I think it’s because for stick players, plinking LP-MP is natural and that’s much easier after a cr. LK than cr. LP. It’s just for ease of execution as much as anything else. But yes, cr. LK does also have more range - you can link 4 in a row and still cancel into run slide and it works.
As a pad player who doesn’t plink anything, I personally use cr. LK, cr. LP, st. MP for that extra 1 frame advantage window.
cr. LK is only +2 on block so you can’t abuse it as a block string. When using it to pressure your opponent, you’re better off leaving block frames in between button presses so if they mash DP or whatever then you don’t get blown up. Mashing cr. LP is pretty much the only true block string you should use for pressure. Even target combo > LP hozanto is only safe at POINT BLANK against certain characters.
The block stun on c.lp is really nice. It’s still possible for an opponent to mash a dp between C.lp> s.mp, but it is significantly harder. Plus if you think they’re mashing hard core, you can just go with c.lp>c.lk>s.mp to catch them for a free combo.
The range advantage of d.lk is very significant for frame trapping/ whiff punishing purposes. One of the most underused but powerful block strings for Guy is to string c.lp/lk to the very tip of c.lk, walk back ward half a step, walk forward half a step then TCxx Run. Very powerful sequence then punishes them for mashing buttons with a TCxxRun slide, or puts you back in their faces if they didn’t press a button.
Learning to plink c.LK> s.MP is absolutely essential for Guy. It allows you to punish so many things with a far range 3 frame poke.
I play on pad, never plink anything and regularly make that 95% of the time. There seems to be some myth that 1 frame links are impossible or there’s a massive risk of dropping them without plinking, but I’ve personally never found that to be the case. Just practice your links over and over in the lab until they’re second nature and come naturally during a match.
I dunno - Guy’s combo ender is a slide that is punishable by whatever you like…it’s pretty scary to miss it and I only half-heartedly attempt to do it, usually when I got a good life lead.
I was messing around with cr.lk x3 cancelled into slide. It actually works but you have to do the slide cancel as early as possible after the run, otherwise it won’t combo. The timing seems pretty strict for this too, and I’m not that comfortable with it either. I haven’t practised doing it that much though.
Yeah when I first realised that combo worked it took me a while to get a hang of the execution because you have to double tap it really fast, which feels odd using only 1 thumb lol. But on stick you shouldn’t have too much trouble. I use this against Sagat, Balrog, Seth, Abel etc. where MK tatsu will only hit once or twice (or worse, whiff entirely!). I’ve learnt to try and maximise my damage output in all situations, which can vary against certain characters where some combos do/don’t work.
Hmm against Sagat, wouldn’t MK tatsu leave him full screen away from Guy, where he wants to be, or would you have enough time to run forward like you do with lp hozanto ender?
is elbow drop into super or ultra 1 safe? i looked up the frame data but couldnt see any numbers for elbow drop recovery so figured this would be just the start up of the super or ultra.
i was hoping the elbow drop would leave them in enough block stun to get the ultra out. sorry i meant ultra 2. never seen it done so im guessing theres a good reason why
If you hit once and he quick rises, he recovers before you and I believe can tiger uppercut punish. If you hit twice and he quick rises, you recover at the same time so you get no free run followup, but at least it gets him in (or you out of) the corner. 3 hits is as normal, free run up afterwards. You should note that on tall characters like Sagat, 2 x cr. LK > TC xx MK tatsu can whiff entirely, leaving you wide open for an ass kicking. This REALLY annoys me, almost as much as TC whiffing on crouching Sakura and Cody lol. Losing a game to stupid shit like that boils my blood!
Oh I see! No you can never stun lock into ultra 2, either on block or on hit. I think Zangief and T.Hawk can with their 0 frame supers/ultras. They can trap you in block stun making it impossible to jump or back dash to escape - I think only mashing a reversal before the flash works. But no, Guy’s ultra 2 is always avoidable after the flash if your opponent is in a neutral state (i.e. have not hit a button, not in landing recovery frames, etc.)
Nebbiez on anyone that quick stands. I Dont believe quickstands alter your timing plus ex bushin has a bigger active period and I’ve done it on cammy numerous times.
not a fan of vortex gimmicks (especially that lead into auto pilot)and guy being in association, situational or otherwise, i’d prefer that stuff be left to the other in game (pseudo) ninja(s). And rather they make changes that actively reenforce his strengths which should be his overall mobility to back up footsie game
I personally play on stock but I think guys combos are much easier to get on pad. The one frame timing is alot easier to do with a thumb in my opinion.
So my return from Wniter Brawl has arrived… well (5 hours ago) Results… entered the team tournament mostly spur of the moment deal. 1 win and lost to team Korea, had to Reverse OCV the first team… which was a match of Gief/Honda/Deejay.
In singles I made to losers finals only losing to Coach Steve. Overall had to play 3 7-3s in tournament and overcame that turtle fest that is Honda but tied for 33rd. Hopefully going to see improvement come the next major.
That’s the thing in tournament play. The 7-3 match-ups are not many for Guy, but pretty likely in tournaments.
I was for loyalty before, but I honestly thing Guy players need a secondary, namely Akuma/Ryu.