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

you can jump in elbow to change your angle and if they headbutt you can do bushinchain, target combo into slide, ultra 2. you can get some real damage

Which is the preferred button for neutral jump safe jumping after a slide knock down? His nj normals seem pretty iffy for the most part…

In the option select vid Ryan Hunter is convinced Guys ex hozanto can punish sagats high tiger shots on reaction… around 28:50 mins…
[media=youtube]4uGlxVY4_UI[/media]
Projectile invincible Ex Hozanto…
Am I going crazy or is he as wrong as I think he is?

Its that or maybe Guy had his hurtbox lowered to avoid projectiles. That’s the only possible thing…

lp, mp, mk, hp, hk.

you’re better off using lp, mp or mk, as HP for now only works on a few characters and some are in given situations. Against shotos… its best to do an empty jump first to see if they will anti air you. But lp has the most active frames list hit stun, mp and mk have better hitstun but I think Mp has more active frames, its all up to you on what you are going to mix up with, for throwing, lp or empty jump, for a surprise low as well do an empty jump into cr lk. For frame traps or to continue pressure mp or mk.

Hello Irish friend (Dude I love Ireland! gotta go back there)
I am afraid this guy from the video was wrong and right.
Wrong about the invincibility frames on EX Hozanto, and right when he said it could be used against Sagat’s high fireballs.
It is not that it is invincible to fireballs, but it goes under them, as Blooddrunk suggested.
Here is a video on it.
Any questions or critique I am more than open!

[media=youtube]Rzu88wQyTxE[/media]

Cheers and lots of Guinness!
OTinhoso

Awesome… you learn something new everyday. Never remembered to test it. Thanks dude… and cheers :wink:

How do you do guy’s safe jump after the shadow kick or whatever it’s called? Do you just hold up or so you delay the jump?

Hello Kyle,
For the safe jump, it depends on the character you are facing. Normally you just hold up immediately.
Against Cammy, Sagat and Blanka you need to wait one frame, for their waking up animation is slower. Just wait a little bit then jump, it’s easy to test it by yourself at the training mode. There may be more characters like this, but I only remember these three from the top of my head.
Against 3 frame reversals, like Ryu, Ken and Akuma, you can only empty safe jump them. Which means you cannot perform any move in the air, otherwise you won’t be able to block their reversals in time.

Hope it helps
Cheers
OTinhoso

Thanks Pedro, you’ve really helped me a lot with Guy since I started a while ago. Your thread is awesome!

Thanks man!
Just trying to help!

Alrighty, I’m new to Street fighter anything, so a lot of questions that need to be answered. You guys seem wicked friendly and I like that, I used to play super smash bros. pretty competatively, used a *- character named samus, got super good with her only to realize that 80-20 MU’s are soooo bad. I’m no stranger to fighting games, mind games and reading opponents, that’s really all Samus had. I like guy and I like his moveset, so without further ado, what is/ and how do I do armor cancelling? any advanced techs also would be helpful, bring on the knowledge.

Basically its best to do it on wake up unless you are REALLY ballsy to do it while standing etc or in the face of defense, You have to cancel on the first frame of EX Run, easily can be done with practice from any safejump. The inputs would be like this for EX bushin flip, qcf 2k~2p. and for Ultra 1 qcf x2, 2k~3k. I’ll be honest the one you could learn is U2 but in any case of you needed to learn is questionable because chances are you’ll only do this on a safe jump or wakeup and U2 beats safe jumps for free anyhow (though not sure on OS) but to do that requires some strict timing, if i remember correctly its hcb qcf 2k, hcb 2p or something to that nature. But with EX Run stop having armor its sometimes not worth the stressful execution to go through with that, (you can also armor cancel into super but its not necessarily worth wasting your entire bar for that.

Advanced tech

Kara throw mp~grab, he’ll move a bit his grab range isn’t all that great but kara makes it someone better (Not by much) until 2012 update

Learn how to use Run/stop effectively, just warning on block TC x Runstop is the safest version Guy has, leaves you at -2, sadly Guy lost some hit stun on cl st mp which gave him i believe either even or -1 status on Run/stop,

DO NOT rely on Cr hk, for poking. Use it sparingly, anyone with a move that is 3 frames and below can basically punish you for free on block at max distance if you are within range and I strongly advise not using against Grapplers.

Be wary of your jump in granted 2012 does give jump hk, and mp a hitbox buff we aren’t sure how good they are at hitting low profile moves, only a deep HK at this point will compensate for you to hitting things like Shoto cr mk, but unless you time it right low profile moves beat every air normal guy has, and also avoid elbow and run overhead. So if you are going to mix it up don’t be static about it.

You can also learn the bushin flip loop. If you land a runslide you can ex bushin flip and grab the opponent on wakeup as they have one frame they are considered standing even if they are crouching (can be avoiding with mashing a low though or more less low profile move) can also grab reversal moves (except certain ex ones) those also require a certain timing (Which is strict)
This can also be done when you land a bushin flip you can either do another ex bushin flip OR dash up and lp bushin flip.

Learn Guy’s safe jumps he has several most common is off Runslide where you just hold up after you successfully connect one. (If attacking safe against 4 frame reversals and up) (If you empty jump safe against 3 frame reversals) Safe jumps can be defeated be EX SPDS and such that are strike invincible.

Forward Grab, Fwd dash x2, immediately jump.
Forward Grad, Fwd dash, back jump wall jump
Back throw, whiff st hk, forward jump

Hope this helps.

yes that’s helpful for sure, few questions about that though, what is EX SPDS? I know that EX version is a special using meter but I have no idea what the SPDS is. To do the armor cancel the timing is undoubtedly strict, and I’ll need to tech the ground when I get knocked down more often, I don’t do it enough and get raped by stuff I shouldn’t even be getting hit with. Blah, this game is way more difficult than smash. I’ve heard about buffering stuff and it seems like it would help me out tremendously, can someone link me to a thread about it? is there just general Tech threads around? I think I need to learn the game before I can start mastering characters more

Spinning Pile Driver, THawk, GIef, Hakan and Seth all have this, they are all 2 frame and active for 2 if i remember correctly so upon landing you will be grabbed, Though i do think this applies to Makotos EX karakusa (unsure) and Abel’s EX TT, and Honda’s EX Orochi. (I’m sure on this because most of this characters will either block or safe reversal.

Buffering just basically means doing a motion wihile an attack is active, for instance, press st mp. the move starts up in 5 frames active for 2, now thats a few tenths of a second before it makes contact with your opponent during that time do qcb when the mp hits the opponent hit lp whether they are blocking or not. Becuase you did the motion during the normal, LP hozanto will come up, Now to be more advanced with this is in your footsie game (using your normals to poke) and also mixing in OS (Option selects) OS are when you buffer a special while a normal is in its start up frames or when a move whiffs your buffered move will come out. Say you are just outside a range of a characters longest poke, and st mp or cr mp happens to beat that poke out. You can fish for a counterhit with cr mp or stmp. but while doing that you also input qcb with 2 punches. If you were to get a counterhit EX hozanto will come out, if you whiff nothing will come out (however do not do this with light attacks your ex hozanto will come out regardless but that can become useful in terms of catching someone if they do a wake up backdash. There are videos for Guy’s various OS for characters I don’t have the link on me but I do believe it belongs to Obey, Guy is one of the harder characters to learn but learning him will make learning another character and using there fundamentals much easier (unless you pick up C.Viper where execution is what you really need to master)

so you input the entire move, not just the stick motion to buffer and the move comes out depending on the move you used, or ending frames?
are there any moves that go faster the second time around? For Samus in smash she has her uTilt -or Up Tilt - that is horrendously slow, but if you time it right and do it twice it starts coming out faster the second time. downside is though, if there is a move in this game like that, it would require you to stand still, although it could bait people out I guess, anyways Thanks again for all the help! your great :slight_smile:

Nope all moves will be the same frame every time.

Inputting the stick motion = buffer
Inputting the entire move if a normal hits = Option select
Using both will really step your game because you won’t solely rely on just cancelling (doing the move entirely after the normal hit) This is quite different from Smash (I used to play it a lot during Melee days) But Guy will mostly rely on Footsies, Safe jumps, Grabs and mixups. He is a rushdown character but not the best.

You know this has been bugging me lately.TC alone is -5 on block and has 23 frames of recovery, yet TC xx Runstop is -2, and has 21 frames. Anyone else think that doesn’t make any sense? That would mean TC alone would have 18 frames of Blockstun where he is at plus advantage. At 19 he would at 0, which means at 23 he should be -4 correct? Unless 18 is where he is at 0. But if that were the case then 19 would be -1 and Lp hozanto starts up in 19 frames. Maybe I’m over-looking or not doing something correctly.

Here’s my original post explaining my theory and calculation of the frame data for Run > Stop: click here. And, here’s one of the links that I used in that post: Basic Frame Data Guide for Newbies. Anyway, I could be wrong when I calculated the frame data for Target Combo. I treated the Target Combo as a single hit, since I believe opponents never leave block stun during the two hits of Target Combo. Therefore:
[LIST]
[]Block Stun of Target Combo = (Number of Active Frames - 1) + (Recovery) + (Frame Advantage on Block)
[
]Block Stun of Target Combo = (2 - 1) + (23) + (-5)
[]Block Stun of Target Combo = 1 + 23 - 5
[
]Block Stun of Target Combo = 19
[/LIST]
I did have a brief discussion about calculating block stun with HFX in the Yang forums awhile ago. He believes that block stun is calculated as such:
[LIST]
[*]Block Stun = (Number of Active Frames) + (Recovery) + (Frame Advantage on Block)
[/LIST]
If we use his method, the block stun of Target Combo will be 20 frames, and the frame disadvantage of Target Combo xx Run > Stopon block will be -1. However, this cannot be true due to the fact that Guy can be punished by Chun Li’s super.

As for the rest of your post, I don’t really follow. Keep in mind that Target Combo xx LP Hozanto is only a** true** block string when Guy hits with the first active frame of LP Hozanto (and that hits on the 19th frame, implying that Target Combo really does have 19 frames of block stun).