Here are some of my personal notes and thoughts about the Guile match up:
[LIST]
[]Be patient. Don’t be afraid to be patient. Take your time. Guile still has the best fireball in the game, even though Sonic Boom was nerfed in AE.
[]Use Elbow Drop (down + MP in the air) to close the distance safely. However, learn the range when you shouldn’t use this sequence. If you get too predictable with Elbow Drop in that range, Guile will just snatch you out of the air with his air throw, and you’ll have to start over.
[]If Guile becomes too predictable with his Sonic Boom patterns, use EX Run with the Slide (Shadow Kick) follow up. If he throws out an EX Sonic Boom, you’ll absorb both hits during the EX Run. If he throws one Sonic Boom and then another, you’ll absorb the first projectile and slide under the second. Remember, the Slide from EX Run is projectile invincible in AE.
[]You’re wasting your time if you’re trying to go under a Sonic Boom and hit Guile with a Hozanto. Usually, you’ll only hit Guile with a Hozanto if you performed it preemptively.
[]In general, Guile has a tough time dealing with cross up pressure.
[]Guile’s Flash Kicks (Somersaults) hit on the 4th frame, so you’ll have to time your safe jump attacks perfectly.
[*]If Guile attempts a cr.HK on block, make sure to punish him between the hits. There’s a twenty (20) frame gap between the hits. (Thanks, Nemesys!)
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I’m sure there are things that I’m missing, so I’m sure someone else will point the rest out. Things like knowing the range where Guy’s cr.HK cannot be punished both on hit and on block by Guile. I apologize for not getting the rest of the match up threads up and running.
There’s some stuff posted in the ‘Profound Punishment Thread’. But here are a few things off the top of my head.
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Combo into or land Run Slide; Forward Dash, Neutral Jump into Elbow Drop. Beats all versions of an Early Flash Kick on Guile’s wake. Loses to Guile’s crHp and ground normals. Mix this in with Guys normal Run Slide, Neutral Jump Set-up. If Guile Flash Kick before you land just hold Back or Down Back to block.
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crMk; Forward Dash into Neutral Jump Elbow Drop. Beats Guiles crHp and does a good job stuffing his normals on wake. (it may trade at the least)
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Push and Keep Guile in the corner. ‘Don’t let him trap you in the corner’.
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Land a Throw or a Knockdown and go for Cross-ups against Flash Kicks on his wake.
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Avoid jumping into Guile after he throws a Sonic Boom. There’s three things he’s likily to do; Flash Kick, use crHp or jump in the air with you and Throw you. Use your Elbow Drop to control Air Space.
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When you block Guile’s Sweep (crHk), before the second kick comes around input Guy’s Medium Hurricane Kick, Ex Run or Ex Run Slide, Focus Attack Dash Cancel or use Ultra 1.
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If Guile knocks you down and does his Ultra 2 on your wake, just counter with Guy’s Ex Bushin Flip or Guy’s Medium Hurricane Kick.
Go to training mode before attempting any of this stuff in real matches. This fight can still be hard but don’t let him discourage you. Learn to Trade with Guile or Focus Attack after he throws a Sonic Boom because he’s likily to follow with an attack. And overall be patient.
It’s my first time playing a character that doesn’t have a fireball. I’m very use to turtling. I have no idea how to get in and stay there. Usually if I try to go for something on someone’s wake up, I get eaten up by a reversal dp of some sort.
So, I’d like to know, what is my game plan with Guy? Besides being bad with him, I’m having fun with him.
Hey, what OS du you use after the unblockable on bison? And Is it possible to OS ex Bsk after a cross up in general? looks like I get ex run whatever the timing i use
i’m in the same position, for some reason i always go for the throw during reversals…
What are the characteristics of U2? It’s not a zero frame grab i think, it functions as a throw so it can’t be combo’d into, so is it like Akuma’s U1; only comboable after a focus crumple or using startup invincibility to grab someone trying to poke with lets say shoto cr.mk
Pretty much just a punish for moves that leave them close and unsafe.
If youre sneaky you can armor cancel it, but the imputs are STRICT. EX run armor cancel U2 is great on safejumps from my experiences.
Also, if you got quick fingers, one of my favourites is to FADC through a poke and grab ‘em. Its way too stylin’
I wish i was that stylish to be honest, i’ve got slow fingers and my keyboard, well i’ve lost a lot of matches by hitting down forward EX run, but all Guy did was a kick and then i got hit by a random hadouken. I need some training, do any of you guys play AE on the PC?
Edit:
as long as i don’t have either a better keyboard or a stick playing with guy is pretty much useless. half of my bushin chains don’t connect, 20% of my down forward motions don’t read. it’s not about timing either, played some vanilla at an internet cafe combos were a piece of cake.
U2 has no inv frames i believe, but i could be wrong.
I need some help against online Dhalsims. Y’know, the ones who do nothing but teleport>fierce punch all day. I can tell it’s a newbie crutch cause none of them I’ve faced have many points, but I just don’t know how to deal with it and shut it down.
U2 I believe full invincibility the problem is it ends after the grab is active, which means that’s just 2-3 frames. It will be beaten by moves that have throw inv. Or opp will be airborne when the throw is active. so stuff like DP’s won’t be grabbed… or Ibukis Command Grab…
from what I remember cr.mp works wonders against dhalsims limbs in general. I’m not sure if you mean the teleport behind fp specifically, but I’m sure it works to beat that. And it doesnt have many active frames so youre safe if he faked it and stayed away.
EDIT: Also, just a more general Sim note, ex run scares the balls off newbie sims when theyre fireball+limbing. They dont know what to do with the 2 hits of armor.
I’ve seen players use the armor from ex run to soak up a hit and then use U2.
I always use U2. I never liked the damaage scaling to U1. Here’s some set ups I use for U2.
Blocked running overhead. Wait a little especially when you know they are going to try to throw tech. Works well against people who tech late.
After a safejump when doing run slide. I condition them to tech before hand.
When you know they are trying to do a safe jump against you.
When you know they are tryin to counter hit you.
After a blocked low shoulder focus.
Ex run although I can’t get it consistently.
After kens ex tatsu on hit.
Just some setups. I personally like to use.
with the possible new notation for U2 how exactly will ex run–>U2 be done?
:qcf::2k:, :qcb::lk:,:qcb::lp::mp::hp:??
Edit:
I assumed you** just** wanted to ex run U2, the wakeup one will remain the same as it is now no?
You know Hcb, Hcf :2k:, Hcb :lk: :lp::mp::hp: so you wakeup U2 with armour… I personally could never do this with any consistancy but Im sure it will still work even with the qcb changes.
or am I wrong
Anyone know how unsafe Cl st mk xx Run stop is. and the frames between cl st mk and lp hozanto
If I remember correctly, cl.MK provides 13 frames of block stun and 18 frames of hit stun, and immediate Run - Stop requires 21 frames. So, -8 on block.
LP Hozanto hits on the 19th frame, so there are 6 frames between cl.MK and its first active frame.
hello, im switching to guy and am currently trying to get his fundamentals down pat so i have a few questions
in terms of anti airs are cr. strong and far st. roundhouse all i should be lookin out for? cr. strong seems like its really good as long as i time it right and st roundhouse does its job too but im currently having problems with really close jumpins(ryu cr. short, cr. short->cross up) so is there anything guy can do to this instead of guess jump back fierce or w/e?
pokes. st. forward is what im using as my main poke and ive also seen nox2 use overhead really well in footsies so im tryin to incorporate that as well. other than those two what else are guys strong pokes? would far st. strong be a decent poke?
also is there an okizeme thread? my main hitconfirm right now is cr. short, cr.short, st.strong xx run slide and it seems you get safe jumps after that as long as you hold up? also looking for okizeme after bunshin combo throw(ive seen kiryu just straight jump in roundhouse/empty jump low after so im guessing thats a safe jump as well?)
im still trying to figure guy out really and im having a hard time in terms of blockstrings and raw pressure but that should come after time, but these are the questions i have for now. thanks in advance
Don’t forget cr.MK. It works really well against jump-ins that don’t have those deep hitboxes. Every now and then, you can try TK EX Air Grab.
st.MP is really good as a poke. In AE, it received a further hit box and better priority. On counter-hit, st.MP combos into LP Hozanto. Maximum distance (spaced) cr.HK is great as long as you aren’t too predictable with it. Otherwise, opponents are just going to start doing focus attacks at that range.
As for counter-pokes, I’m a big fan of cr.MP buffered with EX Hozanto. Counter-hit cr.MP combos into LP Hozanto as well.
There is an okizeme thread, but it’s rather under-developed: http://forums.shoryuken.com/t/okizeme-options-mixup-thread/102216.
The Run - Slide safe jump setup works on most characters without having to adjust your timing. You have to delay your jump one frame in order for it to work on Sagat, Cammy, and Blanka (I think). Please also remember that this setup won’t work against characters with invincible reversals that hit on the third frame or earlier (Shoto uppercuts, Chun-Li Super, etc.).
The jump forward attack after Bushin Chain > Throw Ender is indeed a safe jump as long as the opponent quick rises. Again, characters with 3-frame invincible reversals can blow through your attack.
thanks alot for the answers, ill remember his cr. mk for aa and st. mp for pokes
i was aware of the 3f reversals not being able to be safe jumped, but thanks for the info anyways
thanks alot streak
I need help against most charge characters especially Balrog and Vega. Its hard to gain any momentum against Balrog when hes always crouching and keeping himself safe with his normals and headbutt move. It feels like Guy has no close range tools against Balrog and any long range attacks are too punishable.