The Super Guy Match-Up Thread: Check First Posts! (Updated: 01-24-2011)

Yea Ryu C.MK alone makes that matchup horrible… I still wonder why most Ryus i fight dont abuse it that much… I think Jump in Roundhouse should beat it though or may be J.Strong… I wish guys j.hk had some more active frames…

It may need some more testing, but I have been finding online that I can punish all of Adon’s Jaguar Tooths (Teeth?) with HP Bushin Flip on reaction. If I see Adon jump toward a wall, I immediately hit HP Bushin flip, and grab his ass out of the air every time.

Just lost to an Akuma who kept doing Wakeup teleport after every knowdown, is there any way to punish this ?. I went into training and made Akuma constantly teleport thinking I could catch him with run slide but the spacing and timing is a pain, too late and the slide wont hit, too early and Guy does run stop automatically if he touches Akuma’s body :-/ .

you gotta practise timing in training. If your opponent mostly does HP teleport, then at least you’ll know which timing you need to work on. I suppose you can try run stop, ex hozzanto or run xx HK but you probably want the untechable knockdown. Just practise.

Also wondering, has anyone worked out an OS after knockdown to punish akuma/bison teleports? so for example you go for a cross up and if they teleport you OS into Run xx … I tried this a few months back but timing and execution is a bit tricky on it. Someone should try and see if it’s something worthwhile

[media=youtube]AGYdLuHG-S4[/media] was posted quite some time ago by HUU, but I could never figure out how to get the OS Run working properly. Maybe you’ll have more success. I always wound up getting BSK. :confused:

That’s exactly what I was talking about. I’ve done it once before but never really took the time to practise it. It might be useful vs Rog as well. I don’t have the game right now, but when I get AE, I’ll go back to working on it.

What about HP/EX bushin flip option select against Akuma teleport?

Of course you have the classic bait the teleport with the crossup but instead use the wall jump to jump back off the wall and back into his face.Only works in the corner obviously.

Back Dash Punishers (with out option-select)

Guy’s Run Slide, Neutral Jump, Option-Select set up is a good way to punish back dashers, but given the timing, it can be pretty tough. So I tested some set up’s just to see if I could punish back dashers with normals, with out the use of option-selects. Here are a few of my personal favorites. note: it’s not possible to punish all charicters that back dash with normals, as far as I know.

  1. against Ryu, Ken, Akuma, Guy, Vega, Viper, Hakan/ I use Neutral Jump MK, sHP into Low Hozanto
    if the opponant back dashes on wake the standing HP will cacth them
  2. against Makoto, Fei Long, Sakura, Guile, Dudley, Rufus, Honda/ I use Neutral Jump HP, sHP into Low Hozanto
    if the opponant back dashes on wake the standing HP will cacth them
  3. against Cody, Abel, Gouken, Bison, T.Hawk, Zangief/ I use Neutral Jump HP, Target Combo into Low Hozanto
    if the opponant back dashes on wake the Target Combo into Low Hozanto will cacth them
  4. against Dee Jay, Juri/ I use Neutral Jump HP, Target Combo into Run Slide or Ex Hozanto
    if the opponant back dashes on wake the Target Combo into Run Slide or Ex Hozanto will cacth them

Correction on Makoto. If she focus cancel the Jumping Neutral HP into a back dash on her wake, then she will take damage on the Standing HP. And also to note their are more normals that can punish back dashers in the set up above, I just named a few of my favorites. Over all option-selects are generally better, but there are some normal punishes that are just as good as option-selects, maybe depending on the match up.

Not sure if this has been mentioned before.

You can safejump shotos, or anyone with a 3 frame reversal, by doing a forward throw, whiff lp hozanto, then jump towards and press mk. Timing and spacing are strict so you have to buffer the motion and press the lp button and then jump as soon as he recovers from the throw, otherwise you might take a step back and be out of range.

A couple caveats with this though, lol. First of all, it doesn’t hit Ryu if he blocks (I guess his hitbox is smaller when he blocks; wtf bbq retarded :looney:, but I guess I shouldn’t be surprised considering shotos break all the rules) and it doesn’t work if your opponent crouches. So it works fine if they try to dp you, but if Ryu tries to block, your j.mk will whiff and if any of the 3 (Ryu, Ken, Akuma) decides to crouch on wakeup , it will also whiff. The good news is that few people try to crouch on wakeup and even fewer (read, none, lol) will know this setup. You can also change it up a little by taking an incremental (and I mean 1 frame here) step before doing the lp hozanto so that it always connects; this method would probably be more viable for 4+ frame reversals.

Anyway, I can see this being most useful against Ken and Akuma. When you land the j.mk you also have to take a slight step forward for st.mp to connect, but you can then go into run slide and setup his other safejump (which only works on shotos if you empty jump, lol).

So yeah, basically Guy sucks, but you all knew this. :clown:

Also, I figured out a neat little punish against Vega.

If he tries to cross you up with an EX Sky High Claw, you can time a cr.lk such that you block the attack much deeper, allowing you to take a slight step forward on block to land a Bushin chain punish. This is much better than the standard ex Hozanto or run slide you would normally have to settle for. You just do cr.lk a little before it hits and you will block the attack late. You can also just cr.mk to avoid it completely, but that isn’t quite as useful.

So now, whenever I see him go yellow and head for the wall, I just try to time a cr.lk because even if he goes for EX Barcelona instead, you recover quickly enough to deal with that too.

@ Duck Strong
IMO I don’t believe Guy suck, I just think there may be some misconceptions about Guy and the way we should play him. Guy is a ninja and I think Capcom want you to think more like that, sneaky, patient and aggressive when going for the kill, so-to-speak.

Guy is good but he just has way too many exceptions to everything, like the target combo not working on some characters if they crouch, it’s like you have to use a completely different playstyle each matchup, different combos, anti airs and so on.
It’s kind of annoying to think that the time we put into learning to make guy good enough to keep up with other characters could have made us all really good ryu players or something haha.

If you do a mp bushin flip you can catch most characters DP’s.
Using the target combo into mp flip will catch shoryukens from behind and even if it doesnt grab them you land first and you can punish with a combo.
cr.lp cr.lp st.mp mp flip catches lp shoryukens really well too, and it seems to work really well against jet uppers tiger uppercuts and rising jaguars.

Lol, I do that whole writeup about something I’ve never seen mentioned and all you can take from it is me half jokingly saying that “Guy sucks”? Yes, I do quite well with him, but I still think he’s not that great. I get away with tons of stuff just because of match inexperience on my opponents’ part.

On the other hand, when I go up against another Guy, I lose maybe 0.1 percent of the time because I know every way that he’s garbage.

I play him, but I’m not delusional enough to say that he’s good. Notice how Kiryu had over 5k pp when the game first dropped and now he’s struggling to stay in the mid 4k’s? That’s no coincidence, people are starting to wise up.

Good, interesting stuff as always. Going to jump into training mode later today and try all of this out.


Haven’t updated the thread in awhile due to the lack of new information in the month of November. I guess most people are just waiting for the AE changes (and then jumping onto the Guy train).

Hell yah thats a good fine, I hate fighting that bastard.

It’s sad but true. Guy appers like a beast at first - then people get used to him. Online I try to fight opponents who know Guy for what he really is - but there’s not many that do. I’d just be lying to myself if I keep fighting people who don’t do nothing about an elbow drop/ bushin flip. Both these moves can be countered.

This reminds me though. I tend to miss combos that begin with the elbow drop. I could be wrong but I think it’s mainly because the recovery of the elbow drop differs, depending on if you did it higher or lower in the air or if you hit your opponent while they’re standing or crouching. Sometimes I press c.lp but it just doesn’t come out. Anyone familiar with this?

Yeah that happens to me a lot too.
It’s like divekicks I think, you have to hits at the right distance to land in time to combo.
It’s so frustrating getting hit by reversals when you try to combo off of the elbow.

vs Ibuki

against Tsumuji: if Ibuki does a low follow-up into sweep, you can punish with; Low, Medium or EX Tatsu, Ultra 1, 2 or Back Dash out of it.
(this is on block)

against Neck Breaker: on block, punish Neck Breaker with Close Standing HK into Bushin Chain or sHK, Target Combo into Run Slide.

against Hien (overhead kick attack): if Ibuki connects Hien from good range, Guy can follow-up with a Forward Jumping Attack. I like jumping HP,
standing close HK into Bushin Chain/ jumping HP, standing close HK, Target Combo into Run Slide/ jHK, sHP into Medium Tatsu.

vs Chun-Li

against Ultra 2: Medium Tatsu

Listen to the sound it combos the same as doing crlpxcrlk as soon as the elbow hits press jab or mp its all like a beat. I think the motion causes people to mess up.

AE Guy vs. Bison:

  1. Block LK Scissor Kick

  2. Do st.MK

  3. Counter-hit both cr.LK followup from Bison, or LK scissor kick follow up for free.

  4. PROFIT!!!