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

Ex cannon is freaking fast because it still retains the cheapness of tiger knee motion i.e. she can do it instantly with a shortcut motion - besides they’ll probably do it to you during block strings. Her pressure with ex cannon is ridiculous and the best thing to do is not press any buttons - that’s what I think anyway.

If they’re doing it to you during mid-screen game, try to be clever with the focus attack but don’t abuse it cos it gets predictable.

For Blanka’s jump in HK, you can always beat it out with cr. MP unless he’s just on the threshold of crossing over you, in which case you will have to either EX bushin kicks (at least 2 hits should connect) or just block it. Options you should never go for are cr. MK (Blanka’s hit box is too big, he will get a counter hit against you) or focus absorb into back dash (Blanka has too many easy options to punish your back dash). Personally my favourite ways of dealing with Blanka jump ins are instant TK air grabs (use HP version as it is safest against that steep jump in angle) or just far st. HK. Other things you could try are late EX run slide (so you absord the HK with armour then catch Blanka as he lands) or just using cr. HK or normal run slide to cross under him.

For EX rainbow ball, I know exactly what you mean. I often find myself blocking the wrong way, and it’s often a guessing game. If possible your best option is just to get the hell outta there and avoid any damage at all. If you have time to run slide under him, go for that. If you have meter, go for EX bushin kicks as he enters the ambiguous air space above your head. Failing that, my rule is usually to block ‘backward’ (as opposed to ‘forward’ if he were crossing you up). It depends entirely on the situation though, there is no golden rule.

I don’t know what you mean about the dash regarding the Akuma far st. HK situation, but cr. MK does seem to beat it out, yes. It’s also worth noting that Akuma is at -2 after that move on block, so it is worth using Ultra 2 in this matchup because it deals a shit ton of damage to him.

Akuma’s vortex is also more complicated than you have given credit for in your post. The point is that he has SO MANY options he can go for. Choosing to block either the dive kick or crossup tatsu is relatively easy in comparison to when he uses his tools as safe jump setups (or fake safe jumps to bait out 3 frame reversals). My best answer to a good vortex is to just focus on crouch blocking and watch out for sneaky throw setups (cr. jab x 2, walk forward, throw is a very common one). You wanna get outta there as soon as possible so as soon as you get the opportunity to jump or bushin flip outta there, go for it. Avoid focus attacks and back dashing because demon flip palm or throw will mess you up, and he can punish your back dash with cr. HK.

One thing about the Rainbow Ball, cr mp and cr mk will beat it if you feel gutsy to throw it out. Cr Mp has worked in my favor since Blanka’s tend to stay in that sweet spot where cr mp will hit behind Guy. and cr. mk works to lower your hitbox and hit him if you is in front of you.

You can beat EX Cannon Spike however the only times I’ve ever done this is when she didn’t TK it. I’ts basically like Seth’s divekick, you have to time it right for it to beat it out… Also Seth’s Divekick can just die… I always make the mistake of thing it’s his mk and I’ll just do cr mk just to get hit -__-.

Lately I still wish Guy had better turn outs or at least more active frames… his range alone still annoys me since we can’t do much with just poiking with st mk and etc, St mp and cr. mp… if only you guys have… 4-5 active frames and just a bit more range… I would be satisfied. But… Capcom you won’t listen…

Also once I get KOF and VF I may not be on AE so much :coffee:

couple of un-answered question, thanks for trying to help.

After a knock down is it possible to empty jump then do:
A late cr. tech + os slide to block the reversal srk/ultra and still catch the back dash ?
Because of the late cr. tech will the slide be too slow to catch back dash ?
Does late cr. tech get beats by wake up jab ?

This will vary for each character. For starters the hard knockdown into empty neutral jump OS won’t work on Blanka, Sagat, Cammy, Hakan etc. who have different wake up frames to the rest of the cast. You’ll also want to avoid it against any character with a grapple/counter ultra or super stocked, or a grappler with metre. Which back dashes get caught by the OS sweep will also depend on the character. Some it will whiff (back dashes out of range), some it will hit out of airborne frames for a reset mixup situation, some it will hit grounded frames (but due to it being in your later active frames, you will only get a normal low hit rather than a hard knockdown in this situation). So yes in theory it does work, but you would need to figure out how and when to do it based on each particular matchup. Not something I have invested enough time in training mode to test I’m afraid! And yes, a delayed cr. tech will get beaten by any 3 frame normal. If it’s a 4 frame normal it will trade, and anything 5 or more frames you will land a counter hit cr. LK

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I’m so far behind in the OS realm, and knowing frames for particular moves.
I was working on hit confirms yesterday, and need to use FAs more, learn spacing and many other things.
When you all first began using Guy, what were the primary pieces of his game to learn?

I feel you BloodDrunk, KOF is the next game I get. I’m also curious to see how SFxT will be after the next bug patch, and when Guy gets released, it will be tough to juggle games.

I’ve always been a fan of KOF, I play it casually at the moment and still enter tournaments just to get to see how people play it but since the scene here for it is small its fine for me to be free money

  • How do you perform the os st hp on feilong ? do you have to plink cr. lp with st. fp then go back to cr. jab ? how fast do you have to perform this ?
  • Why does my os slide miss or is blocked vs chun-li or Rose ? Is it because im timing it too slow or because or their better back dash I’ll never be able to catch them with that os ? ( I feel like os ex hozento is so much harder to perform and I’ve never really praticed it).

Chun Li and Rose have the better (if not the best) back dashes in the game, so the cr.LP OS cr.HK won’t work against them. They will always be able to block the when the cr.HK becomes active. You should practice the cr.LP OS EX Hozanto because some characters won’t be knocked down by the cr.LP OS cr.HK (for example, Makoto and Balrog).

Cr.lp/cr.hk OS works - even on Rose. I can’t remember if I was able to do it to chun and I’ve not got my TE with me to test it. **You just have to do the lp lp chain very fast and meaty early. **Also I can’t remember if Guy gets hit out of the slide OS if Rose does ex drill on wake up - so keep that in mind.

Streak I’d imagine this technique might catch makoto and balrog and knock them down - instead of hitting them with the tip and not knocking them down.

I know you can beat EX Drill if its from a safe jump set up, but unsure on ground. I try not to do OS outside of safe jumps. Mainly because a lot of the players I face locally hardly ever backdash. Plus when they have meter I tend to just go based on reaction, instead of OS

Yeah from neutral jump after run slide you can pretty much kill Rose with OS’s. Rose players love to backdash though , and focus backdash. Not to mention OS’ing someone on the ground even just once has a strong impact on how they will play the next rounds. The lp lp string gets predictable though so it’s probably best to do it when you know they want to escape. Higher level players tend to backdash only at the beginning of a game if they get knocked down - I guess to test what you got.

See with my playstyle I tend to not do anything in the beginning because if I ease them to not do anything they won’t continue to do it anymore, and then the bigger damage opps are gone. Unless I face Honda or Bison. I leave people spend their meter to save mine. I hardly ever use EX tatsu too. I’ll just block if I have to and not worry about chip

How does that play style work out against characters like Seth, Ibuki and Fuerte? I find the only way to deal with them is to keep heavily on the offensive at all times to avoid getting knocked down. Stay on them til they get meter, bait them out into burning it, then back on the offensive. I also never go for any type of OS against Gief or Hawk. I just focus on trying to keep them out of lp SPD range at all times. Nothing fancy, just play solid.

I fight a good Ibuki and its basically against her… shit gets really really stupid… very fast, I let her spend meter on a reversal just to avoid getting it at a crucial point,baiting them out is good but even if they block and burn the meter its even better. Plus ibuki only has one option after a blocked DP and thats Kunai which is an easy focus attack or focus dash.

Seth… that varies on the Seth;'s playstyle, i only really fight one offline and he isn’t Poongko status. But online I play conserve… just cause that divekick is a bit rough to punish online

Fuerte… I let him do his thing until he makes a mistake…

GIef and HAwk… lame mode all day.

Wow haven’t posted in here in a while… Glad to see the Guy forum’s are still going (sorta) strong.

Anyway, just had two questions which are related:

  1. how do you guys do ex-run/stop into U2? Tried doing this for a few hours in training mode and couldn’t get it. I usually try to mash HCB super quick after I press lk for “stop”. Should I wait until I see the armor hit twice (if I’m getting mauled by Bipson’s knee press) before starting the motion? Any help appreciated!

  2. how did they change the motion to make U2 easier? I remember that before I used to HAVE to hit that forward on the second HCB for U2 to come out. Can you do it now by just hitting forward-down on the second HCB?

Great question! It’s actually easier than you think to catch Bison in this situation. That’s because when you absorb each armor hit, the game ‘slows down’ slightly. So if you EX run at him, absorb the first hit, hit lk to stop, absorb the second hit. While you’re in this ‘slowed down’ run-stop animation state, you have plenty of time to input the U2 motion. A couple of goes in training mode will help you get the timing down, but it’s really not that strict.

As for the next question, you can get away with leaving out either the > or the < in BOTH half circles. You can’t miss out both, however. So you can start with diagonal down/forward and end on <, or start on > and end on diagonal down/back. Same rule applies to both half circles. It’s considerably easier than it was in original AE, especially if you play on pad like I do!

Thanks Nebbiez, I’ll just give it a solid hour in training mode and see if I can get it. How do you recommend recording the dummy? Ryu jumping in the a mk then two jabs followed by immediately jumping away (to account for the 1 frame startup on Guy’s U2)?

Also, you’re a UK player right? Heard some good things about your Guy. I’m in the UK too but on PC unfortunatley.

I want to fight Neb and Af0 but not sure how well East Coast and UK do on connection