Guy Combo thread: Make em say Hya!

a variation on this is one of my favorite things to drop on someone in the corner

crossup j.mk, bushin combo grab, c.lp xx lp bushin flip grab

for me the c.lp seems easier to juggle with than c.mp after the bushin combo grab. the fun part is bushin flip grab them the instant they land after that juggle. not one person has escaped this in my experience (though it’s probably possible if they crouch or teleport) so it’s a virtually free reset to 200 dmg and untechable knockdown. and now you get to play more wakeup games on them in the corner after that…

Has anyone tried this combo yet?

j.:hk:/:hp: -> :df::hk:(the law flip kick) -> EX Hozanto -> FADC -> Ultra 1? does 577 damage. only works on the corner tho.

you can also just hurricane kick after the flip.

Imagine that.

cr. HP > cr HK links for 190

enjoy the knockdown

Ninja Sickle > cr. HP (reset) > Run Mixup

neutral jHK leaves them juggable I think only to EX Hurricane Kick which does really sad damage :[

And is cl LK as useless as I think it is? I can’t seem to link it into jabs, only cancel it into specials (Hurricane Kick combos)

i have been having success with bushin throw combo, dash towards once, lvl 2/3 focus. if you time it right they will eat lvl 3 focus if they dont quick wakeup. the mixups are obvious - lvl 2 focus if they quick wakeup, if they block it, dash in and do the 2 hit target combo etc. etc.

also, j.RH, c.FP, s.MP xx ex hozanto is fun

Cr. HP - St. MP - Ex Hozanto FADC Ultra I does 517 damage, thats the max damage i’ve been able to hit

cr. LK able to Link with st. LP, cr. LP, cr. LK or st. MP so this is far from being useless.

Link is harder that with cr. LP but has really more range and hit low.

WHOA HAVEN’T BEEN KEEPING UP WITH SRK AT ALL.

Actually, it only does 5 less damage. It’s a little harder to time, but if you get it down 352 damage for a cross up in the corner for no meter is much better than 357 damage for 1 bar. Or if you’re cornered and you land jump back HK you can get 389 for no meter. The EX is a waste, really. Should only be used if you can’t get the timing.

I have a VERY character specific combo here, that works on like 6 people at most.

j.hp, close s.hk, far s.hp, s.mp, ex hozanto, fadc ultra
580 damage 750 stun

People I’ve gotten it to work on are
Gouken
Guy
Zangief
Balrog
El Fuerte (almost works but was having issues getting the s.mp to combo)
Seth (almost works but was having issues getting the s.mp to combo)

Most characters, the s.mp portion of the combo will wiff on. Those above are who I was able to get it to connect on. Considering the main start of the combo is really s.hk, a good set up for this combo may be after a successful lvl3 focus attack, since s.hk won’t wiff after a level 3.

The combo does 750 stun before Ultra, so next I am gonna see if I can get it working on Seth, for a stun to possible 100% combo.

Awesome man!

Damage/stun goes skyrocket in corner where HK/EX Tatsu will combo after EX Hozanto. We’re talking about 469 dmg and 825 stun here.

i would hope it works on seth, hes a big and tall character… its weird it would work on guy and not seth.

Seth is already easy as hell to stun though just off of regular BNB’s. I get that seth is a monster in the zoning game and has some nice resets and some very tricky mixups but his stun value is so bad i think its just a matter of time before every character finds ways to stun him in 2-3 combos… then again unless shit has changed in super hes able to stun almost everyone in two combos that start off of cr. lk/ cr. lp in the corner.

ah… didn’t I already talk about and post combo videos for all this stuff 2 weeks ago? Does anyone read anything in any thread? People just post the same thing over and over it seems.

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Pretty much everything you can do with guy general idea wise is there. Unless you can somehow get combo after slide/run cancel to super/stand hk walk stand hk then link. But ive never done it.

Anyway I guess ill post it again but his obscure links are…

Stand hk, stand hp, stand mp link works on- guy, balrog, geif, sagat, gouken, sim

Stand hk, duck hp ~ link works on sagat, ehonda, geif, chun li, sakura, gouken , guile, thawk, hakan and a couple others but I forget off the top of my head. Its interesting to note just for this one because a simple hk, duck hp, stand hp after a jump in is like 700 stun…

stand hk, duck mp, stand mp, stand hp works on cammy and thawk.

After messing around with it a bit more, you can also do another ex hozanto after the first one, for 850 stun. Too bad this combo doesn’t work on Akuma.

I still couldn’t get it working on Seth, though to be honest I didn’t try all that hard! The s.mp hits but it doesn’t combo.

Good stuff dialupsucky. I haven’t been spending too much time on the Guy forums because I was spending time coming up with this stuff myself for the most part. Its a bit funner that way. But yeah, I glanced around and didn’t see that combo posted so I figured I’d contribute.

These are some nice combos. However, they don’t seem to work if the opponent is crouching. For example, on Zangief, you can land j.HP, s.HK, and s.HP, but then the s.MP will usually whiff if he was crouching. On Guy and Balrog, I think j.HP will actually whiff if the opponent is crouching, and even if you use j.HK, I think s.HK will whiff if they were crouching. I think the s.HK will also whiff on Gouken and Sagat when they’re crouching.

Don’t get me wrong, like I mentioned, these are nice combos, but the opponent needs to be standing for these combos to hit. If they’re crouching, however, you might whiff an attack during the combo. The problem is, many of the times that your opponent will get hit by a j.HP or h.HK is because they’re crouch blocking in anticipation for an elbow drop.

close LK not crouch LK

Nice nice, also i think it’s best to have Seth and every other characters on the edge of stun instead of stunning them with a 5/6hit combos. Have him at 725 stun and then go for overhead/cLK/throw/bait, i can see where Guy is going right now. Mind pressure.

Has anybody got any combo’s which combo into ultra 1? I’m having some trouble working them out.

You can do Ultra 1 after basically anything that ends in EX Hozanto FADC or the full bunshin chain. However for the full ultra to connect you’ll need to do it in the corner. You can use J.HK, DF+HK, EX Hozanto, FADC, Ultra for 577 damage at the cost of 3 bars, or you can do J.HK, S.HK, C.HP, LP>MP>HP>HK and then ultra 500-something damage.

On top of my head

Ultra will combo in corner after these moves:

  • d/f + HK
  • Any version of hozanto with fadc
  • LP Hozanto without fadc but it requires precise timing
  • Bunshin chain [LP MP HP HK]

Counter Hit combos:

  • CH cHP ultra
  • CH close HK ultra

Other misc combos into corner ultra. Works farther away from corner.

  • Bunshin Chain fadc ultra
  • d/f + HK, Ex Hozanto fadc ultra

Opponent jumping near corner setup:

  • straight jump HK [1 hit only] ultra
  • run neck flip [run and then HK followup, the overhead jumping kick] ultra
  • Any version of Hozanto ultra
  • LV1 focus
  • super [first hit only] ultra

Didn’t find this anywhere else,

it’s standing and counterhit only, so dunno how useful it is, but it works :slight_smile: (it should work from cr.fp too on counterhit, but range might be an issue)

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