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

Guy’s wakeup hurtbox is the fault there. if they are neutral (not blocking) J.HP will whiff, J.MK is mostly your timing. Sometimes you have to use normals at a different timing too (Deejay.) Most people won’t risk doing neutral cause… I use weak attacks for tick throws.

I really really thought this was the “Gay Q&A”

I’m really disappointed.

@ Murdurus: Concerning Sagat, Cammy and Blanka, you can Safe Jump Attack them with the use of meter. Example 1. TC into Run Slide, FADC into Back Dash, Forward Jump Attack while holding Block as you land. Example: 2. Close TC into Ex Tatsu (the Ex Tatsu will create 3 hits instead of 4) immediately Forward Jump Attack while holding Block. Example 3 (corner): TC into Low Hozanto or Bushin Chain Combo then finish your juggle combo with Ex Tatsu, then immediately Neutral Jump Attack while holding Block. For Cammy you can do in the corner, as well: TC into Low Hozanto or Bushin Chain Combo, Ex Hozanto then Neutral Jump Attack while holding Block or Cross Up Mk while holding Block.

  1. is there a way to anti-air Gouken’s demon flip - divekick?
  2. or anti-air his neutral jump hp?
  3. is the demon flip - divekick punishable on block with Ultra2?
  1. It probably has to be a very ranged cr.mp…but even then the flip dive kick is slow and good Gouken’s will do the dive kick on your wake up as a safe jump so this is not an issue in the match up. You won’t see the flip very often in the neutral game.

  2. Some neutral jump attacks, like Sagat’s medium, Bisons heavy or medium, Vegas, Gouken Hp, Cody’s Hp(?) have very high priority so it’s best to anti-air with ex tatsu. From a neutral jump position Guy’s cr.mp can get beaten easily.

  3. This is like saying is jumping HK punishable on block with SPD; he has frame advantage on block.

Guy’s pressure on Gouken is immense after just one run slide and the match up is strongly in his favour in my opinion.

i used to think the same… until i got blown up 30-5 :smiley:
they were close matches all of them, but some things were really annoying to deal with. i’ll add dash grab, dash sweep… his sweep in general is really good.
also you can’t really cross him up for free with setups, since he can use parry and you have to keep that in mind :<

anyway, versus his neutral jumps i’ve found that if you scout it… you can use cl. st. HP or cl. st. HK to beat it (provided you do your attack before his comes out)
or dash under him and do pressure from the other side

Empty jumps and flips are your best tools against Gouken. Not to mention you can cr. HK and run slide under his fireballs for free. I totally agree with af0, this matchup is easily 7-3 to Guy. Possibly his easiest matchup, apart from maybe Dhalsim.

  1. cr.mk will AA it for a free untech knockdown.

I have noticed that when Juri does her medium pinwheel and is blocked, she can follow it with an EX pinwheel and blow up the attempt on the punish (st. MP in my case) instead. This seems VERY counter-intuitive since the pinwheel is punishable on block, how is it she is able to recover in time to do the EX pinwheel right afterwards? I would guess that I was just late on the punish but I have rarely ever failed the punish on a blocked medium pinwheel with st. MP.

That is on your part, the move is -8 so you have three frames of leniency to punish there. Even lp is a bit of a rough patch to punish its -4 and timing that punish can be an issue at times.

I would like to believe that’s the case but it catches me EVERY time and like I said, I rarely fail the punish if the EX pinwheel doesn’t follow up. I’ll have to double check it in the training room but something is definitely fishy here.

No…Mk Pin is definitely punishable, especially if you block it crouching since it makes her last hit whiff. She cant cancel her recovery frames into EX Pin or something like that.

Are you playing online ? Possible lag ? When you DO punish Mk Pin, is it a counter hit ? Juri’s love to push buttons after Pins, especially after Lk Pin. Go into training and set Juri to do Pins, then just try to punish it. Youll get it eventually. Just keep at it buddy.

I think it’s a distancing thing that makes it more difficult to punish. I play offline against my brother and he plays Juri. Basically, what he does is cr. MK xx LK fireball, cr. MK xx MK pinwheel. I went into the training room to test it and the punish seems to be really tight, maybe 1-3f rather than 8f? Either that or my execution is just really ass which I wouldn’t bet against but I think it’s kind of hard to screw up an 8f punish.

That’s why Blooddrunk said you have 3 frames of leniency, because Juri is at -8 and Guy’s standing MP starts up in 5 frames. If you’re too late, her EX pinwheel kicks will come out before the 1st active frame of your standing MP. That is what is happening to you. I’ve had similar problems against Juri players because it depends on which hits of the pinwheel kick you block that determines the block stun. Sometimes it also leaves her at a range where your target combo will whiff the 2nd hit, so even if the standing MP hits her, if she’s mashing out EX pinwheel kicks, it will beat the HP follow up with a counter hit.

If you’re not sure if something is punishable or can’t get the timing down for it, the best general rule is to just block or back dash or something. Minimise the amount of damage you receive unnecessarily.

Also if Juri’s are EX pinwheel happy, if you have U1 stocked… that’s a guaranteed punish on her.

But if I am able to punish, it’s 180(?) damage and hard knock down with safe jump set up off st. MP xx Run-Slide. It’s worth the risk, no? Or I guess it would depend on the situation, i.e. life left.

getting a knockdown on juri is always the optimal situation, especially considering her wakeup options are so poor against Guy. If you feel that you can get the punish pretty consistently, go for it.

If you learn how to punish it, go for it 100% of the time. But if there was, for example, a situation where you had only 1 frame in which to punish a move. This is where you have to decide to risk it or not. Obviously if you have godlike execution, you will get it 99% of the time. But in a life-critical situation, perhaps in an important tournament match, for example, it can be very risky to go for something like that. But hey, I’m not saying I’m right and anyone else is wrong - it’s just how I play!

Probably good advice I should keep in mind. I’m definitely not at all confident in my execution so I should probably stop taking unnecessary risks but I just feel like that I’m getting walked over on if I don’t do something about it, you know? Thanks for the replies, guys.

Are there any PSN players here?