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

Does anyone else besides me negative edge their bushin flips?

What’s the consensus on corner juggle BSK? I’ve always done HK BSK, but I’m unsure if that’s the best choice. What gives the best setup in the corner as a juggle? I’d be willing to spend the EX for a bit more damage and a better setup.

On that note, what ARE the setups after a juggle BSK? Anything really radical?

Sometimes if Im sure they will jump, but not sure if it will be neutral or backwards I will, especially with HP flip… actually only the hp flip for some reason. hmmm… I dont think it gives an advantage but Its become habit now.

Just about to hit bed, but off the top of my head any HK BSK juggle in the corner can be instantly followed by lp bushinflip and if they quick rise they will be snagged, they tend to catch on to this quickly though so use it sparingly. I’m still working on a setup where I can miss the flip (they didnt quick rise) and still have options against their wakeup but Im lazy and havent been in the training room in an age.

After a ninja sickle you can slightly delay the HK bsk to get all 4 hits in the corner. You can add super onto this with the extra height.
Acually Ive been meaning to ask what other setups there are for getting all 4 hits?

I try not to use ex in the corner unless I have to, rather keep the meter to get them back into the corner if they escape, but I also lose matches by trying to conserve meter like an idiot :smiley:

Can someone give me some good safejump set ups against the twins?

I hate their brainless uppercuts so much.

The usual safe jumps should be fine, neutral jump after run slide is probably the easiest one.
But if you are sick of them doing up kicks just do cr.mk or cr.lk when they get up, and their up kicks should just miss you completely.

I’m pretty sure that the usual meaty cr.MK doesn’t work on any of their up-kicks (except Yun’s LK one). Please correct me if I’m wrong. A spaced meaty cr.LK is amazing against Yun’s non-LK up-kicks.

nvm

I seemed to have success with cr.mk against yuns uo kicks to make them miss completely but now that you mention it I’m not sure if it was against the lk upkicks, just what I remember from playing online, might be worth testing more.
Does the lk up kicks have invincibility then or just a better hitbox?
If all else fails just walk up and block I guess, the worst that can really happen then is you get thrown.

do any of you guy players ever feel like you dont know how to approach a character in the beginning of the fight? I fought a sagat in ranked mode and to let everyone know im just getting back off a 3 week hiatus so things felt real rocky due to past losses before this match. So it was a decent sagat and he was a just throwing out that hk with the feints cr.lps and lk tiger knees and such and i felt like ok how do i get this started and happens with other characters too but i just don’t know how to get that approach going.

@ SuperRreem

You want to have more of a ‘Rush Down’ attitude at the beginning of the fight and of a round with Guy. The reason being is at the beginning of the match neither you or your opponent has Meter. Some opponents Wakeing Game is based apon meter. Like if I’m facing Rose, from the start of the round I’m going to rush her down and try to land a knock down or push her back towards the corner so I can apply pressure. On her knock down, I can confidently apply pressure on her wake because she doesn’t have Meter to Reverse with Ex Soul Spiral. In other words, you have more options with your opponent being meterless. Do as much damage at the Beginning of the round before your opponent gains meter and therefore will make you ‘more approachable’ because she has meter. I will quickly do a Running Overhead on characters like Rose, Ibuki, Dudley because their not likily to Reverse because they don’t have meter.

Also use Pokes from max range to get a feel of your opponent. Another way to feel your opponent out is Baiting with Run Stop, Elbow Drop and Bushin Flip. ‘Baiting is very important with Guy’. Bait your opponent till they have little to no meter, then Rush them down without fear. Some charaters can’t defend them selves properly without having meter. The ones who can, use more baiting, poke from max range and whiff punish alot. Make your opponent use meter, then Rush them down to finish them off. (Just my advise) see the Profound Punishment Thread and Match Up Threads for some potential rush down tricks and tips…

Something nifty but… probably impractical but CH far st hk, leaves guy… +6 against bigger characters ) don’t think it would work on all the cast and you are in range you can connect st mp, and of course cancel into slide or EX hozanto, FADC into Ultra nets you 575. Max range for it at least on Gief you have to hit him just a little below Guy’s knee.

The things you find when your bored.

Well far st.hk is already a good move to throw out against zangief, this makes it better, nice find!
you can do the same kind of thing with CH far st.hp against big characters, it can link into a full bushin chain if you step forward a bit after the hp

You just have to be wary of the distance since its a bit close to gief so his SPD becomes a factor but all around yeah its a good thing, Same with Thawk, I do believe THawk’s hitbox is bigger than Giefs. Though from the looks of it, it seems to only work on those two, but I’m not about to test it right now. I just know if you hit between Guys foot and knee you can connect st mp, if you react, if only his cr lk or st mp had a bigger range, it would give Guy more threats with his footsies.

[LIST]
[] LK Nishou Kyaku will only hit standing (or jumping) opponents. Guy’s cr.MK will go under it.
[
] MK Nishou Kyaku has lower body invincibility on start up. I believe Guy’s cr.MK (meaty) will lose.
[] HK Nishou Kyaku has 7 frames of invincibility and hits on the 8th frame. From experience, I’ve been hit by this attack when I attempted a meaty cr.MK.
[
] EX Nishou Kyaku always wins because of its invincibility.
[/LIST]
I didn’t test any of these situations before I posted, so I could be wrong. I’m writing this strictly from memory.

thanks for the advice on approaching opponets but I have a question about learning matchups. So ive played a certain amount of the cast and im knowledgeable to certain extent about those characters due to reading the matchup notes and playing the matches but how do I go about learning matchups for the rest of the cast I havent gotten a chance to play because I dont really play offline unless its against my bro and most of the people online use x character over another character. like finding a ryu,ken,akuma,yun,yang is easy pickings but finding others is like finding waldo. hard but u get it done sooner or later.

Attend local tournaments I guess and play casuals? or maybe someone on the guy forums has a side character that knows them well,

off the top of my head I tend to use:

Backthrow, Whiff c.MK, jump towards with lk/mk/hk (get unsafer the heavier), the timing is easy, throw and mash on that :d: :mk: once you see the animation hold :uf:to jump in.

Forward throw, whif :hp: Hozanto, jumpin/crossup :mk:. Cant remember if it crosses up or not and Im not near the xbox.

I know there is more but I honestly cant remember them at the moment,.

I main Rose but I am on XBL Europe(france). Where are u from ?

im from the us so i dont think the matches will work out due to netcode and distance.

Quick general question? How do you Guys play when cold. Like you turn on your system and havent played in a few days and try to go online and play? I generally do very bad cold. I drop links and just forget what to do in certain situations. I think its because Im thinking to much on my own mistakes instead of the match at hand. Its almost like I have the jitters a bit an inability to relax. How do you Guys play cold (no warming up)?