vs Guy


Statistics:
Stamina: 1,000
Stun: 950
Fighting Style: Bushin-Ryu Ninjutsu
Fighter Type: Brawler

vs Guy: 6 - 4
Pros: Good options vs. BIO, down + jp.MP pressure
Cons: Tricky mix-ups, good pressure game

Move List:
Target combo(s) - Combos from light punch strings, easy to hit confirm into, cancelable
Elbow drop - Changes the angle of jump ins, long active frames
Slide kick - Weird properties; only knockdowns on counter hit? Long range
Ninja Sickle - Juggle properties to lead to combos
Neck Breaker - Comes out fast, can be cancelled into specials

Hozanto - Armor breaks, BnB safe combo ender, EX version used for combo possibilties
Hayagake Run - Cancelable into Flip Kick (overhead, multiple hits), Slide Kick (one hit, knockdown) or can be cancelled. EX vers absorbs 2 hits.
Bushin Izuna Otoshi - Command mix-up to a throw or elbow drop if throw misses. Throw whiffs on crouching characters
Bushin Senpukyakuu - Normal version has limited use as AA or combo ender, EX version is his solid reversal move with low horizontal range.
Kaiten Izuna Otoshi - High damage air throw, used as a AA for badly timed jump ins.

Bushin Hasoken (S) - Used as a punish, counter or combo ender.
Bushin Goraisenpujin (U1) - Rush ultra, does good damage and easy to combo into.
Bushin Muso Renge (U2) - Grab ultra, does high damage and has a fast start-up.

Preferred Ultra: Soulless/Breathless
I think there's no difference which ultra is used. I'd favor Breathless in this match-up.

Character Videos:
EdiblePwncakes (Guy) vs. mnkyndatree (Abel)
Kiryu Tsukimiya (GUY) vs GENNEIJIN (ABE)

Strategy:
Guy operates differently compared to other characters. He has an unwieldy jump and a slow walk so he relies on his specials and unique normals to space effectively. Abel needs to get in fast and mess up with Guy's spacing. Rolls are good against Guy's who rely on his BIO, run or jump/elbow drop to get in. Abel can play the mid and close range better than Guy so that's where you should be operating at.

Like any character that relies on meter for reversals, Guy is vulnerable to Abel's mix-up and pressure game without meter. Press this advantage from the beginning of the match. Refrain from using a lot of jump ins though as he can easily AA this if he expects it with KIO or escape via run. Keep it simple and on the ground. Once Guy has meter, bait out the reversal but don't stop pressuring. Holding back to mid-range once in a while to alter the rhythm is some what viable as Guy lacks good pokes at mid-range compared to Abel.

Guy on offense consists of jump ins with Elbow Drop, BIO or Run to his flip game. Similarly, close combat will revolve around light strings to target combo and BIO/Elbow Drop mix-ups. Eliminate the BIO/Elbow Drop/Run guessing game by simply rolling away as soon as you see it. Light strings to mix-ups are harder to counter but essentially all you need to do is block low and watch to tech a throw or roll out if he jumps/BIO.

Flipside:
To be updated.

Notes:
- BIO is a throw on stand and jump, can be canceled into elbow drop, whiffs on crouch into elbow drop. Easy escape with roll, elbow drop whiff, roll considered at crouch level and cannot be thrown.
- Run to Neck Flip has fast recovery but can be punished with throw or light attacks (very tight timing).

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