As I was playing today, I seemed to be very conscious of the upcoming changes to Guy, I was purposely refraining myself from using cr MP as an AA, and forbid myself from wakeup DP.
Even so, cr MK is still a pretty good AA, and EX tatsu takes of aerials that cr MK doesn’t. Far HK is also good, and I almost cannot believe I wasn’t using it more before.
Also, just saw your recent replay, welcome back to Street Fighter, Pedro
Elena’s one is especially crazy yes - and the other new characters are not far behind in terms of range…making average and below average focus attacks look pretty bad.
Damn. All of the issues people have brought up about the 4 additional characters seem to be a factor of laziness with porting the characters from SFxT to USF4.
Haha yeah I love how he folds his arms when he does run > slide. Looks like a straight boss!
In other news af0, I tested that LK tatsu throw invincibility problem. It totally is an online rollback glitch. I was playing an American Zangief player, green bars but a little bit of noticeable lag in places. He did LP SPD, LP banishing flat, EX SPD. I did wakeup LK tatsu, clearly saw myself 1 or 2 frames into the animation but the EX SPD grabbed me out of it. Tested this offline in the lab, LK tatsu beats the EX SPD clean. So it is exclusively an online issue.
After seeing the active frames on EX Run-Slide, I experimented a bit with it and found a meaty setup that leaves you safe or possibly positive.
After run-slide knockdown, you either forward dash once, or whiff a cl LK, then immediately do EX Run-slide to hit meaty low. Reversal SPD cannot punish after block.
Another one is after a Bushin Flip throw, you dash forward once, then EX Run and wait a split second before cancelling into Slide. I guess the frame at which you cancel into slide will determine how safe/unsafe it is, but I have managed to time it so reversal SPD cannot punish.
Hey, I’ve been playing Guy for a fair while now. I’ve just got a few questions.
How do you guys go about buffering run slide into st.mp and cr.mp? I have no trouble using ex hozanto, but because you need 2 button presses for run slide, I find you can’t really buffer it properly. Is it more just used for whiff punishes?
Also, are there any specific setups against Cammy/Sagat etc who have delayed wakeup times? I usually go for a manually timed safejump after foward throw or bushin chain, but sometimes it’s hard to be precise with the framekill for unusual wakeup times. Also, is it a 4 frame safejump if you hold upforward after comboing into ex hozanto from near the corner? (If they quickrise)
its a bit inherently risky because you’re at disadvantage if blocked but in those situations i do st.mp qcf mk and then stop if they blocked the mp and slide if they didn’t. use random block in training mode to practice this. also most usual safe jump setups like the one off slide will work if you crouch for a frame before you jump. just hold down enough to see guy go to crouch and then immediately hold up. you can use that same technique for a safejump after ultra 1 against the non delayed wakeup characters
After Run, spam the MK until you see the slide come out lol. Otherwise, I find that pressing just MK for both the run and slide (qcf MK, MK) makes it come out for sure, perhaps because of a double tap effect that makes the MK input go in 3 times in an instance.
Yeah, after a back throw, whiff cr MK, then forward jump MK. Safe.
Unfortunately no but if you feel a wake up dp coming, throw in an EX air throw for profound badness (and hopefully a stun).
Thanks for the advice on the buffering. I’ll add confirming max distance st.mp off random guard to the 1 frame links. As for the safejumps, I think I’ll just go for cornerpush when I land runslide for now. The timing seems pretty strict when there aren’t even any great OSs to use against these characters anyway.
I figure I may as well add something I’ve been using recently. Against the twins I’ve found that ninja sickle is actually useful. When they are neutral jumping at mid range with the threat of a divekick, usually the safe option would be to throw out a jab or st lk to check them if they go for it. But if you preemptively do ninja sickle and they divekick into it, you get a juggle you can slide or ex hozanto off (If you land the right hit). It’s not useful against Rufus though as he can low divekick and punish it.
What matchups do you guys use U2 in? I’ve only been using it against Dudley, Adon and Bison. Are there any more matchups it is useful in?
I personally only use U2 against Dudley, Dan and sometimes Oni. It can be useful in the Guy mirror too, but at the highest level I think U1 should be used. But it depends on the player, sometimes U2 is the best counter pick to certain playstyles (i.e. people who like to hit buttons lots up close) because the threat of U2 forces them to adapt their game.
does u2 work against supers or ex moves, or just normals? ive struggled to land u2 mainly because i dont know what it works well against. im guessing very aggressive players who rush in would be ideal, but its a command grab rather than counter no?
Whenever I play AceKombat’s Oni, I always use U2 to keep him honest with his slashes. It’s really useful for certain matchups. I just wish it has slightly better range to punish more moves.