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Guy versus Ryu matchup notes

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Feb 5th, 2014
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  1. Semi Crossup - Crosses up when standing, but lands in front when crouching.
  2. Assume relatively meaty/strict timing for move sequences-- (i.e. off of sweep)
  3. An Escape should not leave you in a situation worse than when you started i.e. unable to block with huge frame disadvantage
  4. EX Run can be assumed where Run is, but not vice versa. Same with Tatsu.
  5. Conversely, EX Bushin Flip does not work in all places Bushin Flip does.
  6. Keep in mind EX Run->Slide loses its armor when cancelled into slide, so don't cancel too early, and don't use it when you expect to get jab/short mashed before you can connect with slide.
  7. *1 Usually needs to be auto-corrected for direction
  8. *2 Stuffed or difficult to time if the incoming attack does not cross over far enough or late enough.
  9. *3 Very dependent on both timing and spacing--You're actually using cr.lk twice. The first time is to alter Guy's hitbox to cause the incoming attack to whiff, and the next time is to actually punish if there is enough frame advantage leftover and the first c.lk whiffed--in the worst case you will have frame advantage and be able to block, but not enough to punish.
  10. *4 Spacing dependent
  11. General
  12. Punish (Normals, Tardy air okizeme) -cr.mp, cr.hk, cr.lp, cr.lk
  13. Punish (Anti-Air): hk, cr.mp, cr.hp, cl.hp, hk/ex tatsu
  14. Escape Crossups with Run, Dash, or FADC
  15. Escape Meaty Normals/Aerials with Backdash
  16. Vs Ryu:
  17. Sweep-> Crossup j.lk
  18. Punish (*1): EX tatsu , cr.lk (*3), EX Run->Slide (*2)
  19. Trades (*1): cr.mp(*2)
  20. Escape: FADC (**), Forward Dash, Run, Bushin Flip
  21. ** In rare cases it can cause Ryu to land in front of you instead of behind you due to changed collision boxes.
  22. Other: The hitbox on this attack makes it very inconsistent--it does even generate consistent frame adavantage on hit against Guy--in some cases it will combo into cr.lp against a standing guy, but not while he's crouching, even with turbo cr.lp. The c.lk is especially unsafe against this.
  23. Sweep-> Crossup j.mk
  24. Punish (*1): EX Tatsu ,cr.hk(*2) , cr.lk (*3), EX Run->Slide (*2)
  25. Trades (*1, *2): cr.lp, cr.mp
  26. Escape: FADC, Forward Dash, Run, c.hk, Bushin Flip
  27. Sweep-> j.lp
  28. Punish: EX Tatsu, c.lk(*3,**), c.mk(**) EX Run->Slide *4
  29. Trades:
  30. Escape: FADC, Backdash
  31. **I could not find a timing on j.lp that completely stuffs these, but the worst case window is probably only one or two frames.
  32. Sweep-> j.mp
  33. Punish: cl.hp, cl.mp, lp, any crouching move except cr.hp., Any Tatsu, EX Kaiten Izuna Drop**
  34. Trades: cl.hp
  35. Escape: FADC, Backdash, Run
  36. **Careful not to accidentally trigger EX Bunshin Flip, which gets stuffed.
  37. Sweep-> J.hp
  38. Punish: EX Tatsu, EX Run->Slide *4
  39. Trades:
  40. Escape:
  41. Sweep-> J.lk
  42. Punish:EX Tatsu, EX Run->Slide *4
  43. Trades:
  44. Escape:FADC, Baskdash
  45. Sweep-> J.mk
  46. Punish:EX Tatsu, EX Run->Slide *4
  47. Trades:
  48. Escape:FADC, Baskdash
  49. Sweep->j.hk
  50. Punish:EX Tatsu, EX Run->Slide *4, cr.mp**
  51. Trades:
  52. Escape:FADC, Baskdash
  53. **Very strange and very tight timing, but it works--tried it on both a close and far meaty setup. The first couple of frames of cr.mp are not hit by j.hk for some reason, and whether or not it counter-hits is spacing depedent--sometimes the attack strikes after Ryu lands, but before any startup frames for the c.lps that would ordinarily combo after j.hk's hit.
  54. Sweep->Sweep
  55. Punish: Level 1 Focus/Backdash, EX Run->Slide, mk tatsu
  56. Trades:
  57. Escape: FADC,Backdash
  58. adjacent jn.lp
  59. Punish: lp, cl.mp, cl.hp, cl.mk, cl.hk, cr.mp, cr.hp, cr.lk(*2), cr.mk df.hk(**), HK Tatsu, EX Tatsu, EX Kaiten Izuna Drop
  60. Trades: cl.mk, cr.mp, cr.hp, HK Tatsu
  61. Escape: FADC, Backdash, cr.hk, run
  62. **hits once
  63. far jn.lp (About half of front of Ryu's forward foot overlaps Guy's front shoe)
  64. Punish: lp, cl.hp, cl.hk, hk tatsu, EX Tatsu, EX Kaiten Izuna Drop, cr.mp(**), cr.lk(*2), cr.mk
  65. Trades: hk tatsu, cr.mp,cr.hp, cl.hp
  66. Escape: FADC,Backdash, run
  67. **stricter timing than adjacent jn.lp
  68. close jn.mp
  69. Punish: cl.*p, cl.hk, EX Tatsu, HK Tatsu(**), cr.mp, cr.hp, cr.lk(**,*2), cr.mk(**), EX Kaiten Izuna Drop
  70. Trades: cl.hp, cl.hk, HK tatsu, cr.mp, df.hk
  71. Escape: FADC, Backdash, cr.hk, run
  72. **Shallow incoming attack timing
  73. far jn.mp (Ryu's front foot barely overlaps with Guy's front hand, horizontally)
  74. Punish: lp(**), cl.hk(**), cr.mp(**),cr.hp(**), cr.mk, df.hk(**2) cr.hk (**3), EX Tatsu, EX Kaiten Izuna Drop
  75. Trades: cl.hp,cl.hk cr.hp, df.hk, hk tatsu
  76. Escape: FADC,Backdash, run, cr.hk
  77. **stricter timing than adjacent jn.np
  78. **2 Only as Counterhit with the 2nd hit if timed early response to predicted attack
  79. **3 If done too early or too late you'll get the lower damage/non-knockdown hit.
  80. Other: A bit further than this range cl.hk becomes hk, which only seems to trade at best. Most normals that punish require much stricter timing due to the hurtbox on Ryu being back further.
  81. close jn.hp (Cannot hit crouching)
  82. Punish: cl.*p, cl.mk, cl.hk, cr.*p, cr.*k, MK, HK Tatsu(**2), EX Kaiten Izuna Drop, EX Tatsu
  83. Trades: LK Tatsu, MK Tatsu
  84. Escape: FADC, Backdash, cr.hk, run
  85. **Shallow incoming attack timing
  86. **2 On early reaction to shallow timing only, may counterhit
  87. far jn.hp (Cannot hit crouching) (Ryu's front foot barely overlaps with Guy's front hand, horizontally)
  88. Punish: *p, cl.hp, lk, mk, cl.hk,hk, cr.mp, cr.hp,cr.mk, cr.hk(**) hk tatsu, EX tatsu, EX Kaiten Izuna Drop
  89. Trades: lp, cl.hp, mk tatsu, hk tatsu
  90. Escape: FADC, Backdash, cr.hk, run
  91. **If done too early or too late you'll get the lower damage/non-knockdown hit.
  92. far jn.hp (Cannot hit crouching) (Ryu's front foot is a few pixels in front of Guy's front hand, horizontally)
  93. Punish: by almost anything since the attack has so few active frames that the jump will probably be stuffed before jn.hp is attempted.
  94. Other: Kicks/Punches at full range here.
  95. close jn.lk (Cannot hit crouching)
  96. Punish:lp, cl.hp, any cr.normal, EX Tatsu, EX Kaiten Izuna Drop
  97. Trades: cl.lk, df.hk
  98. Escape: FADC, Backdash, cr.hk, run
  99. far jn.lk (Cannot hit crouching) (Ryu's front foot overlaps almost completely with guy's front hand)
  100. Punish: lp, cl.hp, mk, cl.hk, hk tatsu, any cr.normal, EX Tatsu, EX Kaiten Izuna Drop
  101. Trades: lp, cl.hp, mk, cl.hk, mk tatsu, hk tatsu
  102. Escape: FADC, Backdash, cr.hk, run
  103. close jn.mk (early, still hits crouching)
  104. Punish:lp, cl.hk, EX Tatsu, EX Kaiten Izuna Drop, (HK Tatsu **), cr.mp, cr.hp, cr.lk(*2), cr.mk, cr.hk, df.hk(**)
  105. Trades: cl.hp, cr.hp,df.hk
  106. Escape: FADC, Backdash, cr.hk, run
  107. ** On prediction only, may counterhit
  108. close jn.mk (late)
  109. Punish:lp, cl.hp, cl.hk, cr.mp, cr.hp, cr.lk(*2), cr.mk, cr.hk, EX Tatsu, EX Kaiten Izuna Drop
  110. Trade: cl.mk, lp, cl.hp, cr.hp, df.hk
  111. Escape: FADC, Backdash, cr.hk, run
  112. far jn.mk (early, still hits crouching) (Ryu's front foot is a bit more than a few pixels in front of Guy's front hand, horizontally)
  113. Punish: lp, hk, cr.mp, cr.lk(*2), cr.mk, cr.hk(**), EX Tatsu, EX Kaiten Izuna Drop
  114. Trade: mp, cr.mp, cr.hp
  115. Escape: FADC, Backdash, cr.hk, run
  116. **If done too early or too late you'll get the lower damage/non-knockdown hit.
  117. far jn.mk (late) (Ryu's front foot is a bit more than a few pixels in front of Guy's front hand, horizontally)
  118. Punish: lk , hk, cr.mp, EX Tatsu, EX Kaiten Izuna Drop, cr.lk(*2), cr.mk, cr.hk(**)
  119. Trade: lp, mp, hp, mk,hk, cr.mp,cr.hp, hk tatsu
  120. Escape:FADC, Backdash, cr.hk, run
  121. **If done too early or too late you'll get the lower damage/non-knockdown hit.
  122. close jn.hk (cannot hit crouching)
  123. Punish: lp, cl.mp, cl.hp,cl.hk, any cr. normal, EX Tatsu, EX Kaiten Izuna Drop
  124. Trade: cl.hp, cl.mk, cr.hp
  125. Escape:FADC, Backdash, cr.hk, run
  126. far jn.hk (cannot hit crouching) (Ryu's front foot is a bit more than a few pixels in front of Guy's front hand, horizontally)
  127. Punish: lp,mp, hp, lk,mk,hk,cr.lp,cr.mp,cr.hp, cr.lk, cr.mk, cr.hk, hk tatsu , EX Tatsu, EX Kaiten Izuna Drop
  128. Trade: cr.lp,mp, hp,mk, mk tatsu
  129. Escape: FADC, Backdash, cr.hk, run
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