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

well i tested it in training mode and i still swept him every time. i had the training mode dummy on dudley and hit st. fierce at irregular intervals in one set… then did the same with f+fierce. and i still swept him without any problems whatsoever. i never got touched… no counterhit.

i’m not doing it really close…when i do guy’s sweep i do it near or around max distance because if it counterhits it gets the knockdown anyway. but i was still doing it at dudley’s max st. fierce range.

oh… and no… i don’t throw it out at the same time. but there were instances that i did hit sweep as the dummy was throwing out st. fierce… so i assume i hit it the same time the dummy threw out… but i still didn’t get hit. but none of the sweeps are ever done at point blank or near that close… because… in my opinion… that sweep done any where but a some what good distance is terrible because it’s a ridiculously free punish on block.

thanks for the tip. I was looking at my replay and noticed that I was doing the move too close and that is why I got counter hitted out of it. Usually when I get by that in a match I stop doing it…lol…I will definintely keep the sweep range in mind when playing dudley…

Alright, I’ve finished updating the thread with all (or almost all) of the information from the previous threads. Give it a look over, and let me know what you think. I might start working on all of the new details tonight.


not so ninja [e]dit:

I’ve updated the thread with all of the new information. I’ve also updated the first post with some links to useful threads. Eventually, I’ll get around to trimming down the notes for each individual match up and making everything a bit easier to read. I just wanted to make sure I had all the details.

VS Guile

Guile is actually not as bad as many people think, you just have to know how to approach him correctly.first of all, trying to punish any kind of boom is just plain stupid. EX run is viable due to 2 hit armor, but is still risky. a very important thing to note about this matchup is that command elbow beats out flash kick clean. this makes guile free on wakeup, even with meter. the problem is getting in, in the first place. Guile can zone / space you with spammed booms / anti air cr.hp’s. personally i like to wallbounce, then jump in feint to bait a cr.hp / flash kick. if they take the bait, great, follow up with the most damaging punish you can muster. if they dont take the bait, youre still at a safe distance. something else to note, if youre jump in feinting at the proper distance (outside of flash kick range) you will be too far to punish a cr.hp with anything other than run xx slide. Also, i dont know why, but Guiles seem to like to boom on our wakeup, often just outside of cr.mk sweep range. mk tatsu that jazz. on a similar note, if Guile tries to U2 you on wakeup to chip kill you, mk tatsu on wakeup, its free. the large majority of Guile players will choose U2. Considering this matchup, you should NEVER be hit with a U2. you have the tools to beat it out completely. he only has a few options to use it. one is off of flash kick trade. you should never be flash kicked. like i said, elbow beats out all versions of flash kick clean (as long as you time it right, which isnt difficult). other than that, all he can do is use it as a punish / on our wakeup. 1) you should ALWAYS jump in on guile on his wakeup, then do something to knock him down somehow, even if its a techable knockdown. guile is completely free on wakeup, and he cannot handle crossups at all. i already covered how to beat out his U2 on our wakeup (mk tatsu), and you shouldnt be doing anything vs guile that is unsafe on block. once you get in and get a knockdown, you should be spamming the hell out of command elbow / other jump ins. he just cant do shit about it. Also just remember that Guile’s air throw has insane priority. all in all its just another match of being patient and waiting for him to fuck up. Get than knockdown, jump in all over his ass, be relentless.

p.s. : DO NOT FOCUS ATTACK ANYTHING. it will build his meter, and he recovers from booms incredibly fast.

Adon

St HK timed properly can beat out Jaguar tooth as well, I believe This is K1 mentioned nj HK beats out Jaguar kick, You can TK Izuna that as well, if baited out you can EX Izuna a reversal Jaguar (all versions) (was shown in 10 stars videos)

Juri-
You can TK Izuna her Divekicks, and pinwheels. Which leaves Juri completely free on wake up aside from U2, So Uncrouchable Bushin Flip is something you should look for when you gain the opportunity,

Bushin Chain/TC punishes all of her Divekicks, Bushin Chain punishes her MK and HK pinwheels, TC for her EX

Good shit str[e]ak, definitely a good thread.

RUFUS
-tk airthrow(any version and no need for ex) works on really low dive kicks if they’re spamming them in your face. also jab version of bushin flip grab works well against spammed low divekicks in your face.

this is coming together very nicely. i still think we should find out which characters guy’s TC whiffs on a lot. and which anti airs work best on which characters.

Added to the Rufus match up section. I’d like to see people test LP Bushin Flip Grab against those dive kicks.

I’ve also added a link to TChamp’s “Character Specific Stuff” thread in the first post.

Having Trouble with turtle characters with a good cr.HP (Shotos,Rog,etc). Can someone shed some light on how to approach those type of characters. Is my timing or Distance on the elbow wrong?

You will get beaten most of the time by the good c.hp anti airs if you try and jump in with an elbow. You just have to treat it like any other anti air just that the punish window is much smaller. You can bait the c.hp by stopping short with an elbow or empty jumping from the right range. Keep in mind though when you punish they will be crouching so if you empty jump in, you can’t go into a bushin chain, it’ll whiff.

You shouldn’t really be jumping in on these characters unless it’s a cross up or you know they won’t anti-air you either because of your conditioning or because they’re bad :stuck_out_tongue: or if you’re hoping for a fireball to come out of course.

Learn to work Run overheads and guys forward+mp overhead into your game when facing Balrogs who hold down back all day.

regarding what Cheech said about overheads…

VS Rog, run > overhead is viable, but risky. if you get headbutted its a free ultra. and his f+mp overhead is kinda useless vs rog… cr.lp beats it out easily all day long, and we all know how much rogs love their cr.lp lol

Yeah of course using the overheads are from the end of your troubles with that matchup.But if you learn to work them into the natural flow of your game they can help.

Vs. Rog I think the overheads should be used very sparingly, like pretty much never. I think you have to very VERY patient in the match up, but stay pretty close to him. He’s bound to throw out something eventually, especially if you have the life lead. It’s pretty easy to focus absorb his dash straights and get the crumple and do whatever you want. Of course, I’m just speaking about my experience with Rog. I’ve only faced one Rog where it seemed like I was forced into doing things and that was Keno’s.

So is Rog officially Guy’s most difficult matchup? I’m thinking yes, maybe Honda.

I think Honda is a tougher matchup than rog personally. But then i honestly dont think any of Guy’s matchups are lower than 5/5, other than honda / rog.

But in those two matches cr mk becomes your most used tools, as it stop all of rogs punches and honda headbutt.

The eternal optimist eh? Lol, I can respect that, but I don’t really share your rosy outlook as much as I used to. I will admit that I get alot more big comebacks with Guy than with most characters. Momentum is very important with him. It’s to satisfying to get a win in under 20 seconds.

@ Blooddrunk

actually vs Rog, i dont really use cr.mk except to beat out headbutts. depending on the distance when rog starts his rush punch, reacting with cr.mk will lose. i typically grab all rush punches. vs honda i use cr.mp instead of cr.mk because i can bushin flip on his reset. i guess its just my preference.

I use both cr mk and cr mp on honda depends on distance cause the untech knockdown helps out, grabbing rog is useful however.