Profound Punishment!

May have found some new technology for Guy’s mix-up. (tested on Ryu)

Close stMk into crMk (150 damage)

Close crLp, crLp into crMk (96 damage)

I like this because it pushes the opponent back far enough to do an ambiguous Cross-Up on wake, which Guy can’t do with Run Slide other than the corner. This is good for Reset situtations like Guy’s Run Slide Neutral Jump set up or maybe even Guy’s Corner Reset (cross-up Medium Kick, crLp into crMk). An example would be:

Run Slide, Neutral Jump, come down with Mp, stMk into crMk. Cross-Up Mk on wake, Target Combo into Run Slide. You also have the option to use Elbow Drop as a mix-up as well. You could probably Plink the Close stMk to ensure you won’t drop the combo. (stMk~stLk, i think)

Hey, I like this alot.

The minor downside of this is it requires a little timing, but its not difficult, just a slight pause before the jump.
Another thing is u may need to change abit for different characters.

I tested on Oni and it was ok.
But I tried Guile, and he can only take 1 cr.lp, cr.mk. When I do cr.lp x2, cr.mk the distance is too far and there is no knock down.
On guile, after i tc run/slide, i cannot even do nj lp, cr.lp, cr.mk, distance too far. nj mp, st.mk, cr.mk is too far.
It has to be nj mp (or nj mk, or nj hp), cr.mk. Too bad. But not a big problem, just some adapting.

I’m still adapting to this myself. The timing isn’t to bad off of the stMk, but requires practice. This could be a valuable tool in the near furture.

Found a pretty good punishment that can work against Juri, Dudley, Dan, Fei Long, Oni, Gen reversals.

Run Slide, Back Dash then Neutral Jump with Elbow Drop. (this can encourage a wake up reversal which will likily get countered)

Juri and Dudley’s EX reversal can get beaten, but the rest will win. This set up is made to “Discourage Random Wake Up Reversals” and can earn you more Jump-in and Cross-up Attacks with out fear of a reversal. This set up doesn’t work perfertly, but it can Discourage Wake Up Reversals in general.

Vs Sagat: focus crumple/j.hk, s.hk, far s.hp, s.mp xx slide.

Everyone knows that reversal U2 punishes dp fadc forwards right?

Also I didn’t see it mentioned but s.hk no longer whiffs after a focus crumple in AE.

Lol I had such an entertaining match against a juri player. It came down pretty close she had u1 on and we were both at around 20% life left. So she gets me down to around 5% health and i ex tatsu out of her jump in. Then on her wake up i go for ex izuna as a gamble for ex pinwheel and it beats it out. Didn’t think it would work but it did for the win.

@C2Q

Sounds like you had fun. I just posted a good punishment against Juri like two posts up (Run Slide, Back Dash, Neutral Jump then do either Elbow Drop or Izuna Drop to cacth Juri’s Ex Wheel Kick on wake. This will help condition her not to do wake moves and hopefully earn you more free Jump-ins on her wake to create more pressure. If you use Izuna Drop make sure to use Low or Ex version of Izuna Drop to cacth Juri’s Wheel Kick.

Experimenting with Run Slide in the corner;

I think Run Slide is Guy’s best option overall in the corner as far as resets and pressure.

Corner: Run Slide, Back Dash into 1. Elbow Drop 2. Cross-Up Mk 3. Low Bushin Flip 4. Low Hozanto

  1. I’ve been experimenting with this one the most because the timing is tight, but Elbow can Whiff on certain Reversals such as Ryu’s Medium, Fierce and Ex SRK on wake. The key is the placement of the Elbow Drop. If it’s directly over Ryu’s head, most of Ryu’s SRK will whiff because SRK moves up-forward in the air. Ryu’s Low SRK is most likily to win though. You have to be Quick and Precise with your execution in order for it to work properly. I’ve been mostly testing on computer and in training mode. But I did manage to try it out on a few opponents and I was pleased so far with the results.

  2. Easily the favorite. From this you can start Guy’s Bushin Chain into Back Throw option to for a ton of damage and possibly earn a Dizzy.

  3. This is my personal favorite because Guy’s Low Bushin Flip looks like a Forward Jump. I think most opponents will ‘Mistake’ Guy’s Cross-Up Medium Kick for Low Bushin Flip. The result is the opponent will hold ‘Back’ on their controller and get caugth with Low Bushin Flip.

  4. This one may not be the favorite, but it is useful. Beats Mashing and Neutral/ Forward Throw on Wake and on Block it is Safe and gives you 20% Chip Damage.

I think the biggest question is, ‘should I use Bushin Chain or Run Slide more in the Corner?’ Both are good, but I’m starting to lean torward more Run Slides in the corner for Reset Potential. I think Run Slides leads to more Bushin Chains because of the Cross-Up potential in the corner. Bushin Chain does not lead to a Hard Knockdown, but Run Slide does. I think in certain Game Winning situations, Bushin Chain is the most effective because you could possibly end the match because of the pure damage it does over Run Slide. If you have the opportunity to end the game, I say use Bushin Chain. But if you have some work cut out for you, then use more Run Slide for mix-up potential. Just my thoughts.

Yeah was working on that combo.
[media=youtube]e2OhYb8EyeI[/media]
Works against :
Boxer, Seth, Gouken, Sim, Abel, Sagat, Cammy, Guy, Guile, Blanka, Gief, THawk, Adon

st.mp whiffs against other chars

Thanks I didn’t know that the cast is considerably huge. I thought they were only a handful of 5±.

@shunsuke Thats the combo that Combofiend was using this weekend right? Thanks! I need to try that!

Yeah Combofiend most certainly used it. crazy hit stun

-Optional Way of Beating Bison’s Wake Game-

I posted this some time ago but I discovered some more uses for it. Guy’s Run Slide into Neutral Jump Option Select can only cover so much. This setup will give you more options. This isn’t that much better but it is useful.

*Run Slide, Forward Dash into Neutral Jump Elbow Drop.

pros

  1. Does a good job of beating Bison’s Ex Drill on wake, though he can delay it.
  2. Bison’s Ex Head Stomp will whiff as Guy’s Elbow Drop is coming down and since Guy will touch the ground first, you can avoid the stomp by Dashing.
  3. The delayed elbow drop will give you enough time to react to Bison’s Teleport and an earliy Ex Scissor Kick using Guy’s Ex Hozanto.
  4. Does a good job at beating Bison’s Ex Bird Attack.
  5. Beats Ultra 2 on wake.
  6. Beats Bison Normal Slide so he can’t escape so easily.
  7. Beats Jumping Attacks (Bison’s Air-to-air Forward Medium Punch)

cons

  1. Bison can hold back to make Elbow Drop whiff.
  2. Bison can Dash either forward or backward.
  3. Elbow Drop can be beaten by Bison’s stHk, crHp and stHp
  4. Bison can empty Back Jump.

Thanks for this, anything to help against this and vegas matchup is appreciated :oops: :slight_smile:

Some thing I found against Grapplers; (I used Zangief as the main example)

(Version 1) crMk, Empty Forward Jump into one of these normals crMp, stMk or stHk [When you land to the ground, very slightly delay the crMp, stMk and the stHk. It’s not hard to do after a little practice.]

(Version 2) crMk, Forward Jump with an Air Attack (Lk, Mk) when you land press crMk

Pros

  1. Both versions will beat Normal Grab and Normal Command Grab of all Grapplers. Beats Normals as well or mashing.
  2. (Zangief) Version 1 beats wake up Lariat (Kick version). Version 2 beats wake up Lariat (Punch version)
  3. (Abel) Both verions beats wake up Normal Marseilles Roll. Version 2 beats wake up Ex Change of Direction, Abel’s Ultra 2 and Whiffs against Abel’s Wheel Kick.

as a side note; can someone test Version 2 against E. Honda’s Ex Headbutt and Bison’s Ex Drill, I appreciate it.

Some random things against vega: you can focus and dash through ex walldive as long as its not a reversal, and then follow up by jumping straight at the wall where he clings and doing an izuna before he has a chance to attack/grab
If he ever does his roll for chip damage just ultra 1 him or ex tatsu
crmk beats pretty much everything he can do on wakeup, and if he backflips you can catch his recovery pretty easily as well.
crmk can go under his (forgot what the move is called, the one where he flies straight horizontally) and you have enough time to punish with ex hozanto

awesome. Will have to get practicing. Thanks, on a lighter note had a great run of games yesterday :slight_smile: landed ex run instant Ultra 1 about 4 matches in a row :smiley:
Came up against a very good Seth and Viper.
Its a great game vs Viper imo. Guy seems to have all the tols to shut her down (I actually find ex run stop is fantastic for punishing those pesky crossup/or not Burn kicks.)

Seth is a bastard. His jump is silly high and I found myself reacting with HP flip but flying UNDER him and whiffing :eek: sad times.

vs Makoto

Some interesting things I found against Makoto.

  1. Run Slide/ Normal Slide, Back Dash into Low Hozanto. Beats Makoto’s Ex Grab, Ex Up-Punch, Normal Grab, Jumping and Mashing. Lose’s to Makoto’s Ex Overhead and Back Dash.

  2. Run Slide/ Normal Slide, Back Dash into Fierce Hozanto. Beats Makoto’s Ex Overhead and Back Dash. Lose’s to everything else.

  3. crMk, Forward Dash, Back Dash into Medium Hozanto. Beats Makoto’s Back Dash, Ex Up-Punch and Ex Overhead. Lose’s to everything else.

  4. crMk, Forward Dash, Neutral Jump into Elbow Drop. Beats All Makoto’s Up-Punches and whiffs against Makoto’s Ultra 2 Mid-screen. Can lose to Makoto’s Ex Overhead and Ex Grab, but they can be avoided. Guy’s Ex Tatsu and Normal Grab will counter Makoto’s Ex Overhead and Guy’s Ex Bushin Flip will counter Makoto’s Ex Grab or you could just Back Dash and avoid it all together.

Elbow Drop against Guile;

*Run Slide, Forward Dash, Neutral Jump Elbow Drop.
Pros: Beat any earily Flash Kick (same set up against Yun)
Cons: Loses to Guiles crHp, Forward Dash, Back Dash

*Run Slide, Back Dash, Jumping Forward Elbow Drop.
Pros: Whiffs against Guile’s Ex, Fierce and Medium Flash Kicks. Beats Low Flash Kick.
Cons: Loses against Guiles’s crHp, Forward Dash and Back Dash.

*crMk, Forward Dash, Neutral Jump Elbow Drop.
Pros: Beats Guiles crHp
Cons: Loses to Flash Kicks and Back Dash.

*crMk, Forward Dash Twice, Neutral Jump Elbow Drop.
Pros: Beats an earily Ex and Fierce Flash Kick.
Cons: Loses to Guile’s crHp, Low and Medium Flash Kick, Forward Dash and Back Dash.

*Back Throw, Medium Hozanto, Neutral Jump Elbow Drop.
Pros: Beats Guiles Medium, Fierce and Ex Flash Kicks.
Cons: Loses to Low Flash Kick, crMk, crHk.

Note: In the Run Slide set ups, mix in Guy’s ‘Run Slide Neutral Jump’ set up to keep Guile from doing his crHp to bail him out. Try not to rely on one set up, but try to mix them all into your game play if you wish to try these.

Bisons psycho crusher can be punished on block with full juggle U1 if he ends up near the corner, just found that out randomly in a match lol
Hondas wakeup reversals ae much easier to beat if you dont safe jump but instead you land early enough to jump backwards.
I managed to use it to beat headbutt with izuna or a jump attack just as you land, same with his U1, it’s pretty safe if they dont do anything too apart from butt slam sometimes, but if you see it whiff you can elbow to land closer and try to punish.
This works well against other moves like this too, like chiken wing or psycho crusher.