They said pc patch is in development so i think it’ll take a couple of weeks at least
ehh they always say that to keep people on toes, either way I’ll be waiting unless someone hacks capcom.
Ok props again to Obey for finding this shit out, his videos are amazing. This shows the dominance and new use for Guy’s Ultra 1, which in my opinion, will be the better ultra of choice for most matchups now.
[media=youtube]g2jzdYRkXAo[/media]
I think I just found a new safe jump setup that sets up for easily hit confirmable Ultra 1 in the corner, and can be used as a cross up or in front. Gotta fiddle around more with it, I just found it out last night while I was high lol so if it’s legit, I will make a video and post it here.
Thread/guide is awesome lads. Well done, cant wait to get stuck in again once I’m home
Whats up Guys.
Im on my last week of school, so from next week on I promise I’ll update the tutorial for the 2012 changes (new options for normals, combos and ultras), add the videos Lumina1re posted, and try to record some more videos for the tutorial.
Blooddrunk, Lumina1re I am counting on you Guys to help me get all the changes fixed!
It’ll be christmas soon so I’ll attempt but a few folks have made posts and videos of discovery’s im still on the wait for PC.
Im back!
Gonna be working a lot on the tutorial this week!
Cant let Kreymore, Blooddrunk and str[e]ak do all the dirty work alone!
I think I may have found a new safe ambiguous jump setup:
When you have your opponent cornered, do a back throw, standing jab, and then wall jump as low off the wall as possible (I just jump towards the wall then hold up forward). As for the jump in, heavy kick should hit in front, medium kick should cross up, however, it seems that the heavy kick can cross up as well in certain instances, I need to research it further. The important thing to note is that, should you land a cross up from this setup, you are in perfect range to combo into his ultra 1 from any way possible (thanks to new 2012 ultra range).
just popping in to say this is one of the best and most thorough beginners guide’s i’ve seen on srk. really great work.
Thanks so much for this, changed my mindset with Guy and I hope to get good with him
Excellent stuff. I just started playing guy a few days ago, glad to see a good dose of beginner info.
I came from c.viper who I will continue to use as well, so I am really used to doing really fast tiger knee motions and tapping buttons after other buttons for run stop(bc of feinting) so I am hoping my transition will be smooth.
Appreciate the encouragement to mix things up as my first several matches after learning a few BnBs was to end everything with lp hozanto lol.
I have a setup with TE stick for both xbox and ps3 if anyone wants to play sometime to teach me their ways!
Xbox - mister sneekie
PSN - mr_sneaky
Are the set ups into U1 (FADC and non) still possible in AE 2012? I’m struggling to do either of them.
still possible, nothing has changed, its just still a tight link.
If you play on PS3, the FADC into U1 is alot harder because you have to input the commands slightly in advance. If you play on Xbox, you have alot of time to smoothly input each command in sequence, way more than you think. Either way, relax when you practice, and just remember: it’s ok if you get U1 to come out after the FADC, even if it doesn’t juggle. As long as you have the correct inputs down, the speed will come with practice. If you find that instead of an FADC, you just perform the focus attack itself, then put extra emphasis on making sure you get your dash input after your focus attack, or just practice doing a hozanto into fadc with no ultra. Guy’s forward dash is relatively slow, you have plenty of time to get your ultra 1 input after your dash, so just be patient, deliberate, and stay positive, you will be able to do it no prob =).
When I practice in training mode for my U1 combos (not warmup before tournament but practice), I will do the following:
Bushin Gokusaken xxx U1 (juggle in corner) Repetitions: 10 from left side, 10 from right side
Bushin Gokusaken xxx FADC xxx U1 Repetitions: 10 from left side, 10 from right side
Target Combo xxx lp hozanto xxx FADC xxx U1 Repetitions: 10 from left side, 10 from right side
Far st. Mp xxx EX Hozanto xxx FADC xxx U1 Repetitions: 10 from left side, 10 from right side
Cr. Hp xxx far st. mp xxx EX Hozanto xxx FADC xxx U1 Repetitions: 10 from left side, 10 from right side
These are your most REALISTIC ways that you will land your U1 in a real match. Just remember: unless you get a stun or you know you’re going to get a guaranteed jump in (j. roundhouse, j. fierce), your U1 is going to scale terribly and do shit damage. So don’t worry about the damage, if you get a chance to land the U1 in the corner, DO THAT SHIT, because it gives you an opportunity for a meaty setup or a safe jump, and most importantly, it keeps your opponent in the corner. If you feel like you have to save your U1 for max damage every time, you should probably be using U2. U1 is designed to keep your opponent in the corner, and to allow you to continue your safe pressure mixups. The other reason why I say land it everytime you can in the corner is because Guy does not do very good stun with his hit-confirmable combos. Therefore, in order to maximize your chance to stun your opponent, and make use of Guy’s better tools, you have to keep them constantly in block stun, or knocked down (where you get a safe jump, bushin flip vortex, or meaty setup), which is why people use U1: it fills the gap between your pressure so that you have time to decide your next series of corner mixups. Hope this helps man, keep practicing and staying calm and you will be successful =)
Edit: As for the non-fadc lp hozanto corner juggles into U1: don’t even bother with it. It’s a 1 frame link (I believe), and the risk of dropping that ultra and disrupting your corner pressure is just not worth it. Burn the bar, land the ultra, continue the pressure, stun your opponent. However, its easy to juggle an opponent into U1 if you anti-air them in the corner with EX hozanto or the Run: Neckflip. Mash it out if you want, it really doesn’t matter as long as you land the U1.
NEW 2012 ANTI-BISON TECHNOLOGY CONFIRMED:
If you block an EX Psycho-Crusher that goes through you to the other side, you can now punish with U1 for full animation (don’t autocorrect the input, input the U1 command to the side that bison will recover on. Now you have the choice of which Ultra to use when you fight Bison, and here is my advice on the matter:
You have to know how the bison player plays:
If he likes to reversal alot with EX Psycho Crusher, then pick U1
If he doesn’t EX psycho crusher alot, and instead elects to use EX devils reverse/EX Headstomp, you’re probably better off with U2 (assuming you are confident that you can EX run stop xxx U2 consistently when he scissor kicks.
On that note, I suggest using U1 in this match for the following reasons:
Even though I can’t prove it, it feels like the hitbox on Guy’s standing light punch has been improved. I’ve found it somewhat easy to stuff or trade bison’s scissor kicks with standing light punch, and although its a bit harder, standing light punch can also stuff bison’s stand roundhouse. Assuming the bison player isn’t a scrub, he will either stop scissor kicking if you show him you can consistently stuff/trade his scissor kicks with stand light punch, or he will do it even more so because the trade is in his favor damage wise. If he stops scissors, you can now footsie him at max range of Guy’s st. forward, which makes the match alot easier since Bison will try to counter you with st. roundhouse and st. forward, and you can focus dash through these moves, or walk in range of either move, walk back out again (thank god for 2012 walk-back speed!!!) and whiff-punish his standing normals with sweep. The other thing to consider, is if he is afraid to scissor kick you, he may be more inclined to use EX crusher as a reversal. This gives you your chance to punish his EX psycho with U1. If Bison doesn’t stop scissor kicking, then his scissor patterns will become more obvious, allowing you to focus crumple him at max range of lk scissor kick, whiff punish lk scissors with a neutral jump fierce, or ex run: slide through his scissors. Also, if you can shut down his scissor kick pressure (theoretically), then you should have an easier time pushing him into the corner, where U1 truly shines because anytime bison wakes up from a knockdown in the corner, his options are now severely limited: He can’t teleport away from you, and now because of U1, if he EX psycho’s on wakeup he will pass through you, and you can punish with U1. Thus, if you knock him down in the corner and you have U1, do not option select on your safe jump or your meaty jab, because U1 will punish his crusher and his EX devils reverse (on his descent towards you), leaving him with 3 options: backdash on wakeup (which you can punish if you don’t option select his wakeup), block on wakeup, or EX headstop (if he does EX headstomp, block the stomp, backdash, and pop U1 since no matter which way he moves in the air, you will hit him for full animation if you time the U1 right).
I think this matchup just got a whole lot easier boys not to mention that now, Guy’s U1 can work as an anti-air for full animation if you time it right, because Guy is invincible until the first kick of the ultra (12 frames), and any aerial jump ins will whiff Guy, and they will be hit on their landing frames with U1.
Thanks for the response, went back and have managed to get it off just a L.Hozanto! Pretty awesome stuff!
I have some Anti-Evil Ryu Tech for people who are having trouble against him:
So to start off Evil Ryu’s LK and MK Axe Kick is not safe on block and Guy can punish him. so on block you can do cr.LK> Mk Tatsu or you can do cr.LK>st.MP into EX Honzanto or Run Slide and make sure to plink st.MP because of the one frame link. I’m not sure if you can do Bushin Chain after the cr.LK. This is a great way to stop Evil Ryu from putting you in his pressure game and his counter hit set ups. Typically alot of Evil Ryu’s go for cr.LK>cr.LP>cr.MP>cr.Mk into LK or MK Axe Kick as there block string to start up there pressure and to normally space you out if he keeps doing this you can do EX run>U2 to grab him out of his Axe Kick and as for his EX Axe Kick it’s highly punishable on block so just do cr.LK to Bushin Chain to punish that. Now let’s move on to his dive kick now that’s when Evil Ryu start his mini vortex that he as and his mix up because you have to guess if he’s going to do a dive kick or a cross up tatsu or a Jumping MK plus it’s safe on block. Now what you can do is dash out and punish him with a combo or you can do cr.MK or EX Run>Slide that will also punish the dive kick but ONLY the dive kick if it’s a tatsu then you will simply just escape. I even found standing MK to be a effective move against Evil Ryu because this will out beat alot of his pokes that he will throw out. Also in 2012 Evil Ryu can do his forward MK and cancel it into a EX tatsu well that is not safe and there is a way to punish that. once he does the tatsu you can do Run Slide to punish him before he lands on the ground or you can do HP or EX Bushin Izuna Otoshi to catch him in the air. I find that Guy’s standing LP hitbox improved a bit so this can be a good poke against him and you can hit comfirm into bushin chain for good damage. His backdash is very good and alot of people have problems against it so if he likes to backdash in the middle of your blockstring OS U1 him or plink c.LP or c.LK with cr.HK so you can catch his backdash or if your feeling good about yourself OS Run Slide or MK Tatsu him and make sure to buffer the tatsu just in case dont just do it have it buffered.
Here is a good example of how to do the EX Run Stop by obey
[media=youtube]W1OIzDsxE2w[/media]
Alright then now let’s move on to that teleport of his and it’s not as good as Akuma’s so it’s easy to punish. Just do a Empty Run>U1 or U2 this will catch him in his revory frames from the teleport so this is a free ultra but if you dont have ultra just do the same thing like you would do against his backdash. Also a safejump set up I found that is pretty good against Evil Ryu is jump off the wall and EX Kaizen Izuna Otoshi this will grab his DP if you delay it good enough and if he back dash or crouch Guy will hope over him when crouch and if he back dashes you can punish him with a combo but make sure to OS grab on your way down. your main pokes in this match up is st.MK and st.MP.
Well I hope this was helpful for people who are having trouble against Evil Ryu I will add more once I find out more stuff and probably some video examples
Hello boys and girls.
I just updated the thread, changing some info (2012 version), and correcting the English mistakes, based on the corrections pointed out by my friend SPECTERLIGHT.
I hope you people enjoy!
Tomorrow I will come back to other threads and see what I can do.
Thanks for the shout out! But YOU da man!!!