This tutorial is awesome! Every character forum should have an in-depth guide like this that can be contributed to by the community. Great job guys, looking forward to reading and trying out the rest when i get home
Awesome information! Really helping me step up my Guy game ;D But I am curious: you made sort of a big deal of not comboing TC with MK BSK but didnât really say why. Itâs got the greatest damage out of the base TC special combos (Run > Slide, Hozanto, BSK) and provides a good knockback to send them to the corner. I guess I just donât see why this should be considered a poor move to use.
Thatâs the thing when you arenât near.the corner you lose your spacing and have to cover.ground.to apply pressure agaon
I can see that but it seems like (I havenât done the frame measurements) you can just do a run > stop to where ever they landed with it being pretty safe. For that matter, if you do a hozanto instead you still have to chase them down to continue to apply pressure.
Run Slide is the best option because you get a untechable knockdown for safe jumps and mix ups and you donât lose your spacing unlike BSK where you will lose your spacing and pressure because it pushes them away and you canât just run stop towards them from half screen itâs not safe thatâs why BSK is the worst option in any given situation.
Ahhh, that makes sense. Thanks for the clarification.
Damage is never a factor until you are in the corner, trying to end out the round, or punishing.
Trust me sometimes the big punishes are good, other times they arenât depending on the character you face and the situation at hand.
A lot of people tend to spend meter, use ultra/super early and hope in the case that the option wonât turn around on them. Even if you land your super/ultra its a 50/50 chance of you keeping the pressure on and continuing the momentum, and simply losing it, cause at that point. Your opponent will have full ultra, and however much meter and can turn the game around especially if you have none. If anything you should work on attempting meterless Ultras at any given time possible rather than spending the 2 bars, especially if have full super,
Also, canât your opponent quick recover from a BSK?
Yep
I kinda agree and disagree with this BSK argument. Technically, as part of your metagame, you should be going for run slide into OS or mixup. As others have already stated, it keeps you right in their face and gives you a free setup. So IN THEORY you should go for that option. However, we donât play Super Theory Fighter IV do we? Sometimes what you should IN THEORY be doing is not always the most practical solution. TC > MK BSK does indeed do the most damage, stun and builds the most meter. It also sends them full screen, which can be the golden opportunity you need, especially in certain matchups. In some circumstances, this is the most important thing. For me, winning by any means necessary is the most important thing. However having said that, even if I win the match, sometimes I am disappointed with myself and the way in which I won if it was with something stupid that I âshouldnâtâ be doing. But then again, at the highest level of play, sometimes what may appear to be a stupid, erratic move can actually be the smartest thing you do in the whole match. Everything is always relative.
A couple of other negatives I can think of regarding TC > MK BSK that I havenât seen mentioned are that if you are hit confirming into the TC with cr. LK or something, there are other higher damage combos you can go for. Bushin Chain > EX hozanto (or instant run slide if without meter - pseudo safe jump setup against quick rise) will do more damage and have the same âget their ass in the cornerâ or positioning. Just donât go for the slide followup against Cody because his Bad Spray wakeup will catch you every time. The other negative is that against certain characters, unless you are at point blank range TC > MK BSK will not connect fully (only first 2 hits) or worse, the first hit will whiff entirely allowing your opponent to block and then maximum punish the next 2 hits. Examples of this off the top of my head are Balrog, Abel, Seth, Rose, Adon, Cammy, Sakura and Dhalsim. This can also apply if you use TC > LP hozanto - the hozanto may whiff at certain distances. So back to Theory Fighter mode again, in these situations run slide would definitely be the best option to go for.
If anyone wants to comment on this, please go ahead! Iâm interested to hear what you think on the subject.
This is correct, ending a TC into mk tatsu does slightly more damage, but run slide gives the most meter of all guys special moves, gives him the 4f safe jump+mixups, and even if that safe jump doesnt work (sagat, cammy, blanka), u can still dash forward twice and apply meaty pressure. Also, this move is the most easily hit confirmed into from any hit string for no meter, and the ability to easily hit confirm into a hard knockdown is extremely dominant in sf4. The run slide also gives you an extra moment to plan a few moves ahead. This gives Guy an extreme advantage because you force your opponent to play your game, and one sometimes two wrong choices and your opponent is in the corner, where Guy is S tier. Thus, the run slide best compliments Guys great footsie game, as you can turn any mistake into a hard knockdown, and that one knockdown can and SHOULD potentially win you the round. This is especially true of chars that have shitty reversals, as they have to block more, and become all the more predictable in reversal situations. Guysâ footsies and oki are his greatest strengths, using them to put your opponent in the corner should outweigh damage output most of the time. Use the knockdowns to put em in dat corner, use the footsies to keep them there.
Also with the talk of run slide about, after some research at max range runSlide shluld leave guy at plus. +3 I would assume so sometimes it may be unneeded to fadc after a.certain range
I assume u mean Ex run slide as the normal run slide is - 4 at best.
Yeup I never use run slide on.its own in the case of never fadcing
I doubt regular would be that bad at the very last active frame.they are only.one frame aparti
It would be. EX run slide has way more active frames and thus becomes much safer or + as you mentioned, if hit with the latter frames.
Normal run slide has 6 active frames or so, and overall is a pretty bad move in my opinion because it is still backdashable, even though it looks like it should hit the opponent on the ground.
In fairness, Guyâs normal run slide should be the same as his ex, just without the projectile invis and armour.
I posted this tutorial about Guyâs Ultra 1 corner set ups without meter usage (no FADC).
I hope it helps!
[media=youtube]66g0hoyqsIU[/media]
I just created a spreadsheet for Guyâs Run~Neck Flip. It shows every possible option after linking cr.LK on all characters. This is essential information for anyone trying to maximize on this aspect of their game.
Nicely done Kreymore! Very useful indeed =)
Thanks. I just figured why keep it in my head when I can just be more organized. I also added a Target Combo and Bushin Chain spreadsheets, along with every possible option. I feel losing because of ignorance is one of the worst ways to lose. These spreadsheets are accessible with any mobile device as well.