ok cool, I’m sure everyone will help to expand our knowledge. You can also add another spoiler tag under each character’s name for the write up part. Just an idea on how to organize things but do whatever you think works best. Looking forward to a good match up thread for a character I use for once lol
RYU
-cr. forward beats out ryu’s j. rh from any range… free knockdown. it also destroys his crossups, meaning it also beats out j. forward. the only jump in that seems to give guy a lot of trouble is j. fierce. cr. strong can beat it out but it’s very space dependent. if ryu jumps in from a very close range and he’s coming down on top of you with j. fierce… cr. strong can beat it out fine. but if he’s jumping in from a distance, his j. fierce will beat you out. ryu’s j. fierce also beats out cr. forward clean from any range. when dealing with j. fierce i’d suggest sticking to the reliable ones in EX hurricane and TK EX izuna.
thats good to know. Ive been using this move so much lately and think it is easily his best normal. This move also works great in guy mirror matches. I havnt tested it but it beats elbow pretty reliably maybe even clean out.
CAMMY
-cammy’s dp, U1, and super can all be punished on block with dash forward ff chain. i still need to test out dash U2 to punish her U1 on block. not sure if she can jump out of it yet. spin knuckle is a free combo … getting used to punishing it will take a tiny bit of practice. if you throw out cr. short BEFORE the actual hit of her spin knuckle… she lands into it… so you can do cr. short, cr. jab, ff chain and follow up with whatever you feel like EX shoulder/hurricane in the corner/cancel to super/U1 if near corner.
just something else to keep in mind…
CODY
-cody gets up slower than a lot of the cast… so be aware of safe jumping against him and slightly delay your neutral jump after run slide.
HONDA
-anti airs for honda… guy’s cr. strong beats all of honda’s jump ins… all of them. the only way your cr. strong will lose or trade is if he jumps in from very far away with j. fierce. the honda player has to be looking to hit guy’s hand meaning, if you don’t throw out the cr. strong… his j. fierce will whiff. cr. forward beats his crossup j. forward without any problems.
-if for some weird reason honda is trying to play footsies… stay outside of his st. rh range. it’s his only poke that has some kind of range. again cr. strong is your answer to this. stay outside of it’s max range and just throw out cr. strongs. honda’s st. rh goes under guy’s cr. strong so it will whiff every time as long as you stay outside of it’s range. you can literally mash on cr. strong and it will hit his st. rh for free. it cannot trade from this range at all.
-st. forward can also tag honda outside of his st. rh range but it’s a little riskier… you have to get closer than you would with cr. strong but still very doable.
hopefully this will make this matchup a tiny bit easier.
Thanks for the sticky, Sosage!
I just found out the hard way that Abel’s command throw beats out Guy’s U2. =/
I wanted to point out that it is possible to dash in Ultra 2 a block Ultra 1. I do it all the time. You can also do Guys Ultra 1 without dashing a blocked Ultra 1 from Cammy. This also holds true to a blocked Cannon Spike. However, it must be a reversal and it must be blocked deep.
This one is possible, but a bit tougher and is very stict to pull off. May or may not be viable but you can Ultra 2 a blocked a Cannon Strike. The conditions for this are as followed:
- It must be a non EX Cannon Strike
- It must be blocked deep with Cammy at the height of her jump
- It must be a reversal
I’m kind of disappointed right now. How can you have a Guy match up thread and not have any info on Guy himself. This should of been the first match up that was posted. I know alot of us think it’s self explanatory. Newbies however, need to know what moves are safe and what moves are punishable from a Guy vs Guy match up.
A poorly spaced blocked Run/Slide is punishable with:
- Close standing roundhouse into FF or TC
- All Hurricanes except HK
- EX Shoulder
- Ultra 2 (May also be punishable with Ultra 1)
A poorly spaced blocked Run/Kick is punishable with:
- FF or TC
- All Hurricanes except HK
- Ultra 2
Thanks for this bit of info. I got to test this last night at the arcade, and it saved me from losing a match against a Cammy player that loved to abuse Cannon Strikes. Free 500 damage is beautiful.
In other news, I’ll spend a lot of time updating the thread tomorrow night.
@ Shin_Akuma_
all that is really important in the Guy mirror matchup is cr.mk. it makes that matchup like no other matchup in the game. it essentially makes it so that neither player can attempt a jump in, unless on the opponents wakeup. cross-overs are pointless to attempt, as well as bushin flips and command elbows. run xx overhead is also easily evaded by cr.mk, and it leaves you at advantage to punish with whatever you want. cr.mk will be the single most used move in this matchup, in my opinion.
in other news, i was just wondering what character you guys would like a write up of next, i know that some characters have BARELY been touched on. just wondering what character you guys would like info for. i can help with pretty much any character, but since we have already gone over honda, rog, chun, etc to death, i was curious if any of you had hard times vs any other characters that are a little less used. ill gladly do a writeup for any character.
Not saying your right or wrong, but don’t you think that’s kind of silly? I mean to think that someone will cr. mk everytime they see Guy jump in is kind of naive. Not saying it’s viable tactic, but there are ways around cr.mk. Not to mention they would have to time it perfectly to every different jump in attempt. For example, a jumping lk will whiff against a cr. mk and visa versa. However, the Guy that performed a jumping lk will recover faster then the Guy that performed cr. mk. Due to the recovery frames on cr. mk. It works the same as a fake cross over. This is all going by if everything is timed perfectly on both ends. Like I said you maybe right or wrong, but it is always helpful to have other options available besides just one.
Rose, Sagat and Sakura are some of the characters that I’ve been having a lot of trouble with lately. If you could do a write up for them, that’d be greatly appreciated.
its not really that hard to time cr.mk due to the fact that Guys hurtbox is lowered so much to where he wont be hit. you can throw it out slightly early and youll still be fine. then you need to take into consideration the fact that the first few times you do it, the opponent will have to process the fact that they just completely missed theyre crossup and are just standing there. and no, i dont think its really silly. i do either cr.hk / cr.mk / instant izuna on nearly every single jump in during Guy mirrors, unless its on my wakeup, of course. but yeah, it doesnt hurt to have other options. like i said in my original post, its just my opinion. also, thank you for not raging about me disagreeing with you, i appreciate it and it shows that you have some maturity unlike the large majority of people on srk. the Guy boards in particular are pretty good about that for the most part. btw, are you new to our boards ? i havent seen you post very much in here up until recently. if so, welcome to the Bushinryu Brotherhood.
well, the sagat matchup has been covered pretty detailed by EmblemLord. Ill gladly do a full write up for Sakura and Rose though. Just give me a little bit of time. itll be up by the end of the day. Im a little busy painting a few of the walls in my apartment with my fiance lol. btw, were on at the same time a lot of the time, lets get some matches goin Shine. id really like to play you =)
next time you see me on ssf4 send me a game invite
also, im not sure if its just my browser or something, but all of the "write up " links appear to be broken. just thought id let you know. again, it might just be my comp lol.
alright Shine, here you go:
VS Rose:
Rose is a very solid, under rated character. She has great pokes (st.far.hk, cr.mp, slide, cr.hk, cr.mk, st.far.mk, st.hp), she has a decent fireball, a reflector / GREAT EX Building move (when she absorbs fireballs with lp reflect), above average stamina (for a female character), a very solid BnB, a good cross-up, and 2 very viable ultras. Guy has to be careful in this matchup. If your spacing isnt on point, youre going to get out poked every time. you can beat out her cr.mp with your cr.mp or cr.mk, but you need to be at max range. jumping in on her when shes not knocked down is risky due to her cr.hp being a great anti air and she also has her soul throw. something to note is that if she doesnt time her cr.hp properly, command elbow will beat it out. also, her cr.hp has a ton of recovery, so if you can bait that out with a jump in feint (momentum canceling command elbow ), you can punish with a lot of things. something else that i tested, which is quite interesting, is that if rose does a soul throw and guy does a TK Izuna at the same time, right next to each other (ex, on rose’s wakeup or something), soul throw will win 100% of the time, even if Guy does an EX TK Izuna. the only time Guy will beat it out (starting on the ground) is if rose is already considerably in the air when Guy starts his Izuna. Anyways, on to other stuff. cr.hk will beat out soul drill on reaction, unless the scarf is already on Guy’s body (he simply doesnt have enough frames to start his move). cr.mp will lose to drill. jumping in on rose on her wakeupis particularly scary if she has either ultra’s stocked, unless you safe jump, you WILL eat an ultra. be careful of 1/2 - full screen run gimmicks when she has u1. she can catch you by suprise with it if you arent paying attention. also, EX run is only useful vs fireballs. dont use EX run thinking you get a free hit because of armor. soul drill will eat you alive. rose’s slide is a very useful little move for her and its used quite a lot. 99% of the time you will see 1 of 3 things after the slide. either slide > throw (if the slide is relatively meaty ), slide > st.mk (its a CH setup. she hops up on her scarf to do a far mk. it makes most low attacks whiff), or slide>BnB (another counter hit setup which leads to some pretty good damage). an easy way to deal with this is if you get hit by the slide is to just block and be ready to crouch tech. the reason i dont suggest backdashing (which may seem like a smart thing to do) is because rose can easily OS her sweep to cover backdashes (her sweep has really good range). something to do vs her U2 pressure: a lot of the time, if rose can score a knockdown, she will activate her U2 and begin to rush down. DO NOT FEAR THIS. you will largely see her activate U2, then throw a lp soul spark, then dash after it. you can take her by suprise with mk tatsu for free. the orbs count as projectiles. you will bypass her U2 orbs AND her soul spark, hitting her with mk tatsu, humiliating her. something else that ive also tested and am really liking right now is the st.cl.hp will beat out all of her jump ins. all of them. whats better is that since it counts as a reset, you can follow up with lp bushin, run xx stop (for a crossunder) or whatever else. this is all that i can think of right now for rose, i may have forgotten about 1 or 2 small things, but i will edit later if i remember them or discover anything else. hope this has helped.
p.s.: overall, i still suggest rushing a bit when you score a knockdown, but dont get too complacent with your jump ins unless you safe jump everything. soul throw is a huge momentum changing move. also, remember that EX drill has invincibility on startup. look for it on her wakeup. try and bait it out. remember that her cr.mp hits low. i cant tell you how many times ive seen rose’s land soooooo many cr.mp > drill for free when its easily avoidable. and lastly, all her drills are unsafe on block except when spaced perfectly. (i think lk drill may be safe regardless actually, not positive )
after extensive sets with MiikeyBoii, there are a few things i can add:
-
if you see her do a meaty cl.st.mk on your wakeup, she WILL follow up with cr.mp > drill. it combos, even when not on CH.
-
if you predict her to activate U2 on her wakeup, 2 things.
-
if you are in air jumping towards her, and she is in the corner, dont push buttons, just wall bounce away.
-
you can bait it out with overhead kara mk tatsu. you will go through her orbs and hit her…unless she knows wtf is going on and blocks. its a nice little gimmick that works pretty often actually. many people dont know the properties of Guys tatsu’s. this works midscreen too if shes dashing towards you with orbs activated. learn the max range on your mk tatsu
-
overhead kara lk tatsu will beat out EX drill on her wakeup due to lk tatsu’s hit invincibility
-
if she has meter be careful about throwing out pokes after she does a drill, a lot of times its a counter hit setup on her part. she’ll throw out a BnB > Drill then follow up immediately with EX Drill for the invincibility frames and will score a counter hit
-
Bushin chain punishes meaty drills
overall i put the matchup 5.5 /4.5 in Rose’s favor.
whoa whoa WHOA. was anyone else aware that run xx overhead beats EX Headbutt (honda) CLEAN. say whaa ?!?! i just did it unintentionally. wow.
that’s really interesting. it might have something to do with how high guy’s vulnerable hitbox is during the move…

i’ve gone over fireballs on accident with run overhead from time to time…not exactly a practical application but it’s possible. i don’t know how big honda’s hitbox is on his headbutt… but maybe it goes under the vulnerable hitbox of guy’s run overhead…possibly?
your guess is as good as mine lol. what you said makes sense though