The Power of Bushin...Guy Video Thread!

is that being auto-corrected? or are you inputting it in the new direction?

The reversal is auto corrected… needs to be done at almost the last frame possible. If done too early, the whole thing will whiff. I’m not having as much issues with nontech knockdowns into crossups since I’ve gotten the timing down on the ex bunshin tatsumaki. I’m having more issues with deliberate poke into crossups. Often times, people will pressure with some kind of jab string and jump for the crossup. OR they will air intercept then cross you up on your landing… and in those situations, ex bunshin tatsu will whiff. Anyone have any fool proof/ safe ways to deal with those?

I would like to help you with that but I think that might be a problem for a few Guys :slight_smile: especially when they have a 3 frame jab grrr.

in situations like those… i use universal tactics that every one has. A LOT of people like to do jab block strings… then crossup when they’ve pushed you back far enough for a crossup. if you know they’re gonna do it… i dash under them during the jump. takes some getting used to because people are used to just blocking the crossup. but i think dashing under them is a better defensive option. or to mix it up a bit. you can focus to absorb the crossup then dash away from them. if they’re dashing under you after an air to air hit. dash back upon landing. or even neutral jump. works from time to time.

These are good tactics indeed.

I’d like to add jump back fierce. If they are jab jab jab jabbing you, then proceeding to jump and cross you up, they are waiting to do their air move on the way down. As soon as they jump, jump backwards and hit fierce with Guy. Now they have to decide whether to do their jump attack early or late. If they do it late, jump back fierce beats them, if they do it early, wait for them on the ground and punish with a combo of your choice.

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Nice vid.

I liked:

  1. cr.mp xx run as an anti-air
  2. run-stop pressure
  3. spacing of cr.hk
  4. use of st.mp and st.mk in footsies

ya man good playing for sure. i look forward to more.

Ya, focus absorb backdash is an obvious choice for the seasoned players… which I do use. The problem is I end up getting OS sweeped against good players on the backdash against certain matchups. Of course, it works a lot of the times as well just as a general strat. I was hoping there was something more free… like guile just backjump air throwing for example. Guy’s jump back air intercept is just not that great due to his jump arc… You just end up getting reset back on the ground.

Mid West Championships Guy matches

Combofiend vs Alex V

Alex V (Guy) vs Random (Cody)

ComboJack (Guy) Vs Duralath (Abel)
Combo Jack (Guy) Vs ???
ComboJack (Guy) Vs Various
Online Tony (Seth) Vs Alex Valle (Guy)

Versus against some solid players
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Good stuff HUU I really think the d.mp is key for Guy it has super priority.

nice play by these guys. I notice that when valle gets people in the corner, rather than try the crossup into bushin chain - resets very often, he tends to try to keep them there by spacing a character length apart and poking with far st. mk, far st. fierce and medium, and crouching strong, always ready to instant air izuna. I think this is a more important means of corner pressure from guy, and it’s something i’m trying to work into my own game more

Thx
d.mp can beat most of the opponent moves, the key is the timing, you have to push the buton at the right time. If your timing is not right, you’ll get a trade (at best) or you’ll simply be stuffed. I think there is no “standard” timing, I only use my visual experience.
Also, I try to be very patient/wise with guy, run and stop pressure is ok sometimes, but I found out that most players will simply mash jab or reversal… it’s too dangerous. So I tend to zone all the time now, waiting to punish whiffed moves. I only rush down my opponent when I feel he gets confused.

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agreed… good use of d.mp… well done on guile. :pray:

So I’ve been trying out guy, he’s working out better for me so far than makoto. Specially against shoto characters. [media=youtube]2ohalVQ-1HE"]http://www.youtube.com/watch?v=2ohalVQ-1HE I recently played against a blanka player online, I didn’t know how to punish his rolling attack. So if u guys have any ideas let me know here’s the vid of my fight against the blanka player. [URL=“http://www.youtube.com/watch?v=3pb-w3eom1Q”[/media]

Well ball is punishable on block.

As far as I’ve noticed, your choices are - Block and Shadow kick, or EX Hozanto. I think you might be able to dash forward and do light Hozanto too, but I have not tested that out.

couple new matches against my bud shoryuswordsman,
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Good matches, awful announcing. Had to turn the sound off.