Good stuff. Actually, i was pretty happy when i found you can link one or two cl.:mk:'s into cl.:hk:. Until i noticed the cl.:hk: whiffs on crouching chars
It doesnāt whiff on crouched unless they are small framed from what Iāve seen
Thatās a really cool looking combo, though you can get more from doing a L.Tatsu>H.Tatsu>switch rather than doing ex, I just did a simple combo with Guy now which ended with that L.Tatsu>H.Tatsu>switch combo and got 475, easy combo and much better damage. I suppose this combo would be really good for if your partner is low on health though
Glad to see you leveling up your Guy, canāt wait to run some matches when I get back of holiday, decided to leave Guy on the shelf for a while (I will main Iām eventually) because I really want to focus on Elena shes kinda getting overshadowed at the moment and I really want to contribute to finding her true potential. Iām loving the DLC characters, like a breath of fresh air to my favorite fighter. I feel like Iāve missed so much this week tho lol
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U can link super off of overhead (f.mp) and on c.h. u can link cr.lk. So that right there tells us his cr.lk is more than 3frs.
Cr. MK is a good attack when coming in from a tag, all depends on what you use before it.
He was saying st lp might be 3 frames
Heh, actually i dropped him right after our exhibition matches and went to other char that i was planning to try (Christie) I did some lab stuff with Guy tho, but not much.
Can I get my hozanto question answeredā¦
MP Hozanto seems a bit safe at times, but it will also lead to getting punished as well. The only way to be successful with it is use when itās unexpected, especially when youāre certain distance away from the opponent.
EX Hozanto, similar from the previous statement, but a little quicker. So using this version does have greater vaule, but can be seen coming a mile away (but thatās basically applied with all versions of his Hozanto). What were they thinking letting his Hozanto buffer a split second so that the opponents can react to it quickly.
Bad decisionsā¦
MP Hozanto can actually combo from Guys TC at times not sure how safe it is though
So if he do ex hozanto he does his focus stance beforehand?
Then again, I was stating it without the Target Combo in mindā¦
And yes, Blooddrunk, he will be in his focus stance (but not in full motion), which I was just taking about in my previous comment.
Okay, long post ahead with stuff I found in training room (dunno if I“m the first one who found any of this stuff, I don“t claim ownership of course):
- Most damaging launcher combos I found:
Midscreen: cl.mk, cl.mk, cl.hp xx run slide - 347 after a raw launcher if I remember correctly. You have to walk between every normal and delay the slide input after the run input in order to hit it midscreen. Ends in a hard knockdown.
Midscreen: cl.mk, cl.mk, cl.mk, cl.hp xx HK Bushinsenpukyaku - Deals a bit less than the above, also quite difficult to do of a low launcher. Doesn“t end in a hard knockdown but is way better for tag cancelling if you need that tiny bit of extra damage to kill
Midscreen: cl.hk, TC xx HK Bushinsenpukyku - Needs a moderately high launcher at least. Deals the lowest amount of damage of all midscreen juggles. Less hits than the one above so may be better after tag cancelling (though you may be at 10% scaling anyway after some chains). Easiest of the three, do this one if you“re sure it“s going to kill them.
[Corner combos are not launcher only, they can be started with any combo into lp hozanto (Thanks to Dante for the ideas) ]
Corner: cl.hp xx lp Hozanto, cl.hp xx run slide - Awesome! Big damage, moderately difficult (some walking to get close hp) and awesome setups to keep them in the corner. *****
Corner: cl.hp xx lp hozanto, cl.mk, cl,hp xx hk Bushinsenpukyaku - Less damage for higher difficulty. Better for tag cancelling though. And better to show off of course. Really strange timing involved because of the walking.
- This one is really awesome for corner pressure and I“d always go for this combo if you can. Besides the damage, the main reason is No matter what they do, they“ll end up in the corner with you in their face!. The last slide in the combo lets guy slide under his opponent while still hitting them with the hard knockdown. He recovers so fast afterwards that you can do lp bushin flip>elbow (as fast as possible) to get back into the position you started the combo of. The elbow whiffs, but you“re still at the advantage 3 frame dp“s can“t hit you. Basically this combo gives you the maximum amount of damage while stealing the opponents option to roll outside the corner. They can only roll inside, increasing your frame advantage even more if they decide to do so. I think this is going to be the best setup we may get in the corner.
I appreciate any corrections you guys may have. Keep playing this awesome character!
TL/DR: It“s not to long and good stuff I think, so please read it
Oh hell yeah. Loving seeing more people using roll resets/traps. They fluster the **** out of people.
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Messing around with his Air to Air Izuna Otoshi a lot trying to shut down sloppy jumpersā¦and damnā¦if the other character has a moderate jump height, you can TK the Izuna Otoshi on reaction to jumps and catch them on the way up. I was fishing for the Otoshi, waiting for players to jump. Soon as I saw them leave the ground, 2369+P and it caught them, even at ranges I was skeptical aboutā¦
Players were trying to jump and instantly throw out an air attack to try and counter it, leaving themselves open on the way down. Guyās jump arc gives it some rangeā¦but if players were fishing for deep jump ins, it shut them down.
Explains why the a.i absolutely rapes me with that as an aair.
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Even his ground Bushin Flip Otoshi does some crazy shit as an anti airā¦it has some seemingly insane range sometimes. Iāve been trying to get his Bushin Flip>Elbow cross up consistently so Iāve been seeing players trying to jump/counter on reaction to the flip. If I see them going for the counter, Iāll elbow out of it, but thereās plenty of bizarre situations where the grab just connects and the characters are nowhere near each other.
So you mean sometimes when people jump to avoid the cross up (the no air hitbox elbow thing) you are able to throw them instead? Man, just when I thought it was safe to practice Sakura as my new point you guys make me want to try Guy again.
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Didn“t I also see your avatar in the Elena forum?
You really make that DLC worth it“s money, I like that.