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

To record the dummy for the Bison situation, have him sweep you for a hard knockdown from point blank range, then go for scissors to hit you as you wake up. Make sure you don’t do it too early, you want both hits to connect. Then just walk up to Bison, get sweeped, don’t quick rise, and go for wakeup EX run stop U2.

Also, Guy’s U2 actually starts up in 2 frames. In the situation you described, punishing Ryu’s jab, he would have time to safely jump away or punish your ultra on reaction. As a punish move, you can only use it after moves that are -2 on block. Examples of this are Dan’s mk or hk kicks, Ken’s EX tatsu, Dudley’s machine gun punches, etc. As long as they are in range, it will grab them every time. Another great way to utilise U2 is to condition your opponent into going for cr. throw tech OS on wakeup. Then if you safe jump them, just go for raw U2. This trick seems to work against players of all skill levels, just don’t abuse it too often or they’ll see it coming.

EDIT: You can also punish safe jumps with it! You will catch them as they land. Another very useful way of utilising U2 in various matchups where safe jumps can pose you a problem.

U2 is actually 1 frame its 0+1 not 1+1 anymore. If it were 2 frame it would lose to empty safe jumps

Yeah I read that before too, but surely that should mean that it can punish any move that leaves the opponent at -1 if you do it as a reversal? From my experience that doesn’t work, it’s only -2 or more. I always thought that it caught empty safe jumps because it catches them during their landing recovery state, so they are unable to backdash or jump away. How I picture it if they go for a true empty safe jump is:

  1. Opponent goes for a safe jump
  2. Guy activates U2 (cinematic pause occurs 1 frame before opponent lands)
  3. Next frame = 1st frame of U2 startup (opponent lands)
  4. Next frame = U2’s 1st active frame (opponent is stuck in landing recovery so nothing they do will work)
  5. Opponent wishes they hadn’t gone for that safe jump

Which is why if they delay their safe jump setup (or go for it early) even by just a single frame they can escape.

I can’t guarantee that I know what I’m on about here, I’m not enough of a frame data geek to know all the ins and outs and everything. But I’ve always used the above principle when going for U2 and it’s always worked perfectly for me. shrugs

Idk then… it catches empty safe jumps, unless we can try a -1 move. But how many of them in the game don’t space someone out of reach.

Tested in training mode using Blanka’s close standing jab. It does punish -1 moves, you were correct! Not terribly practical as a punish because you have to do the input insanely fast, but hey it still works!

Capcom sometimes I appreciated your little buffs. But I still want more things for Guy… i hope that 2013 update is true

I think they just need to fix his odd hitbox quirks. Stuff like MP HP target combo whiffing on certain characters, chain combo backthrow > HK tatsu corner juggle whiffing against some characters and U1 not always connecting fully in certain corner situations after an FADC (particularly against Balrog, I’ve noticed).

Things I’d have an ideal (unbalanced) world are:

  • Elbow drop having no ground recovery on whiff
  • Either invincible startup or FADC ability for tatsu
  • Give 2nd hit of run overhead FADC ability
  • Make EX air grab considerably more invincible than it currently is
  • Either a slightly faster walk speed or a better dash/backdash
  • 1 less recovery frame on sweep if used at max range as a poke

[LIST]
[]Change Tatsu so it never ever ever ever ever loses to low attacks. Don’t make it FADC’able
[
]Beef up the angle on his jump attacks some more so they don’t (still) lose horribly to low profile moves (mostly elbow).
[]Running overhead always gets 2 hits, even against focus attacks.
[
]Don’t make EX tatsu FADC’able. Make everyone else unable to do that scrubby shit on block. Game becomes instantly 66% better and less retard-friendly in the process.
[]Decent walk speed please, 2 revisions later and you haven’t addressed this.
[
]Increase the range on U2 but make it do 350 damage. Leave it at 2 frames.
[]cr. :hk: Slide less unsafe on block
[
]Swap U1 with his current super. I’d rather have a slow anti-air ultra than a terrible beatdown ultra that’s always scaled to hell the few times I get a chance to land it.
[]Make strong and fierce hozanto either faster and terribly unsafe on block (like -30), or same speed, but slight frame advantage on block (like +1).
[
]Make cl.:mp: the same as it was before on block. Don’t care if this gives him a loop, no one will be able to do it for more than a couple of reps and it will do no damage at all.
[/LIST]
If they did that, Guy would be mid tier.

Why change u2 its already a 1 frame grab for 500 damage making it 2 frames kills its options to catch empty safe jumps
Faster walk speed and hozanto sure but the disadvantage should stay the same or at worst -3 for hp

I think we’re counting frames differently. Leave it with the startup it has now (you can jump out of it after the flash correct?)

  1. Normal Elbow Drop hit-box stretched downward a little more is my personal favorite for 2013, because it will beat shoto’s crMk along with other characters. 2. Ultra 1 swaped for Guy’s Super will instantly make him Mid-tier. We’ll be able to FADC into Ultra 1 mid-screen, plus its technically an Anti-air. Super will be lighting fast and we’ll be able to go through fireballs on reaction. 3. CrMp needs another active frame for Whiff Punishing and 1 added frame of stun on block. 4. StMp should move forward a little more so target combo will never whiff, plus it would make it better for Whiff Punishing as well. I think we should keep the list short and sweet, maybe 4 or 5 buffs. Also let us all ask and vote on the same ones so our voice is heard to increase our chances of getting what we want.

Only 0 frame can you not jump out. If its 1 frame or more you can jump out. However if you do an empty safe jump to try and jump out of a possible U2. You’re getting grabbed. I found this out with Luminare when we played and he did an empty jump which worked in Super and AE cause it had a 2 frame start up (1+1) As of 2012 its 0+1. So its a 1 frame start up and its guaranteed on any safe jump unless they delay it by a certain amount but run the risk of getting Tatsu’d

I’d rather it stay as a 1 frame startup rather than going back to 2 frame, and at least keeping at 500 is worth the damage considering getting it isn’t that easy outside of Punish/Safejump.

So I guess the way U2 works now is:

1.You input the motion
2.Ultra freeze initiates on the very next frame.
3.As soon as Ultra freeze ends, there’s 1 frame startup, giving the opponent an opportunity to jump out?

Is that right?

So Guy’s U2 is 0+1 whereas Gief’s FAB is 1+0?

Basically it goes like this. The moment you see the freeze on Guy you can hold up or in a better case jump back and be safe from U2 and Guy being able to possible punish your jump. If you aren’t jumping before the Ultra Freeze on Gief’s Ultra… you’re getting grabbed.

It’s weird I know but he has a 0 frame Ultra, That’s why Gief’s ultra isn’t useful against safe jumps.

I played around with it and Guy can now punish FADC dp from Ryu, which is -1 if they haven’t changed it, so they obviously sped up his ultra.

They’re both effectively 1 frame grabs, but Guy’s lets you jump out after the flash. You don’t have that luxury against Gief’s.

They both have the same application against empty safejumps because they both have 2 active frames. They effectively have the same frame data, the only difference is when the startup happens (which admittedly is a huge deal and automatically makes Gief’s about 1000 times better before even considering the range).

So yeah, Guy’s U2 is 0+1 and Gief’s U1 is 1+0.

Edit:

Yeah hold on, I’m doing more testing, lol. Something is weird.

Thing is on a regular safe jump. Gief will get hit, Guy won’t. Not sure on Empty though actually cause I never go against Gief when he has meter. EX SPD is bad news.

That is so weird. So they both effectively have 1 frame startup, but Gief can’t punish empty safejumps? :looney:

I need to test this out some more. I think there are a lot of implications for other ultra’s at work here.

Ultra Animation counts as start up but it acts as a freeze frame I guess?

So that would mean there’s not really such thing as a 0 + x frame ultra? It would be more like 0 + 1 + x frames? I’m not sure that makes sense either.

Does Zangief get up at the normal speed? I always thought he did. Both ultras also have 2 active frames.

I thought guys U2 beat safe jumps because its one frame startup had invincibility, so on the safe jump it dodges the move and then catches the 3 landing frames.
My point being I’m lazy to research and I feel giefs ex SPD doesn’t have any inv. If it does then I’m stumped until further lab work, haha.