Profound Punishment!

Elbow Drop against Ryu, E. Ryu and Ken SRK:

  1. (in corner or close to corner) Forward Throw, Neutral Jump, Neutral Jump with Elbow Drop (in corner). Forward Throw, Forward Jump, Neutral Jump with Elbow Drop (close to corner).

For Ryu it beats his Fierce SRK (which Elbow Drop causes a juggle) and Low SRK (doesn’t cause a juggle) on his wake. For E. Ryu it beats his Low SRK only which doesn’t cause a juggle. And for Ken it beats his Fierce SRK and his Low SRK which neither causes a juggle.

  1. crMk, Forward Dash, Neutral Jump into Elbow Drop.

For Ryu it beats his Low SRK (Elbow Drop causes a juggle) and it Trades with his Fierce SRK. If it trades with Ryu’s Fierce SRK, Guy will actually win as far as the damage goes (Ryu=50, Guy=70 damage). If Ryu tries Ultra 1 or Ex Fire Ball mid-screen it won’t work, but he can use his Super any where on screen off of the Fierce SRK trade. So its best to use this set up mid-screen against Ryu. For E. Ryu it beats his Low SRK only and causes a juggle state. And for Ken it beats his Low and Fierce SRK which neither causes a juggle state so you can combo off of.

  1. (Ryu only, corner) Forward Throw, Empty Back Jump, Forward Jump with Fierce Kick.

Can beat Ryu’s Low and Fierce SRK on his wake. The timing is a little tricky but you want to aim for Ryu’s head and try not to delay the kick. It pretty much work the same as the others above for Ryu.

Note: Ken can slightly delay his SRK, but the timing is strict. Ryu and E. Ryu may be able to do the same.

Guy’s most damaging Mid-screen Combo;

I found a combo by accident in training mode the other day. I was comparing the combo with Guy’s other combos and didn’t know it was better. But in my continuous search I found that this combo was better or best used as a Super Combo ender.

*Jump-in Fierce Attack, stMk, stHp, Low Hozanto into Super (does 544 damage on most charicters). I tested it against a crouching and standing Sakura and it worked but I was only to get 541 damage. The damage may very from person to person.

Nice! I need to try this! Thanks

Vs Juri

An interesting set up here, well it’s more of a favorable trade. This set up is made to TRADE with Juri’s Ex Wheel Kick on wake. This may not work on all Juri players, maybe high level ones because Juri can delay the wheel kick for complete damage. Juri has to be on point with the wheel kick on wake and thats exactly what you want her to do in order for this to work correctly.

*Target Combo into Run Slide, Back Dash into Medium Hozanto. (you can add Ex Hozanto any where on screen for more damage), (in the corner you can juggle it into Guy’s Super, Ultra 1, Fierce Tatsu or Ex Tatsu)

The trade off is Juri will gain 30 damage and Guy will gain 130 damage from the collusion, not a bad trade off. You can connect a naked Super or Ultra off of this in the corner to do Huge Damage. Juri will almost have no life. I believe the reason being is that the damage from the Super or Ultra 1 is unscaled, so there for will do more damage. Also to note Juri can Poke or Back Dash her way out of this but it’s not likily if you don’t over use it. If Juri blocks it, the Medium Hozanto will do a nice chunk of Chip Damage (32). In the end I like it. It’s risky, but rewarding if it works.

Level 2 Focus Attack, Back Dash Options: (safer way to get damage)

Most Guy players, like myself, will use Medium Hozanto, Ex Hozanto or Run Slide after level 2 focus attack, back dash. Guy has other options for more damage and I just wanted to list a few here. Perform any of these after a Level 2 Focus Attack Hit, Back Dash…

  1. Forward Dash into Medium Tatsu (200 damage)
  2. Forward Dash into Fierce Tatsu (208 damage, can combo into Super in the corner after the fourth hit)
  3. Forward Dash into Ex Tatsu (216 damage, have to be in close enough and cost 1 meter)
  4. after Back Dash do an immediate Fierce Hozanto (208 damage, timing is strict and may not work on all characters)

Here are Guy’s most commonly used and recommended:

  1. after Back Dash into Run Slide (168 damage)
  2. after Back Dash into Ex Run Slide (176 damage, cost 1 meter)
  3. after Back Dash into Medium Hozanto (184 damage)
  4. after Back Dash into Ex Hozanto (176 damage, cost 1 meter)

Bonus

  1. after Back Dash into Medium Hozanto, FADC into Ex Hozanto (268 damage, best used Mid-screen and cost 3 meters)
  2. corner: after Back Dash into Ultra 1 (383 damage)

*tested on Ryu

I always used Heavy Hozanto after a Focus Crumble. it does more damage especially with a full U1, it does signifcant damage 549 I’ve had a lot of success with I believe every character But i’ll go compile a list.

So the only one I met that it misses on back dash is Dan… aside from that I’m pretty sure everyone it doesn’t miss on. but for everyone Forward Dash Heavy Hoz. works.

I have a habit of doing Level 2 Focus Crumple, Back Dash into what ever. It’s safer and more reliable IMO. But if your a person with good reactions then that list probably want be of any importance to you. I just found it interesting that you can get more damage from a level 2 focus crumple, back dash. The Fierce Hozanto actually works better on certain characters than others. I should put together a list or maybe someone else. I think it would be useful.

Well so far I tested top row and the only one I missed on Level 2 crumple was Dan, Same with Level 3, I know it works on the Lee brothers, Juri, and the bigger hitbox characters as well as anyone that relatively has something similar to Ryu hitbox. I’m sure Dan will probably be the only one.

^Thats good to know. I guess we can make an acception for 1. :slight_smile:

Alright so I redid and went through basically… everyone >.> (forgot Ehonda on the top row it completely slipped my mind and messed up with the info on the twins)

Level 2 Crumple Back Dash Fierce Hozanto DOES NOT work on
Dan, E. Honda, Sim, and the Twins.
However Level 3 will work on Honda, and the Twins. And of course forward dash will work on all.
Aside from that its viable for everyone else just make sure your timing is correct.
However in the event of a CH focus Crumple… i have no idea if it will work on them. But those rarely do happen.

Against Cody:
If you use the safe jump off run slide, you can do option select U1, It beats all of his reversal moves and even his backdash (even midscreen too).
I did the input as nj then qcf mk qcf 3k to get the option select but I think theres probably a better way to do it.
This should work against most invincible specials, like ex seismo, TAP and makotos karate chop but I havent tested it to be sure yet.

Elbow Drop against Kens SRK

  1. (corner) Bushin Chain or Target Combo into Low Hozanto into Fierce Tatsu, then Neutral Jump into Elbow Drop immediately.
    This works against Ken’s Fierce SRK on wake. After you land the Fierce Tatsu, Neutral Jump into Elbow Drop. If Ken stays on the ground then Neutral Jump into Elbow Drop again to beat his Fierce SRK on wake. Ken can how ever slightly delay his Fierce SRK to win, but it’s not likily against a good Ken player. This is a great follow up to add more pressure in the corner.

  2. Bushin Chain into Back Throw, Forward Dash, Neutral Jump into Elbow Drop.
    Can beat Ken’s Fierce and Ex SRK on wake and whiffs against his low and medium versions. Ken can delay to win.

  3. Forward Throw, Forward Jump, Forward Jump into Elbow Drop. (corner) Forward Throw, Neutral Jump, Neutral Jump into Elbow Drop.
    Can beat Ken’s Fierce and Low SRK on wake, as I mentioned a couple of slots above.

  4. crMk, Forward Dash, Neutral Jump into Elbow Drop.
    Can beat Ken’s Fierce and Low SRK on wake, as I mentioned a couple of slots above.

Super Combo follow-ups; (tested against Ryu and Yun)

  1. Super Combo, quickly dash forward 3 times then Forward Jump. From here you will be in a 50/50 setup choosing either Elbow Drop or Cross-up.
    This is very simular to Guy’s Forward Throw setup except your dashing in-stead of jumping mostly.

  2. Super Combo, quickly dash forward 2 times then Forward Jump (with or without an Attack) and block apon landing. Safe setup.

  3. Super Combo, quickly Forward Jump, Forward Dash then Neutral Jump into Elbow Drop. Can stuff Fierce SRK and Yun’s up-kicks, etc.

  4. Super Combo, quickly Forward Jump, Forward Jump into Hk. Can stuff Ryu and Ken’s Low and Fierce SRK. You may want to practice this a couple of times before attempting this in a match. You want to aim for, or about, the waist area. You can also mix-up with Medium Bushin Flip after the First Jump.

Vs Cody

Guy’s Medium Hozanto does a good job of beating Cody’s Ex Uppercut on wake in general. There are a few more set ups I added below for mix-ups.

  1. Run Slide, Back Dash into Medium Hozanto.
  2. Run Slide, Dash Forward Twice into Neutral Jump Elbow Drop.
  3. CrMk, Dash Forward into Neutral Jump Elbow Drop.
  4. Forward Throw, Forward Jump, Dash Forward into Medium Hozanto.
  5. Back Throw, Neutral Jump, quickly apon landing input Fierce Hozanto.
  6. Target Combo into Low Hozanto, Dash Forward into Fierce Hozanto.
  7. (corner) Bushin Chain, Back Dash into Medium Hozanto.
  8. (corner) Target Combo or stHp into Low Tatsu, Back Dash into Medium Hozanto.
  9. (frame trap) Target Combo, close stMp or close stHp into Medium Hozanto. Cody ‘cannot do’ his Ex Uppercut in between the Medium Hozanto.

note: Cody’s Zoink Knuckle is a good counter.

-Character Specific Combo in the Corner-

*Bushin Chain or Target Combo into Low Hozanto, Ex Hozanto, FADC into Ex Tatsu.

Works on Dee Jay, Balrog, Geif, Rufus, T. Hawk and Cammy. The maxium amount of damage I was able to get was 434 damage using this combo; Jump-in Hp, stHk, Bushin Chain, Ex Hozanto, FADC into Ex Tatsu. The only down side is the usage of 3 meter bars, but other than that, it’s a good combo if you have the meter to burn.

Discovered a small glicth against Seth in the corner. After a Bushin Chain Combo, if you Run Slide and Seth doesn’t Tech, you will teleport through his body putting you in the corner.

vs Viper

  1. Guy’s Forward Throw, Double Jump setup can be beat by Viper’s Up-punch on wake, so I came up with an alternative.

*Forward Throw, Forward Jump, stLp or crLp, Forward Jump into Mk.

This should make Viper’s Up-punch whiff on wake and give you a free punish. This is the same setup I use against Cammy and works fine. This is a good mix-up tool because if you use Guy’s normal Forward Throw setup, it becomes an unblockable. The goal should be to get Viper to Block so you can get the unblockable on her wake. As a side note if Viper does nothing but block the, ‘Forward Throw, Forward Jump, stLp or crLp, Forward Jump setup’, you will land in front of her and she cannot Back Dash out of it, but she can forward dash.

  1. Running Overhead

Guy’s Running Overhead is generally safe against Viper on Block. I tested this on a Standing Viper and tried to reverse using her speicals. The only thing I got to work is the Fierce version of her Super Attack. Maybe that’s why Running Overhead whiffs so much against her while she’s crouching? You can even Back Dash away from her Up-punch on Block. She has Normals that can Punish, but there generally hard to get off if the person don’t know the timing.

This is crazy, I was convinced nothing could land after the ex hozanto because the Juggle count was too high. Kinda cool. Must be something strange about the hitboxs on those characters staying airbourne long enough for the 3rd and 4th hits to connect.

Still wish that Guys Bushin Chain (FF chain) didnt ad to the juggle count :frowning: this should work on everyone and the new combos that would come from the extra juggle state would be scaled to hell anyway.

-Speical Overhead (Character Specific)-

*Jump-in Fierce Punch, Forward or Back Jump out using Mp, Lp or Lk.

Works on 4 characters, Sagat, Seth, Vega and T. Hawk.

-T. Hawk Specific Overhead-

a. Normal Slide, Dash Forward Twice, Forward or Back Jump out using Mp, Lp or Lk. Works good against T. Hawk’s Condor Spire.
b. crHp, Target Combo into Run Slide, Forward Dash Twice, Forward or Back Jump out using Mp, Lp or Lk.

Note: a good a mix-up with the Speical Overhead is Jump-in Hp or Hk into crMk or start a combo with crLk. Eventually a person will start Mashing a Reversal, but this will counter.

-Character Specific Corner Juggle-

*Ninja Sickle, Forward Jump with Mp, Lp or Lk.

Works against T. Hawk, Rufus, Zangief, Sagat, Balrog, Dee Jay, Viper and Gouken.

^ Concerning the ‘Speical Overhead’ post above. Your opponent must be blocking when you jump-in with Hp, then jump-out using Mp, Lp or Lk. If the opponent is holding ‘down back’ then he will get hit because technically it is an overhead. The stun on jump-in Hp makes this possible, plus this same setup works for other characters as well.

Concerning T. Hawk’s Condor Spire. Normal Slide is a good counter against condor spire, because it will go under it from the right distance. This will setup the Speical Overhead setup that’s stated above.

Speical Corner Juggle; found that it works on Sakura. (Probably works on more)

(just wanted to clarify)

Vs Gen

Since ‘Run Slide, Neutral Jump’ doesn’t work on Gen, here are optional setups from a knockdown, etc.

  1. Run Slide, Back Dash into Low Hozanto. Beats Gen’s Low Up-Kick, Normal Throw, Jumping, Mashing, Focus, Whiffs against Medium and Fierce Up-Kicks.
  2. Run Slide, Back Dash into Medium Hozanto. Beats Gen’s Medium and Fierce Up-Kicks, Jumping and Focus.
  3. Run Slide, Back Dash into Fierce Hozanto. Whiffs against Gen’s Medium and Fierce Up-Kicks and Beats Back Dash.
  4. crMk, Back Dash into Fierce Hozanto. Beats Gen’s Low Up-Kick, Normal Throw, Jumping, Mashing, Focus, Whiffs against his Medium and Fierce Up-Kicks.
  5. crMk, Forward Jump with any Air Attack and when you land input another crMk. Beats Gen’s Low, Medium and Fierce Up-Kick, Normal Throw, Jumping, Mashing, can beat Focus, Whiffs against Ex Up-Kick.
  6. Normal Slide, Back Dash into Medium Hozanto. Beats all of Gen’s Normal Up-Kicks, Jumping and Focus Attack.
  7. Normal Slide, Forward Dash Twice Quickly into crMk. Beats or whiffs against pretty much everything except Back Dash, Supers and Ultras.
  8. Forward Throw, Fierce Hozanto, Forward Jump into Mk (streak setup) works. Normal Throw setup whiffs on his wake.
  9. Good Frame Traps against his normal Up-Kicks; a) close stHp into Low Hozanto, b) crHp, stMp into Low Hozanto.
  10. A well timed crMk can Beat Gen’s Low Up-Kick and Whiff against Medium, Fierce and Ex Up-Kick on wake.