FuzzyGuard is an unfortunately ambiguous and inauspicious term used by both the 2D and 3D fighting game communities. Unfortunately the definition between the two communities is quite a bit different. But, whatever, I'm going by the 2D definition.
Basically it's when you use a while-rising attack after putting your opponent into a standing blockstun. The reason this is important is shown in the above video.
But more importantly, let's take a look at SF4 Chun-Li as a better example. Chun normally can't do a while-rising j.HK on a crouchinging opponent, she can only hit with j.HK on the way down, not on the way up unless they were standing. However, if she first makes the opponent block a j.HK on the way down she can then do an immediate while-rising j.HK on the way up and it will connect even if the opponent is attempting to block low. The reason this works is even if they are pressing down+back to block low their character is still stand blocking. And when they are hit by the second j.HK they immediately enter crouching hitstun.
Incidentally this is kind of useless for her because she can get punished for doing it, but it's kind of nice to know how the mechanic works so it can be applied in other situations. For example, Gouken can do the same thing with his air Tatsu.
So I was looking at the games it's in, and here's what I've tested:
In the case of VSav you can not switch your guard during blockstop, but you can during blockstun. That means if you were caught in blockstop high and an attack hits you low the low attack is unblockable, or the revere (caught in low block stop then hit high, the high is unblockable).
In Samurai Shodown it works essentially like other games, however if you block incorrectly you will then enter hitstun based on the direction you were caught during block, rather than switching to whatever position you were holding.
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