I don’t mind the guy versus guy fight, it is a footsie fest sense guys has a bunch of moves to beat his how move set lol.
Yeah that was my original question for tagouts. Not random tatsu lol. Ok so you use light tatsu cool. I’m really wanting to see how good guys two hit overhead works on tag out now.
Should be interesting, especially if the 2 hit neckbreaker works better for comboing the overhead on counterhit. Tag cancelling off first hit might end up giving the incoming character a slight advantage, usually I wind up just blocking unless I have something high/low to work with(Heihachi F+MP, B+LP, etc)
Guy so got robbed in this game meaning SF X TK in damaging opponents, and always having to work so hard with him to get far as in SF AE, He’s one of the most popular characters given his background I feel like he was so much better in his Alpha days. Power to those who makes him relevant. Nice thread.
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Yeah his solo damage ain’t great, but not using him solo, that’s what the old man(Hei) is in there for.
Looking forward to damage buffs for Heihachi stuff in the update, starting to get a handle on Lars as a teammate. It’s hard to break 400 without meter and jump in with him, but the meter gain changes on attack should help. Damage scaling does screw him over in tag cancelling a bit,and I usually run meter gems on him to keep him stocked, but he really benefits from damage gems since you can close the gap on opponents so quickly in many ways.
Gem #2 is the best free one, a 20% for 15 seconds, and it slows movement by 10%, but that doesn’t matter for the Bushin Flips or Run stuff.
I have a set that gives me 40% damage for 15 seconds, so if land a hit with that going, it’s pretty much over.
Pandora time buff and instant super charge should help too, everyone’s instinct to run as soon as Pandora triggers works in Guy’s favor if they jump back, now he’ll have the time and meter to finish people quickly.
Lars is good very good solo and tagging. I’m a huge fan of his gameplay both in Tag Tournament 2 and in SF X TK. He’s starting become more popular if he hasn’t already. He has many of tools to work with. I just never thought about using him with Guy. I tend to use Guy and Law, only because Law opens up doors for synergies. But with Guy-it looks as though you done some homework i think I need to adjust his gems as well.
It’s the movement options with Lars I like. He works with Guy’s damage scaling issues pretty well too, getting his Lock and Load strings and tagging Guy keeps the combos within the 10-15 hit range, doing damage off of specials instead of scaling out with too many attacks added. Nicely efficient. His normals are awesome, his buffs look great, and Silent Entry is like Run Stop in a few ways and setups, plus the Silent Entry changes and the EX version should make him alot trickier. Lightning Screw(damage buffed!) or Silent Entry kick move are good popups for Guy(like Hei’s Rising Upper/Hell Axle) to let you add jump HP before usual juggles…can’t wait to see what kind of damage you’ll be able to pull off with juggle tag cancels>Bushin Chain>Jump Cancel>J.MP>Air Izuna :tup:
Soooooo if anyone noticed in the changes vid… st.lp hit Ryu while he was crouching at 1:05 or he at least appears to be crouching… if this is true… i may actually pick SFxT up.
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Woot! Can’t wait for the update to hit. My main team is looking good.
I hope that standing LP hitbox is a hidden change…they haven’t mentioned it before.
haha, if it is, then that’s pretty OP to his pressure game now. Visually it’s not suppose to connect, but hey whispersbetter for us guy playerswhispers
funny i was just thinking how guy would beast even more in the corner now because you wouldnt have to confirm crouching or not to land ff chain>izuna(cl.HK,TC xx hozanto,ff chain,izuna). if LP hits crouching players…i dont even… the damage… id expect to see lots more guy if that works. plus LP links from cl.mk very easy(not so much from cl.hk, its posible but not reliable wiffs alot of times)
after looking at the vid, jump canceling ff chain to mp xx izuna might not even be the best option. from the looks of it you should be able to do some other juggles after ff chain even mid screen. depending on how ninja sickle floats now you might get something like ff chain, ninja sickle, jmp xx izuna.
How do you open people up with Guy? I notice a lot of Shotos turtle their butts off against him.
You mix them up. If there turtling, what I like to do is do his run stop just to test the opponents reactions (most people have crappy reactions lol), I also use the air flip for the same purpose. So once I get a feel of my opponent I will usually do full screen air flip grab, or I would space myself to where I’m able to do a safe cross up and catch my opponent off guard. From there, you do your BnB and on knock down that’s where you put your opponent on the run. Guy is all about hit and run. Use his run slide, run overhead. If you know your spacing, use his c.HK>TC>whatever. If you’re gonna be doing his c.HK and it gets blocked just backdash. Most characters won’t be able to punish. You can also use his overhead which is really slow and only works on people who are asleep lol. Hopefully somebody else can give you a bit more insight to Guy.
Frame traps all day plus his cross up is really good. Use throws run stop throw from whatever will be big now that throws take off red health. Be able to link cr hp into st mp for frame traps. Also does big damage.
Leave gaps in pressure for counter hit. Don’t want to write everything I do cause I’m on my phone but i have no problems opening people up. Stay grounded. Do not do random run overheads and slides or full screen bushin flips your waiting to get blown up. Forward mp overhead instantly cancels into light bushin flip. So they stand to block the overhead and get slammed. Use different variances in pressure. Mp run stop, cr lp cr lk st mp run stop. Etc mix in light bushin elbow drops. I catch people a lot with cr hp st mp frame trap. If it hits run slide or ex hozanto for big damage. If they block run stop or light bushin. Use throws in his pressure. If they start mashing on your strings intentionally leave gaps to back dash and have them whiff. Remember target combo cadc into throw also. Don’t forget you can cross up again after some pressure. I’m gonna stop cause I’m on my phone but do not get into patterns.
Be ready for the influx of guy players after the update.
Every fireball? even guile’s boom and low tiger shot?
No not those two. Those require ex run slide or ex run overhead for combo after.
It’s risky against Juri from range too. Against Alisa, it’s hilarious.
You have to commit to doing his overhead though. It has to be part of your gameplan, or like Echelon said, going against turtlers is extremely aggravating. Blocked LP shoulder leaves you perfect range for it to hit, but alot of times, it’s the only way to make your opponent stand up block and let the rest of Guy’s mixup game in. Update it’s going to be 2 hit overhead, so it should be very viable as a comboable tag cancel. Tag on first hit, 2nd hit even on block should end up being safe.