Yeah, basically, particularly with neutral jumps. Wouldn’t recommend trying on forward jumps. It’s hard to judge when it will happen(I was surprised a number of times at the range it was catching from), but at worse you get the Elbow and drop down out range if it doesn’t work. There’s definitely a sweet spot where the grab will trigger instead of elbow and the range of the grab is big…just need to find out exactly where it is…
Very nice to see that a neutral jump does not stuff our cross up.
Do you mean Sakura and Guy together? How is that team working for you? They seem to be a little low in synergy, because so far I think Sakura’s whole deal is tagging in hard hitting mixup characters, and I still do not know what Guy’s role is but I would love to hear it.
Well yes, how is one supposed to find out which characters work best for them and in what teams if they do not try them all? Even if you only play 1-2 of the new ones, not knowing how the rest of them work is like giving your opponent free victories. Knowledge is power.
Man, Guy just looks so cool to me. I finally thought I found my sf dlc main in Sakura but if I just knew how Guy worked I might trade her in.
Why have people not talked about his overheads? Are they ass or taboo or something? His command overhead seems decent enough; super can always be linked after it (seems a waste but it can win games late) and you can get a c.lk after it on CH. This gives Guy a reason to store counterhits unlike much of the SF DLC, but I do not think any of his moves allow him to do this solo if they roll, he has to rely on his partner.
His run overhead seems interesting as well, though I have no factored in frames yet. The first hit can be tced and on hit you can do pretty much anything (I can 10f startup King JKL just fine), and on block it seems safe followed by quick moves (i get a free 50/50 off King’s elbow). Do not know how it is untced.
I have tried 50 times, still unable to get elbow to cross up ; ;
Tag canceled. Since the overhead hits twice it can be moderately safe followed by a fast attack or continue to be comboed on hit with a moderately fast one.
I know you can tag cancel off of a juggled launcher into Guy and he can follow up with air command throw, but can someone test if he can do the command throw without the tag cancel? If I can launch into King, do knees, launch out, and end in a throw/hard knockdown for meterless, Guy is replacing Sakura immediately.
The problem is mainly that it doesn´t hit twice when your opponent is crouching, and overheads usually hit the opponents when crouching
1 hit didn´t allow my team to get a tag cancel combo, I don´t know if a follow up is possible at all when the kick hits only once.
Edit: Quoted the wrong post, meant to quote the second to last post of you talking about the run overhead.
Aw, poo. My 5 minutes in the training room shows its true colors. It is just like when I thought I found a dozen instant overheads but never bothered to test them on crouchers (they whiffed ; ; ).
Sakura can hit very hard with 1 meter, pretty hard without but the execution level gets up there fast(for me anyway). I was debating on choosing someone a little more basic and stronger damage as a partner for Guy, but I ran into a Sakura player that changed my mind. The shit he was doing was ridiculous, so I gave him props and we ended up doing 1 v 1s for a few hours and he just kicked the shit out of me with her while I took notes. Large part of his strategy was multiple tag cancels(it was a Lei/Sak team), but it let me see firsthand where and when to cancel, which was really really helpful with synergy between her and Guy. The tag canceling stuff works great between the pair for me…
Sak- J.HK, Cr.HP, EX Tatsu, J.HP, Cr.HP, MK Tatsu Cross Cancel…combo is really basic for Sak but is 416 damage, work in a tag cancel…she’s very capable of dishing out damage.
Guy I’m trying to be as tricky/annoying as possible. Overhead,Hozanto, Bushin Flip, Elbow, Air Otoshi, Run moves… Feels like he’s got a lot ways in and his sheer mobility is awesome. cr.MP is a great poke/ant-air, cr.HK seemingly hard to punish. I just like his pressure. That Instant Air Otoshi though…if you can get that down, you can shut down air attacks and force opponents to deal with you on the ground. Then it’s run stop tricks, hanging out of their poke range with his Target combo(s.MP has solid range) into any special or MK into launcher stuff. In comes Sakura.
Man i wish they had had all these characters in from the outset. All my Alpha 2 mains are here now.:tup:
I won’t get too into it because it will derail from Guy, but it seems like you are using Sak pretty well. I would have loved to see this guy you played against.
And for the record, cross cancel is the term for the counter, what people call alpha counter. You are referring to tag canceling.
I use King the same way you use Guy, being a tricky bastard, but I sacrifice some fullscreen game and safe damage for risky fucktons of damage…
Oh wow it does? That’s pretty good. Any time you can get an advancing move to cancel to launcher is good in my book. Much easier to whiff punish especially if you have somewhat stubby normals, in Guy’s case.
I don’t know how safe it is, but if I’m going by SF4 standards, I can recall sweep being not impossible to punish, but could be difficult if properly spaced.
I just remember something I found about a week ago when my buddy and me made the Guy/Cody Cross Assault video:
It´s a really strange tactic, but it may be able to mess with your opponents brain if you just use Assault Extend (-10%speed). I know, it sounds weird, but since speed stuff also changes your aerial time while jumping, this can really ruin many anti air attempts of your enemy. Try it in training, using this gem gives you basically Guy´s AE2012 jump arc. Feels super strange but there may be some potential in this awkward tactic.
No prob. It just made me leap out of my chair screaming “omg cross cancel tech?!” Is all. Speaking of which, it looks like people can option select backdash or cross cancel by doing backbackforward HP HK. Take that jabtards.
Yes, I did. It’s not huge damage of course, but if you can cancel into a launcher then you turn a former con (The slide often being too far not being able to knock down and leaving a poor advantage on hit) to a big pro by launching into your (Hopefully) damaging partner. Even better, I wonder if, since there is enough stun for the launcher to connect, if a max range s.mp can combo off a tip hit slide.