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

I have a pair of questions. One about Meter management, the next about Ultra selection.

With the exception of using it to finish a match/desperatly in need of a comeback is it wise to use Super?

For comparison with some other characters I use, Super isn’t really used for Fuerte (ex run, ex guac are too important), or Vega (ex fba to maximize punishes, ex scarlet Terror has invincibility, super sucks)

I typically use meter with Guy for EX Run to get in, Ex spin kick on wake upagainst bad jump ins, and Ex Hozanto after FF chain to shove’em in the corner and get some pressure started.


I typically have problems getting opponents in the corner which is where (IMO) ultra 1 is most dangerous. Should I stick to ultra 2? Another comparison: it’s more obvious for Fuerte, use ultra 1 against characters that can’t alter jump trajectory, use ultra 2 otherwise.

I think both answers are just a matter of choice or playstyle.
If you are confident with your Guy that u can earn yourself a bar quick, or if u know your opponent sucks, then by all means use the super.
After super, in the corner, u can back dash, cr.lp pause and jump forward for a safe crossup or d+mp to mixup, maybe this continued offence will earn u a portion of a bar.

If I am leading I hardly use ex hozanto after bushin chain. (I always wanted to ask why its called ff chain, I read your last post and I know now.)

For Ultra, I mostly use U2, as I find the damage for U1 a little low after the scaling. And usually U1 requires 2 or 3 bars of super to execute off a hozanto. Then again U2 may not be easy to land frequently.

Densuo, since u specialise in vega and Fuerte, why don’t u do some write up on how to tackle them, their weakness etc. in the matchup thread?

Hi Guys (pun intended),
Well now that AE is almost out on PC i will be migrating to Guy. I’m an Akuma main and I’ve been messing around with Guy. I need to know where I can find info on his most common BnB’s, frame traps and all that good stuff.
I also need to know how to combo off his elbow drop from his BF and how to use the BF effectively. I cant get a grab off most of the time. I’ve started using 2x cr.short into FF chain as a basic BnB.

I can’t say I’m a good vega. so I can’t really offer much on that matchup. I use Fuerte plenty, and while I won’t say I’m great that I can help with:

For starters:

Fuerte’s run is better then Guy’s, he can run both ways, and stops on a dime. He also doesn’t automatically stop when he reaches an opponent.

Like Guy, Fuerte’s EX Run takes 2 hits. BUT when he runs backwards, once he hits the wall he’ll start running forward, this will reset the super armor. So in certain situations he can take 4.

DO NOT BECOME RELIANT on EX hurricane kick. Any Fuerte with a brain is going to look to bait it. And if they do, you’re going to get RSF’d

Fuerte can control the distance on the following:
Wall Jump, Tostada Press, Fajita Buster, Ultra 1, Propeller Tortilla.

His newly improved crLP and Far LP have very good priority. Even sloppily pressing the button rapidly will chain the jabs and keep him safe (I routinely mash LP 8 times. never dropped the combo). Focus more on what he’ll do after the jabs (tick throw, run, overhead) rather then pressing buttons in between them. Guy has below average health so these jabs can sting him.

El Fuerte’s focus attack has great range. That said it’s still kinda slow. If it’s done too close, especially on your wakeup, grab his ass for free.

Keep him floored El Fuerte has crappy wake up options, his Guacamole Leg throw :dp: + :k: had it’s recovery nerfed

Every Quesadilla Bomb Fuerte does can and should be punished. Reversal run slide and EX Hosanto should do the trick.

all of Fuerte’s Jumping moves from his run (Tostada Fajita Tortilla) if done poorly, air throw his ass to the ground.

If he has meter. Don’t jump recklessly. EX Guacamole beats EVERYTHING except maybe Siberian Blizzard

El Fuerte can do Armor Cancel for Guacamoles and, more Importantly, Ultra 1 and 2. This means he’ll get one hit of super armor from an ex run that instantly cancels into

I think Bushin Flip is a bad Idea. that’s asking to be air throwed or EX Guacamole’d

You’ll find a run down of his moves here:

yo C2Q


what i like to think about when i use meter is, regarding anti airs… how effective are my normals at anti airing this character. some one like cody, cr. strong beats all of his jump ins cleanly… so no need to use EX hurricane on him. and EX run i pretty much use solely on fireball characters. anticipate the fireball… or even on reaction… i use EX run slide. that thing is so damn good now against fireballs. i find i almost always have meter with guy… especially if you’re playing aggressive… i’ll have at least 1 or 2 stocks even if i’m being liberal with my EX’s. but normally i do end up with a super at some point. and i will burn it without hesitation if the opportunity arises. guy’s super in my opinion is really practical. does good damage, especially after certain combos(jump in, df+rh, rh hurricane, super comes to mind). i’ll especially use it on characters that have ass stamina… like viper. just because i know it’s gonna hurt. and getting her to sit still is hard enough… if i get the opportunity to nail her with it… i’m doing it.

if i’m feeling pressured… i might reversal EX hurricane… but this is mostly against characters with good pressure/frame traps that can stay in your face pretty easily. for example… i don’t like dealing with cody’s frame traps… especially in the corner… and 90% of the time… if you see a cl. fierce/cr. fierce… they’re gonna cancel it to rock/EX rocks on block… i’m pretty sure this isn’t a true block string… i’ll either EX hurricane or EX run slide for the untechable knockdown and safe jump followup. even against some one like akuma’s pressure… i’ll burn meter for the reversal.

to me it’s all about what character i’m facing when it comes to my meter management. i like to think about, like i said earlier, are my normals good enough to anti air them consistently, before the match starts. against vega i know guy’s normals tend to lose against his jump ins. so you’re gonna need your meter to EX hurricane his ass out of the air. so it’s probably smart to not finish ff chain with EX shoulder. just take things like that into consideration.

Personally, I like to keep my meter, even when most people tell me I should throw out EX BSK more often. Since Guy can’t FADC EX BSK, I’ve always felt more pressured into getting out of sticky situations without using meter (so, when I actually do need to throw out EX BSK, I’ll have it). I guess that’s why a lot of people think I block more often than I should. I like using meter for the EX Bushin Flip traps, though.

As for ultras, a lot of people live by only U1, and others live by only U2. I’m sure a lot of people with disagree with me, but I think U1 is the better ultra (as bad as it is) and is the ultra of choice in most match ups. I’m still a strong believer in U2 against shotos, Abel, and Yang.

@
Nice stuff i definitely like to save meter unless i can land 2-3 hit confirm to super… mainly use meter for EX Run EX Tatsu and the occasional TK air grab. I’ve mainly converted to U2 cause it fits into my rushdown… after warming opponents up to run stop pressure mixups like grab and continued lp or lks , a good 2-3 hit confirm > st.mp > run slide > on block hold the fadc cause the spacing from the confirms and run slide make the spacing perfect if they grab or mash to catch a crumple > U2.

FADC grab punish **@ 1:35 ** : [media=youtube]GHGJ9KqhDV8[/media]

FADC poke punish @ 3:28 : [media=youtube]PClWN70HKsM[/media]

Hey guys, its the noob, I have a couple of questions.

My first question is are there any good combos that I can use on crouching opponents. Before i started to play online I would always practice the cr lp x3 into longer target combo but when i got online i noticed that the opponent has to be standing for it to actually connect.

My second question is how to connect the Run/stop into the my crouching light normals, Idk if I’m not pressing the extra light kick fast enough during the run/stop but after i do the run/stop, im either not close enough to do the lk or lp or my timing seems very odd (like kinda slow )

And my final question is that is there anyway i should be practicing my run/stop. when i run the stop doesn’t come out exactly after. Guy runs a couple of steps and then stops.

[LIST=1]
[]You can find a list of Guy’s combos in this thread. Against crouching opponents, your bread and butter combos will probably begin with a crouching light attack (or a series of crouching lights) followed by st.MP xx MK Bushin Senpukyaku, Run > Slide, or EX Hozanto. If you’re close enough to your opponent, then you can use the target combo (st.MP > st.HP). You can practice these in training mode by setting the dummy to “Crouch.”
[
]If you want to combo a crouching light attack after Run > Stop, you’ll have to land a counter hit cl.MP or cl.HP xx Run > Stop. Otherwise, combo-ing a crouching light attack after Run > Stop is not possible.
[*]To practice the (almost) immediate Run > Stop, you just need to spend some time going over the timing of button presses. Some people just mash the LK once they start the Run. Others prefer to just press LK with p-link timing after the initiating the Run with another kick button. You’ll see people write it on the forums as QCF+K~LK. Find what works for you.
[/LIST]

New guy player here.
Just wondering is it possible to to a FF chain midscreen into an ex hozanto that hits them to the corner fadc’d to u1? I can never seem to get it unless i guess the timing is really tight.

Nope, U1 doesn’t have enough juggle points for this to work.

Thanks.
I’m also having trouble with pressuring opponents. Is there a thread that runs down how to rush down properly? Any videos I can watch?
Also is it just me or is the c.lk s.mp/tc link quite hard. I cant get it off consistently. And one last thing, i also find it difficult to combo off a BF elbow. I can combo off a regular elbow drop but i think the BF one drops way too fast and they can block by the time I’ll c.lk

Try pianoing 2 of the kick buttons with 2 fingers, or double tapping 1 button with 2 fingers.


http://forums.shoryuken.com/t/the-power-of-bushin-guy-video-thread/95056page-30

cr.lk , st.mp , is a 1 frame link, so its difficult to be consistent, u can try p-linking, it will sort of make it a 2 frame link. Practice alot.

I am not sure if all standing characters can be comboed off bf elbow, but crouching characters have no problem. If u are pressing cr.lk after a bf elbow on crouching characters and still get blocked, then u just simply have to press cr.lk earlier. I don’t know if it helps, but I usually press cr.lp or cr.lk after bf elbow when I see guy touch the ground.

Whats the benefit of using ex air throw and ex izuna over the regular versions? More range or something else?

EX Air Throw has several (I don’t remember the exact number) frames of invincibility. EX Bushin Flip is invincible to grabs and projectiles on startup and always tracks the location of the opponent (which helps to set up traps and shenanigans).

cool, thanks.

Do any body know ‘Beehol’ on PSN? His Guy is solid.

i’ve seen his vids and stuff but i play on 360… he is really solid.

Is both the command elbow and the bushin flip elbow safe? Cause I seem to get thrown when I whiff them next to my opponent or is it just me…

technically whiffing anything in front of an opponent is unsafe especially the flip elbow.

but you should be able to tech