Apart from Makoto, El Fuerte and Gouken, I can’t really think of anyone I would bother even trying to use this on. And even then, you can’t juggle hozanto into U1 against El Fuerte without an FADC anyway. It could catch out a desperate Makoto going for wakeup EX grab (EX overhead chop will beat it) or Gouken’s counter reversals. Apart from that every other character pretty much has a safe invincible DP or teleport option that even most noob players would go for on reaction. Then you’ve lost the corner advantage and possibly even the round as a result. Not the safest of setups, by any means! But hey…whatever works, I guess!
Yeah. I figured it would be against most characters. Still, this would be useful against some and that’s better than none. A setup for an ultra 1 for Guy, I figure, means huge damage and if that is useful against one character or two, that’s helpful period. A Hakan with no meter and ultra 2, for example. Maybe Sakura with no meter or ultra. Balrog with no meter. The fact that you have time to U1 suggests that you have more frame advantage than usual, too. So if it is blocked, that’s not so bad. I definitely like it against Gouken. Good observation.
[edit]Also, it does work on Fuerte. I tested it. Also, I was thinking it might be good against Vega, since he has no invincible wake-up reversals. Not sure it’ll beat EX Scarlett Terror, though. I’ll test it later. Also, it’d be good against Dhalsim, maybe.
You know what, I’ve actually changed my mind! I hadn’t thought enough about the frama data of this setup. As Pedro demonstrated recently, under normal circumstances it is not possible to juggle El Fuerte into U1 without FADC. But that’s assuming you’re hitting them on the first active frame of the hozanto, rather than a delayed active frame of a meaty hozanto. With your setup you have an extra 2 frames to play with, more than enough to catch El Fuerte. This also means you’re at +1 on block now, rather than -1. This means you could even use this setup to bait out characters with 0+1 or 1+0 ultras or supers, thinking they can punish the LP hozanto. Zangief, T.Hawk, Hakan…I’m talking about you especially!
The reason I said it would be good on Fuerte is his only real options are to try some kinda run escape move or his anti-air leg scissor grab. If he runs you’ll catch him and if he reversals outta there, just back throw or bushin chain back throw his ass right back into the corner (follow up with another 4 hit HK tatsu juggle to reset this setup back into itself again). I like this idea a lot!
Against Gouken, as I pointed out earlier it will beat all of his reversals apart from EX tatsu. The interesting thing about Gouken’s tatsus is they have quite a high hit box, which means Guy’s hozantos (during the middle crouch part of the animation) go under it. I believe you could use this setup with MP or HP hozanto (LP version would get counter hit) to bait out an EX tatsu if he has meter. He should whiff, leaving you ample time for a full punish leaving him still in the corner.
Dhalsim, you’re right. The only thing he can do is his U1, which will trade with you (obviously in his favour) and allow him to get out of the corner for free. If he does any teleport, it will be punishable, again keeping him in the corner.
Hmm this is really interesting, I need to think a bit more about this. I’m entering the Theory Fighter training mode lol
But still, never go for it against characters with invincible DPs, that would turn ugly!
I tested it against Vega and you get a CH-hozanto against him, if he tries EX scarlett terror, so it’s good against him, too. Also, interesting against Hawk and Gief. I wouldn’t have thought of that. Cool.
Can’t Sim do Super as well?
not sure if this is known tech or not, but you can armor cancel exrun into super. Not very useful though as far as I tested
Its useful for certain things, like Cammy’s CS. if she aims to do it meaty on your wakeup, at least when my friend did it caused it to not cross up.
Also Super can be used to beat Seth’s Regular DP which is of course a gamble but good to know.
Normal run slide xx Super is guaranteed against a lot of the cast’s focus attack charge. I think only Makoto, Rose, Dhalsim, Chun-Li, Dan and possibly Seth can back dash successfully to avoid it. I also wouldn’t be surprised if Adon can forward dash under the super’s hit box as well, because he has a sneaky low profile forward dash. Possibly also Sakura if she just holds down the focus attack charge may go under, because she has a stupid focus attack. It’s also dependent on your range. If you hit them right up close with the slide, obviously you will be closer to them when the super comes out so there’s a greater chance you’ll catch them. If you do it from half screen and just catch them with the tip of Guy’s foot, there’s more breathing room for them to back dash away successfully.
Probably better to just let the slide go under the focus attack with sakura.
I think its much better in general though to just stop the run when i see a focus attack and then just ultra 1 right in front of them, most characters cant do anytihing about it and they dont release the focus since theyre waiting for the hit to happen.
I found a nice little trick against gouken to stop his wakeup counters, basically you do any jump in setup but do empty jump, into crlk and buffer ex tatsu.
Obviously dont use it very often because if he blocks you’re wide open, but as a mixup its pretty useful. and if the counter absorbs the crlk the extatsu invincibility beats the counter and you get some good damage.
You can also use focus attacks against counters like this and backdash away using the invincibility and when the focus hits the counter theres a long freeze where you can check whats happening, which is great against juri because you can see which way she teleports
Nice setup against Gouken there. You could actually delay it slightly after a safe jump to see if he goes for a counter or not. The only thing I’m thinking is that he might throw you, which if he has U1 stocked is a shit sandwich for you. So if you do an empty safe jump, slightly delayed cr. throw tech OS buffered with EX tatsu, that should work nicely! What’s really handy is how long you have to tech Gouken’s throw, which really works in your favour here because if he tries to throw you then even a delayed tech will catch it, and you can even see the first few starting frames of which counter he goes for if he picks that option. If he back dashes, OS with cr. HK. Interesting tech, but to be honest…poor Gouken! Guy already makes him his bitch as it stands, without even more to help blow him up.
Good point about the crouch tech, I always do crlk as a crouch tech anyway lol seems like theres no reason not to. I think we could add something to beat backdash too but i doubt gouken would even use it in this situation.
On a side note some other characters have awesome ways to beat counter attacks like special cancelling with teleports or things like vegas backflip, or even using their own counter, my favourite is dudley, he can cancel a normal into hcb+k and dodge the counter, it looks so cool too.
Going back to the hk tatsu in the corner discussed above, the same technique works with a close-in c.hk, so if you’re OS-c.hk in the corner to catch a back dash or maybe Gief’s lariat or maybe Honda’s lp headbutt, that’d be good. Also, against Gief, this could set you up for U1 anywhere on the screen, if he blocks the lp hozanto. So if you’re doing shadow kick, nj.hp, OS c.hk, if the OS hits, back dash, lp hozanto for super meaty frame advantage if he blocks, turning on U1 before his attempted SPD. In the corner, and the lp hozanto hits, you also get the U1 juggle.
That’s clever, if Gief back dashes after blocking the LP hozanto, you’ll catch his recovery on that too. Downside is if he does nothing and just stands there, you’re gonna get blown up HARD. A meaty LK tatsu or EX bushin flip could be good because they will beat all of Gief’s grab options if he tries to punish your blocked hozanto. But again if he just stands there blocking, he’ll likely get a good punish on you. But at least you’ve not potentially wasted your ultra meter on a pathetic bit of chip damage.
Most people tend to agree that U2 is the better ultra to go for against Gief. It stops a lot of Gief’s cheap setups from working on you and punishes all banishing flats on block. I vary depending on the player rather than the character. Aggressive Giefs who look for the knockdown into mixup, I use U2. Lame defensive Giefs, I use U1.
What metagame are you talkin about. i just wanna know how you think about the character, to see if we have a similar outlook on this Guy. (see what i did there, lol)
I was talking about his rushdown metagame in general. Sorry for the confusion.
And yes, I see what you did there.
oh ok. well the way i look at him is, he is a rush down character. but i dont its that simple. i feel like guy is really based on scaring the opponent. not just pressure but, even the lack of pressure can be beneficial i think. i like the term “metagame” here though because ive always said that guy is a character lost in the street fighter genre. there arent really any other characters in the game, or any other street fighter to be honest, that plays like him. i think that if people played guy more he would move up the tier list pretty fast. cant wait to see whats next for him.
We’re all looking for great things in the near future for Guy. That’s why we do our responsibility as devoted Guy players to improve not only his rushdown metagame, but in defensive and other strategics as well. I don’t mind where Guy position is on the tier list chart, as long as the Bushinryu Fighter can stand his ground against many characters, then he’ll definitely make it through thick 'n thin. I agree, Guy pretty much has his own genre, since his play style is very distinctive from the rest of the roaster. I like the approach of the character, and hope that he will be featured in many Capcom fighters to come. This is a character that many should look upon, due to his unique metagame as a whole.
Guy has the benefit of different play styles. He has great ground normals, can alter his jump arc with elbow drop, cancel flips early into an elbow drop and he has run stop. All of that combined makes him a great bait-then-whiff-punish character with a strong ground game. However once he has his opponent cornered, he has unbelievable and unorthodox pressure unlike that seen with any other character. The only matchups he really has problems with are grapplers, because he has no real safe way of pressuring them and causing chip damage. Guy relies a lot on frame traps which are always very risky against grapplers. His wakeup options are also not great against vortex characters, so Akuma, Seth, Viper and Cammy can have a field day abusing Guy’s wakeup - forcing him to use his meter (often a gamble) or to just guess which direction to block, whether to tech or not, etc. You know the drill! Apart from that, Guy is a fairly solid mid-tier who can certainly hold his own against the vast majority of the cast.
Basically Guy has trouble against any character than can keep him out or is a threat for him to get in on. Now I’ve played top level Sims with the inclusion of LuckyD. I can easily say even with getting the KD and pressure the match is still an uphill battle for Guy cause if he gets away once that is another uphill battle. Any top Sim won’t let Guy in easily at all.
Glad to see the board is still alive and well I havent touched the game for a while now but I should be able to play again soon. Hopefully they wont delay ae 2013 for pc as much as sfxt (still no DLC= no guy yet…).
btw,If anyone is interested,Kiryu is streaming ranked matches now http://com.nicovideo.jp/community/co319677