i like st.fierce as a good anti-air against boxer’s jump-ins. didn’t see it in the matchup section… it @ worst trades but beats his jump-ins clean alot too leading to a good follow up run> overhead.
far standing fierce or close?
vs Ryu, Ken and Akuma
- crMk, Dash Forward Twice into Low Bushin Flip. 2. Forward Throw, Forward Jump, Dash into Low Bushin Flip.
If Ryu chooses to do a reversal on wake, the Bushin Flip should whiff or if Ryu Back Dash, Bushin Flip will Grab him. In Defense Ryu can do a late DP, but I find it hard to do in general, so most Ryu’s probably won’t try it that much after a failed attempt. Ultra 1, Ultra 2 and Super will whiff also. The best thing for Ryu to do is just use his Normals, Crouch, Forward Dash or use normal Tatsu to exscape. You can use this set up any where, but Guy has a bigger incentive to use it in the corner since he can grab the DP. But be careful because a Whiffed Bushin Flip will leave Guy in the corner. I think a good punish against a Whiffed DP on wake would be anything into Slide or Normal Slide. If there is some thing wrong or if someone can improve this, please let us know, thanks in advance.
Far sry… and actually i’m actually starting to use it alot more after pressure kinda like Guile’s backhand.
Yeah that Backfist is pretty good,
I was experimenting against Zangief today. His 3x punch Lariat spin is pretty punishable on block or from distance. IF you’re next to him and u block the first hit crouching, you can do instant light bushin flip and grab him while he’s still spinning. If you bait it from distance, you can use ex bushin flip also.
If I’m close to him though, I usually wait a bit just before he stops spinning, then move in for bushin chain. This can be risky if the timing isn’t right cos you can get hit by his lariat if you move too early, or get spd’d if you move too late.
Point is, if you’re close enough ( or far but on the ground), Guy should do more than just the slide for punish.
You can punish Ken’s HK.Tatsu on hit with U2. It definitely works on HK.Tatsu - EX.Tatsu is safe, but I haven’t experimented with the LK or MK.
Works pretty well, especially when U2 becomes available halfway through the combo and the Ken player doesn’t realise!
MK is safe its even on hit, LK is -2 on hit. HK is -1 on hit
Ah, ok, so LK.Tatsu can be punished on hit, though is probably hard to react to? Still cool to know. I think that basically shuts down any of his combos that end in a non-EX.Tatsu.
Anyway, cheers for dropping the frame wisdom Blooddrunk
Anti-Shoryuken Setups (Ryu, Ken and Akuma)
-
crMk, Forward Dash, Low Bushin Flip
I’ve tried many times to escape this setup with Ryu and the only thing that will work is a Reverse Shoryuken on wake. Maybe more so, Ex Srk. So go to training mode, pick Ryu as player 1 and Guy as player 2. Record Guy doing the setup and try different ways to Srk on wake. Some times I can get a Reverse Normal Srk and some times not. As far as I know this doesn’t work in the corner. Eiether way this is an interesting setup and should be experimented with. Note: if you use Ex Bushin Flip it will give you an “uncrouchable” setup, but be mindful the properties of Ex are different from the Normal version. -
crMk, Forward Dash Twice, Low Bushin Flip
If Ryu Srk on wake, then a whiff Srk should occur, leaving Ryu open for a punish. If Ryu is Standing in place you will have the opportunity to grab him. Also, this setup works good for an Anti-Backdash as well as the above.
Note: sadly it seems Ryu, as others, can perform a crouch with an attack to beat out an Uncrouchable setup. These setups are good, but should not be abused. Use these as mixups only.
crMk, Forward Dash into Low Bushin Flip works good against the rest of the cast especially Abel, because it has the ability to Grab Abel out of all his command specials, especially Marseilles Roll even the Ex Version.
Can someone help me out here?
I just can’t do anything at all against a charge character who holds down back all day. Guile fucking especially.
Guy’s overhead is slow (like all overheads) and gives him time to just use flash kick on reaction.
What do I do?
Can someone please give me some tips or something to maybe bait something out of him so I can actually hit him for once?
This shit is putting me on the verge of tears and whenever I ask someone who beats me after a match, more often than not they just troll me and call me a scrub.
You need Guile cornered. Use the elbow drop often to jump over sonic booms and gain space, further cornering him. They’ll then try to do sonic boom and jump in for the air throw, which beats Guy’s elbow so be careful on that one. If he jumps and tries to air throw but whiffs because you chose to stay on the ground, punish him with bushin chain just as he lands.
Use standing elbow overhead, not much damage but it does unsettle your oponnent.
Stay in his face on wake up and pressure him to flashkick. A cornerd guile is pretty vulnerable.
Also if ur having trouble getting in and he’s spamming sonic booms, use ex run overhead it’ll go right over them.
Izuna Drop Bait
A. Jump-in HP, crHP, Neutral Jump then time Izuna Drop (on-hit or block)
B. Run Slide, Back Dash, Neutral Jump then time Izuna Drop (on-hit)
C. Jump-in HK, crMK, Neutral Jump then time Izuna Drop (on-block)
The idea is to Izuna Drop a potential Reversal, by baiting with neutral jump. Unfortunately these set ups doesn’t work well against all charicters, but it works well against a select few. Also assume, the opponent do not walk forward, but stand in place to do the Reversal. If you find any other charicters that these set ups work good on, please put them below.
Dudley; Versions A & B works great against Dudley’s Uppercut even his Ex versions. If Dudley go’s for a strong uppercut, Guy could just wait till he’s grounded and go for a full punish. Beware of Dudley’s Super, and Ultra’s.
Akuma; Versions A & B work great against Akuma. All Akuma’s uppercuts will miss Guy if he choose’s to use it. Beware of Ultra 2.
Ibuki; All versions work great against Ibuki as well, but her Ex Up-kick will beat version C. She maybe harder to punish as well. Wacth out for her Ultra 2.
Gen; Version A works great against Gen, but Gen’s Ex Up-Kick beat’s version B. Beware of Gen’s Super and Ultra 2.
Fei Long; Fei’s Ex Up-Kick can beat all versions, but his timing is pretty strict on version A. All versions work great against his normal Up-kick.
Sagat; version A beats all normal uppercuts, but not Sagat’s Ex Uppercut. Sagat can use Forward Roundhouse as an alternative. If he start’s using it then try to counter with Elbow Drop. Of course beware of his Super and Ultra’s.
Some Observations about Guy
Here are a few things I wasn’t aware Guy could do. (Sorry if one of these has been posted already.)
A. Guy can cross-up most charicters in the corner with Jumping HK. The timing is kind of strict and the opponant must have their back against the wall in order for it to work. There are some charicters I wasn’t able to cross-up like Ken, Ryu, Akuma, Rose and Gen.
B. If you combo Bushin Chain into Super in the corner it would give you around 340 damage. But if you Juggle Bushin Chain into Super it will give you around 424 damage in the corner! (used Ryu as player 2)
C. If your in the corner (Guy back close to the wall) you can juggle or combo after Ninja Sickle. Some things I got to work is stHK, stHP, stMP, stMK, Run Slide, Medium Tatsu and of course Ex Hozanto.
Some Blanka match-up specifics.
In desperation, Blanka players especially like to use their Ultra 1 on wake up.
What’s more annoying is when they go for that mix-up after the forward throw, into Ultra 1. You could well eat the full damage
because it’s pretty much a 50-50 which way to block on wake up. You can’t really tell.
I done some tests with Guy, and it’s why I choose Ultra 1 most of the time now. If you get caught in this ‘mix-up’ and you have Ultra 1 stocked, as well as 1 meter, then just mash Ultra 1 in one direction. Make sure you’re doing it right so you don’t get the EX-run.
As a result you’ll either get ultra 1 or ex BSK on wake up. Ultra 1 might hit fully, or trade for minimal dmg on both sides. Ex tatsu gets you out plus dmg.
Edit: This also applies to Bison’s Ultra 2 ‘mix-up’ on wake up - but it’s not as good because if done too early Guy’s ultra will move forward and Bison will end up behind you. Harder to time right.
^ Hmmm… yeah hate that Blanka U1 50-50. Been killed by it heaps. I’ll keep this in mind.
On the Abel match(may be this has been explored already?), can anyone say if there’s a consistent way to option select U2 using Run> Slide, safe jump set up? Tried for a bit in training but it either comes out when I land regardless or doesn’t because my execution is off? Would be pretty cool to land off the safe jump set up when Abel tries to EX roll out. Come to think of it wouldn’t it beat U2 as well?
Thought this was useful post on Blanka match-up by IROC from Vid thread. Posting here for future reference:
Counter hit set up’s for Rose’s Ex Soul Spiral and Back Dash on Wake;
-
crMk, forward dash twice, into Fierce Hozanto
-
crHk, forward dash twice, into Low Hozanto
-
Run Slide, forward dash twice, into Low Hozanto (Rose can back dash out of this one)
As a disclaimer, there are alot of things Rose can do to disrupt these set up’s such as Delay the Soul Spiral, mash normals or Throw. I think it’s best to use these set up’s sparingly seeing there are alot of ways around them. The purpose should be to put fear in the Rose player not to do Ex Soul Spiral on wake or you could be punished. In essense, it’s best to rush down a meterless Rose (especially at the beginning of the match), and use set up’s like the one’s above to discourage the use of her Ex Soul Spiral and Back Dash on wake.
^ Fair call.