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

im having trouble stopping after some of my run/stop pressure. I find my self double tapping lk to stop imediatly but I find myself still running into my opponent here and there. I dont know what the exact cause of this can be. im trying to get rid of as much errors in my playstyle as possible and this seems to be a slight problem. anyone have any insight on this problem im having?

You’re executing your double tap too quickly. If you press the two buttons required for Run > Stop almost immediately, the game will only read one of the button inputs, and Guy will continue to run at the opponent. Just try to not to rush your inputs. Think about it this way: if we’ve spent so much time practicing something (no matter where or what it is), we’ll usually be able to and want to perform it quickly. That’s what is happening in this case, and I experience it too every once in a while.

your absolutely right streak I guess I was just doing a bit too much so now im just going to slow it down to make sure those inputs come out.

So you guys use the same button to do run>>stop? i use qcf Mk then Lk immediately after works for me. or qcf Hk then Mk for Run>>Slide. maybe try this. unless you already do. lol

I use run lk +stop lk. everything is fine except for the run+stop

My time with Guy stepped up my frametrap knowledge, KD followups, OS game, and gave me the balls to rush down. i dropped Guy for a sec and went Shoto. It opened my eyes to real footsies, spacing, and turtling. And now im bring it back to Guy. I’m taking fewer unnecessary risks and im not str8 up losing to bull anymore.

My thing is this…with a number characters if you connect with a cr.jab or watever and it either connects or its blocked (no shit). We all know to combo or something if it connects. But on block…you’ll see ryu do a simple blockstringxxHDK to reset the situation and leave him in a good position to react to anything or start hadoken spam. If you’ve dealt with any decent Feilong you know what i’m talking about. (braindead shit…mash cr.lk about 3=4 times then start rekka pokes/CW to mount pressure.)

You cannot always rely on frametraps and tick grabs all the time. Runstop cannot be abused. too easy to lose unnecessary life. sometimes you just have to bring it back to neutral. waste a few secs off the clock and keep your damn health. and wait for the opponents mistake like a damn ninja.

What are some tight block strings(no windows for reversals) that leave guy at a good position to just react/use your footsie game/crossup jump??? or is it nonexistant for him. its one thing to be safe on block but if the opponent can easily mount an offensive and start forcing you to make guesses ur not in a good position imo…do i make sense?

**What sort of advantage/disadvantage does his FA have after dash canceling it…on hit and on block? **I swear some characters can outright start a rushdown with this like Sakura. I guess the FA level is a factor…

Finally…gotdamn elbow drops. Can i actually combo from these?!! or i do i need to block or fuckin try to tech throw/OS after wards? because i’m starting to ban myself from using them period cause i swear they only function as bait, airtoair attack and positioning tool. every other time i try to use it to start the pressure i end up getting out jabbed or grabbed…on hit…pisses me off lol.

thanks for any reply.

Question 1:
cr lp into cr lk is a safe blockstring they cant mash at all, basically any light into the same light has a 1 frame window, cr mp into cr lk is completely safe and into cr lp is a 1 frame window of opporunity, everything other blockstring aside from TC lp hozanto, has 2+ frame window.
Question 2:
FA level 1 on block -2, on hit I think 0
FA level 2 on block +4, on hit well… enough to do ultra
Question 3:
It depends regular command elbow can be combo off of, and it all depends on when it hits and where it hits, similar to a divekick, lower the hit more advantage, and for Guy this can apply for the distance he is at as well but regular command elbow is almost always leaving you at +3-4 UNLESS you hit a really tall opponent at the top of their head then it can be possibly countered. With Bushin elbow it has to be hit basically towards the end of its active frames for you have to have advantage, the most you will ever possible have on a normal hit is probably +5 or+6 depending on the character and if they are crouching and the distance the elbow hit as well. But in a lot of cases if it hits your oppnent crouching you’ll possibly have an opportunity to do a cr lk into whatever. So if you hit at the stop of their head always do a OS crouch tech.

FA level 1 is -2 on hit and block…

How do I deal with ambiguous cross ups from shotos. for example the forward throw jump lk setup. the only way I can even come close to blocking it consistently is if I adjust to seeing them use it more than 3 times in a match. but that doesn’t happen often due to it being ambiguous. same goes with ibukis kunai vortex everything is fine until I get knocked down.

FA->backdash works well … or EX run/stop

how is it -2 on hit and block… wtf capcom…

You basically block the cross up just before impact, that’s how you would block the Kunai or you can somewhat partially learn ibuki to see hwo to block it and ways out… EX Run is incredibly handy in that match up to get out of hit. The same can be done for any unblockable crossup, not sure on ambiguous crossups.

thanks blooddrunk I guess ill practice the ex run on wakeup for a bit because I never really try it due to me getting ex bsk

Gotta time it right, it can be useful at times since you can autostop and possible do ultra or even EX tatsu or whatever, its just another option… also Armor cancels as well etc.

Is there specific match ups where mp hozanto is safe? I happen to see some guy players use it in a raw way without any kind of hit confirmation it gets blocked and that’s it.

MP Hozanto is -2 on block, so only 2 frame SPD’s and Chun-Li’s super will punish it.

ok perfect now i know i can safely implement that move into my footsies

Last night, around 12:20, I received an 12 MB update for SSF4 AE. Anybody know what this update is about?

It has something to do with Dudley whiffing certain moves on some characters… ;|

There’s list out, it just fixed a few glitches in the game.