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

Any good Fei Long will only use HK or EX. They wouldn’t risk -2 because that forces to either, DP or Backdash because they are just going to get punished in terms of any attack

Any Fei I’ve fought won’t do CW pre-emptively, but i guess that differentiates on players.

How do you deal with players who spam Focus attacks? I seem to have a really hard time dealing with them. If I jump in (either with elbow or j.MK), they seem to just focus and catch me. If they do it at a mid-range, it catches my cr. HK (slide, and yes, I know I shouldn’t abuse it). Guy’s only armor breaker is Hozanto but unless it’s EX, it probably won’t catch their Focus fast enough. Running overhead only catches them at very specific points during their focus attacks but I see it only hitting once and not twice usually and get blown up for it.

What I do is Kara Cancel EX Hozanto or Run/Stop or St.MP EX Hozanto/RSL.

The Kara Cancel will bait the person to dash, There is the option to EX hozanto just point blank but they can backdash at the right time. The reason I go into run slide is for two things. I don’t have meter, or they have a focus attack that whiffs against it.

That’s what I assumed, but it didn’t seem possible. On second look, it appears you have to cancel the first active frame on hit into the run slide. Close st. LK has 3 active frames and 11 recovery frames. Run slide (assuming the run is instantly cancelled into the slide) comes out in 13 frames.

I used to have this problem but I really don’t remember to have a plan to solve it… It has happened a couple of times recently surprisingly … I think I got used to it and backdashed inmediately… or when I see the FA I just don’t press any button and punish… wih grab most of the times, U1 once in a while…
i’ve seen people just srk inmediately so the “focuser” eats the entering attack and the srk… maybe punishingon reaction with a BSK? or something else?
Kara cancel? can you explain this to me pls?

F.mp. the starting frames can.be cancelled into special moves you can cancel up to a certain point

Do you mean the overhead? oh, I wasn’t familiar with that term… thanks

Well it partially moves forward

Requesting to see the frame data numbers for Run/Ex Run Start-up and Run-stop after both runs to find any difference in the sets of numbers themselves? I’ve checked the wiki and even though it states that the runs are equal to each other, it feels incomplete not having the numbers calculated for reference sake.

There is no.difference just ex run isn’t sliding while he stops he pretty much stops on point

Well, knowing the numbers for (EX) Run Stop aren’t exactly useful outside of block strings. Reason is because you’re not hitting the opponent with anything so there’s no point of reference to pinpoint exactly when the recovery begins, other than the button press. Suffice it to say that if you’re anywhere near the opponent and you try to fake him out with regular Run Stop, you’re always going to be at risk.

Here are some useful numbers. They’re all on block.
TC > Run Stop : -2
cl.MP > RST : -3
cl.HP > RST : -4
s.MP > RST : -8
cr.MP > RST : -8

Dude delete this post! far standing mp is shocking!

My reasoning for requesting this data was in light of the rumour floating around of a possible AE2013. I’ve already been thinking of list of fixes and subtle buffs(ninja if you will) prior to those whispers, To which i feel tools that would help to accentuate AE2012 guy’s general game plan of mixing it up for pressure and his okizemi. While yet still would provide some assistance in his footsies on some of his harder match ups. If this comes to pass, I’m wondering if it would be an update in the form another patch or more like a new title(more of a rhetorical question than anything else)?
Requesting to know the frame data notes as to when Hozanto passes through projectiles?

I hope there is no AE2013, and honestly I doubt there will be. I can’t see many people would want to change AE2012, even if most Guy players feel there is much to be improved upon. Apart from the odd matchup here or there, this game is very well balanced now. I don’t think they should go messing with it again.

The reason there is no frame data notes regarding hozanto is because it doesn’t have any special qualities apart from a lower hurtbox. I can’t think of any practical reason why you would need to know the frame data for this. And even if you did know the values, all projectiles and moves which hozanto ducks under will vary in speed anyway. Anti-projectile hozanto setups need to be based on correct spacing and very precise reactions. There is no golden rule, it will always vary. Having said that, I’m sure someone can provide you with the exact numbers, for whatever use you may find for them.

Unless you know how to count frames on the dime as the game progresses full speed, I doubt you will be able to time the exact moment you want a projectile to pass over you during HZT. Most people time it by eye, and it isn’t terribly hard. And all of us have done just fine without knowing the exact frame data for this move.

There is no difference at all between EX run and Run stop in terms of frames, EX Run Stop however doesn’t move you forward as much as Normal Runstop does… which adds to your game a bit if you feel like spending the meter, or want to stay a bit safe for the armor or even use it as a gimmick if you use U2… Now EX Run Stop at max TC distance on block will probably bring you at good range to get some whiff punishes in, or maybe on some characters be out of SPD range, otherwise I see it more usable for his normals into run/stop, especially since most normals have recovery after them or if they crouch tech you can on reaction U2 since it does slow down a bit. Otherwise its uses are a bit limited, but nonetheless useful.

Say you score a run slide on Adon and do the neutral safe jump. Right as I land, I try to do crouch tech. This is to see if I can crouch tech at the earliest time in the case Adon does wake up throw. So far, I’ve only been able to get it once. All other times resulted in me being thrown. Is Adon’s throw startup different from others, or is it simply impossible to do consistently because of the recovery frames from the neutral jump?

Why are you just empty jumping? Adon has a 4 frame super and RSL safe jump works on him. But Adon’s grab has a small tech window which makes it difficult to tech consistently. All grabs start in 3 frames.

I was just testing a specific scenario; in the case you train him not to wake up DP, you can mix him up with empty jump cr.lk. However, a lot of the Adons I meet are throw happy so I wanted to see if the setup worked.