anti air. Are there also any other good safe jump set ups that don’t involve his jump roundhouse?

@ giangatang

try these in training mode;

  1. Bushin Flip, Forward Jump then block. 2) Ninja Sickle, Forward Jump then block. 3) Bushin Chain, Forward Jump then block. 4) Forward Throw, Dash Twice, Forward Jump then block. 5) {corner} Bushin Chain, Neutral Jump then block on landing.

so when you do a safe jump setup it is better not to do an attack in the air in most situations so you will be at an advantage on frames when you land right?

Depends on the character, if its anyone with a 3 frame reversal, don’t attack for the first time around, but be ready to tech, this is just to see if your opponent will be reversal happy because if you Attack guy will get hit, if not you’ll block, then go from there its a great mix up. Anyone will a 4 frame reversal and up do whatever you want, nothing, attack, you’ll be able to block there reversal attempt if you do, but doing nothing will leave you both at 0