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

I picked up AE for PC and played it for about a week so far and Guy seems to be a character that I enjoy playing, however, having said that, I’m having serious issues playing against just about anyone. It’s gotten to the point where my brother and his friends are telling me that I should forget about playing Guy and play someone else instead. Here are some of the issues that I’m having:

1.) Keeping pressure on opponents. Even when I am able to get my opponents on the ground, there’s nothing I can do to keep the pressure going compared to what I have seen what some of the Guy videos have been able to do. Most of the time, I eat a wake-up reversal OR I try and bait a wake-up reversal with an elbow drop but they just get up and do safe® normals. It’s very confusing for me not seeing others get wake-up reversal’ed but I do.

2.) Connecting target combos. I’ve watched videos of Guys being able to link their c.lk or c.lp into target combos but whenever I play, I’m rarely ever in range for me to continue the combo. I usually end up resorting to c.mk or c.hk for a weak punish instead.

3.) Being pressured. I know it’s been asked but I just can’t seem to get out of being vortexed/cross-up’ed or pressured in the corner. I can do EX SPK but it whiffs more than it connects and it’s not completely safe either against normals (I’ve been knocked out of it while in mid-air, sometimes trading and other times just flat out getting punished).

4.) Getting in from range. Again, from the videos I’ve watched, they seem to use run slide or run overhead kick to get in on their opponents, but whenever I try it, I get punished on block. Even when they don’t block running overhead when they’re crouching, they are still able to punish me. And if run slide connects, I’m having trouble keeping pressure (refer to problem #1).

5.) Elbow drops. Again, videos I’ve watched, they don’t seem to get punished for using their elbow drops, but when I either whiff or get blocked, I get punished with a throw (or something else).

6.) Crouching opponents. I just don’t know how to deal with opponents that are crouching since Guy’s target combos don’t work against crouching opponents, or at least opponents that are crouch blocking. I know there’s a f.mp for an overhead but it has a slow start up making it easily punishable with c.lk or c.lp. I’ve been punished with it so many times that I stopped trying to use it to punish an enemy for crouching. The running overhead kick works as a semi-overhead but as said, it’s punishable even on hit and it whiffs on close opponents (it goes right over their heads).

I’m sure there are other problems I’m having trouble with but these are the main ones that come to mind. Videos of top players don’t really seem to help me at all since their opponents, for the most part, seems to fall for all of their mix-ups without getting punished whereas I’m getting my ass handed to me every time I try. It just seems like I’m doing everything right, at least from what I can tell, but nothing is working. Any help is appreciated.

Yeah I think u should drop Guy…nah! I am joking. In fact u should play twice as hard and trash your bro and friends and don’t teach them the secret to the Bushinryu. Are u playing with a joystick, controller, or keyboard? In short, Guy sort of has a steeper learning curve, so it takes a while to see light. But I had more fun picking someone I enjoy since the Alpha series. Your answers:

1a) Keeping pressure after knockdowns. Meaty attacks. Attacks timed such that the 1st active frame hits opponent on wake. It can be cr.lp cr.lk cr.mp, anything u like that can lead to a block chain or combo. e.g. a meaty cr.lp on wake if blocked, u can carry on with cr.lp, st.mp, st.hp hozanto lp. If opponent is a reversal spammer or god of dragon punch on wake, then u can pretend to do a meaty and block the dp and punish. (u have to go to training mode to get the timing right.)

1b) Keeping pressure after knockdowns. Safe jumps meaty. The no brainer safe jump for Guy = st.mp st.hp xx runslide, after knockdown, hold up, as u come down hold block. In short, no wakeup reversal should hit u as u r coming down. u will block a dragon or a phoenix punch. Now, if u press lp while u r coming down from your safe jump, and still holding block, u will still block all wakeup reversals except ryu and those related to him, ken akuma, etc. (Lets just keep it simple for now and move on to the technical stuff next time.) So when facing ryu the protagonist and his related ones, u can maybe block the 1st time, if he is not a dp spammer, then u can press punch the 2nd time. So, this is keeping pressure using jump attacks. There are also safejumps after throws. Read and try them. Results vary on different characters. Safe Jumps and Cross ups

  1. Its difficult to get into range using cr.lk at 1st. I suggest using st.mp st.hp xx any move to get use to Guy’s range. After u are used to it, then try cr.lk

  2. Ex spk whiffs because most moves from the vortex are safejumps. Ex spk’s invicibility is from the start, not high up in the air. The best time to use ex spk is at the lower arc of opponent’s jump. If u fear getting cornered, u can ex run out of the corner.

  3. Of course u get punished on block after run/slide/overhead. If u hit them with run/overhead, u have the advantage. If u do not press anything and hold block, they should not hit u, unless its a grab/ throw.

  4. Be it elbow drop hit, whiffed or blocked, press cr. lp + lk while u land to tech or start your chain.

  5. I think u mean bushin chain (lp mp hp hk), tc means st.mp st.hp. Hit confirm. cr.lp x2 or cr.lk x2 if blocked or crouching, use tc, if hit use bushin chain. Regarding the cr.lp cr.lk spammers, use frame traps. Bushin Frame Traps/Counter hit Setups It’s abit technical. f.mp is a good move on right occasions.

Yeah, for #6, I was referring to the bushin combo. Got a bit confused over whether or not that was called a target combo as well. I really appreciate the help as I know it took quite a while to type it up. I’ll definitely need to try out these things and see if it ups my game. Thanks!

@ Murdurus

Sakura comes to mind when talking about moves that whiff espeically against crouching opponents. Here’s an easy combo to learn until your able to do advance combos, etc.

*crLp, crLp, crLk into Medium Hurricane Kick (does about 161 damage and you don’t have to worry about it whiffing)

If an opponent is standing you can Chain it to Guy’s Bushin Chain Combo or Guy’s Target Combo for more damage. I still use this combo espeically fighting against Sakura who has a small hitbox, which can be annoying.

I do intend to prove my brother and his friends wrong as I have seen the potential that Guy have. By the way, the video that I was referring to is this one http://www.youtube.com/watch?v=1-Y0GXqMcPA . It’s a long video but well worth the watch I think. I am using a stick by the way, forgot to answer that.

I think a major part of my problem is actually reading the hit confirms and then responding accordingly. In the video that I mentioned (and many other high-level Guy play), they seem to hit confirm a c.lp or c.lk into the bushin combo. However, for me, I can’t seem to react fast enough? Like by the time I see that there is a hit, I try to follow up but fail the link and they end up blocking. It is either that OR the c.lp knocks them too far away for me to continue the combo. Is there a way for me to react to hit confirms easier/faster or is it just from having to stare at the opponent getting hit? Maybe I’m just slow? shrug

Alternatively, I have also seen a lot of target combos but I fail to see much purpose in doing that other than for the slight range advantage over bushin combo. It looks like that it is just better off to try and connect a bushin combo instead but I rarely, if ever, see them fail to connect it either due to a lack of range or simply because it was blocked. From what I have observed, it looks like that the target combo is safer with st.mp, st.hp xx lp Hozanto? It seems like that Guy have a lot of intricacies that I have yet to pick up on, not to mention the fact that my execution could definitely use some work.

Wow, then it must be a Hori. That Guy in the video is one of the top guy players in japan.

Reading hit confirms. I have to say, there is no choice but to practice. For a start, choose bigger size characters that can take many cr.lp. If u find cr.lp x2 too fast for u to react, start with cr.lp x3. By the time u can react to 3, cut it down to 2.
Well, the linking part from cr.lp x2 to bushin chain (st.lp, st.mp, st.hp, st.hk), there is also no choice, but to practice.
One thing to take note is, cr.lk x2 into bchain is slightly tougher than cr.lp x2 into bchain. So u may wanna start with cr.lp x2 bchain 1st.

Yes, u have to stare at the opponent getting hit or getting block and reacting to it. Even the meaty attack, u need to stare at their wakeup, unless u r so good u can do it blindfolded. Don’t worry about it, I was slow at 1st. u will pick it up if u want to.

Well, first of all bchain can only be done only on standing opponents and yes its better to land a bchain due to its damage. Most people block crouching so there is the need for tc. Yes tc has more range, but also tc xx run/slide can lead to other setups. The bchain will push opponents far away if not in corner, and to follow up, u have to run/stop to your opponent. u rarely see Guys in clips fail to connect bchain because they are good. Yes tc xx hozanto lp is safe. Yup, work on execution 1st, the rest can come slowly.

Are there any alternatives to the c.lk > s.mp link combos vs crouching opponents? They are simply too difficult for me and I’m on the verge of dropping the character over it.

cr.lp x2 > s.mp (easier than c.lk)
tc (s.mp > s.hp) (this cannot fail, u just have to press it fast. if u fail this, i have nothing to say)

I’m kind of on a similar boat, however, looking at many other characters, they have links of their own that they need to do in order to do well. So if I have to do links regardless, I may as well be doing it on a character I enjoy playing. And yes, I agree with stlukes, cr.lp is easier to connect due to faster recovery and more hit stun, there’s also more block stun as well if they do block. I tend to completely avoid doing cr.lk at all costs since it’s easier to get punished for whiffing it and the extra 10 damage just isn’t worth the hassle/risk.

I have no problem with difficult links on other characters. It’s the link followed by the speed at which you have to buffer the slide I guess. I’ll try using lp instead and see how that goes. Thanks.

wow, looks like u are picking up the technical stuff yourself. Quick learner. After u can do cr.lp > st.mp with your eyes closed, u will understand the need for cr.lk > st.mp.

If u want an easier time to buffer the slide, do cr.lp >st.mp >st.hp >slide

Thanks. But how come you say there’s a need for cr.lk? I don’t see much advantage/reason in doing it.

  1. many difficult combos can only be linked using cr.lk (1 of them is after run/overhead), its the fastest of all attacks.
  2. its your only low attack that can link into a big combo, on opponents who happen to block high, due to a fake or forgetfulness. cr.lp can be blocked standing.

Regarding going from cr.lp to st.mp, is it a good idea to plink it? And is that what most high level Guy players do to get it to connect or do they just simply have the timing down that they don’t need to plink? If I’m understanding the frame data correctly, I have only 1 frame to go from cr.lp to st.mk which isn’t a big window at all.

P-linking will only help you get the combo more consistently. cr.LP > st.MP is a two-frame link: cr.LP is +6 on hit, and st.MP hits on the 5th frame. After a while, you might not need to rely on p-linking to hit your combos, but if it helps to increase your consistency, why wouldn’t you do it?

cr.LP > cl.MK will only work on counter-hit. On counter-hit, you add one more frame of advantage for light attacks and three more frames of advantage for all other attacks. For example, a counter-hit cr.LP will be +7. cr.LP > st.MK will never work.

Wow u really are fast. Yes ,cr.lp to st.mp will get easier and consistent if u plink it.
Most players plink cr.lk > st.mp, I hardly see players plink lp. So its up to u. I plink cr.lp > st.mp too, its already a habit. u can have the timing down too for cr.lp >st.mp, I already had the timing down before I learned plinking.

cr.lk is +5 on hit, st.mp has 5 Startup frames. In this case, they call it a 1 frame link.
Thus, cr.lp is +6 on hit, (i think u mean mp instead of mk) st.mp has 5 startup frame, so its a 2 frame link. So if u plink this, it sort of become a 3 frame link.

When I started learning to plink, my linking skills sort of dropped a notch because I had problems getting used to the plinking techniques. But after a while u will climb up 2 notches.
If u haven’t seen this, its good. http://www.youtube.com/watch?v=PfP3oj_8oXM&feature=relmfu
move onto part 2.

I’d recommend plinking every link you can unless you feel that it in some way interferes with the execution of the particular combo, like if it causes a button sequence your which your fingers find very awkward or something like that.

Do not overlook cr.lk. The damage is just the icing on the cake. First off its not a true block string so if they mess up their mashing or tech you can score and easy hitconfirm. cr.lk gives you more time to react because you have to time it anyways not to mention it has more range and it is 3 frames.

if you aren’t going to do cr.lk cr.lk, at least try doing cr.lk cr.lp st.mp into whatever

How do I time meaties with cr.lp is there something specific i should be looking at when the hit connects? Im just asking because I would like to know how to do it more consistently. Ive been practicing it in the training room but sometimes Idk if im doing it meaty or not or i have a problem doing the cr.lp,cr.lp+cr.hk anyone have any tips for the cr.lp+cr.hk part am I pressing it at the same time or am I plinking it because I only know if im doing it right if the 2nd jab comes out.

Can’t really help you out on timing the meaty cr.LP. It’s just something you’ll have to figure out through practice.

As for the OS cr.HK, you should always be pressing cr.LP and cr.HK at the same time. In this case, the OS cr.HK works because Guy’s cr.LP can be chained together with another cr.LP. So, when the first cr.LP makes contact, the cr.LP + cr.HK will always be another cr.LP (since cr.LP cannot be chained into cr.HK). On the other hand, if the first cr.LP whiffs, the cr.LP + cr.HK will come out as a cr.HK because the HK button press has more priority than the LP button press. This is also why and how p-linking works in the SFIV series.