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

I’m not going crazy though, right? It was much easier to get a regular old U2 out in Super than it is in AE, right?

What I find insane is that whenever I try to do the U2 and I miss the :db: input, Hozanto comes out. This doesn’t make sense because that requires the :db: input as well.

I notice this too, in reguar SSF4 I was able to do 720 and the Ultra 2 would come out.

I tried this in AE now and it doesn’t seem to work.
What I found is that if I missed the forward (—>) input on both half circles, then the ultra wouldn’t come out.
So make sure you do the half circles starting from the first forward input.

I actually wanted them to make this ultra using forward half circles, so then you can use it better as a reversal.

Are there any sure fire safe jumps off a forward throw? I’ve been trying the ones in the old “safe jump” thread but, none seem to be safe. Even the wall jump one.

The closest I got was forward throw, dash, whiff cr.hp and jump in rh. However if I did it either a frame or two too early it would miss. I tried with other normals but looking at the frame data, they don’t seem to cut it.

There is a Yun and Yang match up thread below! Also check out Otaku he is very good!

http://www.youtube.com/watch?v=1-Y0GXqMcPA
http://www.youtube.com/watch?v=jRunlC3P7nQ
http://www.youtube.com/watch?v=4k3dsnWvFAc

anyone know the frames for max range regular slide on hit and block ?

^ from my experience at max range you can be grabbed out of it on block from Gief, on hit you should be safe but I have no idea, I rarely touch slide.

and option I normally do this, I’m not sure if it is indeed a safe jump but fwd dash twice and immediately jump you can test it out if it is. Aside from that I always to Double Fwd jump or Run/stop or slide.

If you’re mid-screen, you can also do fwd dash followed immediately by wall jump into RH. I’ve blocked Yun’s EX upkicks with this so it should be safe from 4 frame reversals

hey dewolf I’ve played you a few times in ranked lol

Haha yeah man I remember. I enjoyed them as I don’t run into many other Guys. Think you’ve had the better of me so far but definitely up for some more :slight_smile:

Are there any setups to go into a meaty c.MK, such that both hits connect?

Also, are there any moves to mess up Makoto’s wake-up? Obviously throw beats all of her reversals, but is there anything that lets Guy keep up his momentum if it is blocked/dodged?

i dont know if this is new, but guy can combo after a 2 hit run-overhead, even without counterhit.

Yes Obey posted a vid in one of the sections of stuff to use it with! Its a new AE tool

yea i know that, i thought it only works after 1 hit and not 2. i did run overhead yesterday…both 2 hits connected and i was able to combo after it, and yea…it was no counterhit.

^An old set up I posted here many times is land Run Slide or Normal Slide, Back Dash then quickly input Low Hozanto. This beats ‘Wake Up’ Mashing, Throw, Jumping, Makoto’s Up Punch and Makoto’s Normal Overhead Attack. I use this alot against Certain charicter’s like Makoto, Blanka, meterless Ibuki, meterless Dudley, meterless Rose, Dhalsim, meterless Bison, Dee Jay, Gouken, meterless Honda, meterless Sakura and some others. I believe it’s good against Grapplers now as well. I rarely use it against shoto’s though. This set up is very good against Dhalsim and Gouken in general because it stuffs alot of their options serverely on wake. Even stuffs Yang, Abel, Rose, Fei and Cammy’s Ultra 2 on wake and earns you 20% Chip Damage on Block. It also strangely beats Yun’s Medium Up Kick on wake only and if I’m not mistaken, I believen it beats twins command grab as well. A meaty Ninja Sickle is also pretty good against Makoto’s wake, though I haven’t experimented with Guy’s crMk against her yet. But I’ll get around to it soon enough.

EX Oroshi and backdash beat the first set-up, though that’s not bad

Ninja Sickle is incredibly unsafe on block, even meaty, isn’t it?

^ “EX Oroshi and backdash beat the first set-up, though that’s not bad”

True, I’m well aware of that. Remember you can mix that set-up in with others to keep the opponent guessing. You could do Run Slide or Normal Slide, back dash into a well timed Running Overhead to beat Makoto’s Ex Overhead and Backdash. It all depends on how well you can read your opponent. Set-ups are made just to eliminate certain options.

“Ninja Sickle is incrediby unsafe on block, even meaty, isn’t it?”

Ninja Sickle on block is generally hard to punish. Certain Ultra’s, Super’s and Normals can beat it, but a well timed Ninja Sickle can be generally safe. Ninja Sickle is good against certain opponents, but not all. It may be better against meterless charicter’s like Makoto.

Is it useful against Gief… I used to do it on his wake up every so often but cause of the knew LP range I haven’t tried it.

can anyone tell me how much block stun you get off bushin flip elbow drop ? , more often than not it feels as if the other guy is on frame advantage , or maybe my string isn’t tight . But if anyone knows the data it would be nice if you could share .

Think of Bushin Flip Elbow as a really bad substitute for a dive kick: if it makes contact too high, you’ll be at frame disadvantage. If it’s spaced correctly and hits relatively low, you’ll be at frame advantage (but not as much frame advantage you would have from a dive kick under these conditions). Either way, you shouldn’t be using this too much since most characters can use a normal to make it whiff or an invincible to beat it completely.