Profound Punishment!

You just keep posting up awesome stuff man. Thanks.

can guy actually punish honda’s headbutt? i played this scrub the other day and all he did was headbutt, the first round i spent trying new stuff to counter but i couldn’t find anything.

@ stykerwolf

  1. Low Headbutt; a) cannot punish Mid-screen, b) can punish it in the corner using Medium Hurricane Kick or Combo into stMp.
  2. Medium Headbutt; a) can punish with Ex Hozanto Mid-screen, b) can punish it in the corner using Medium Hurricane Kick, Ex Hozanto, Run Slide or stMp.
  3. Fierce Headbutt; a) can punish with Ex Hozanto or Run Slide Mid-screen, b) can punish it in the corner using Low or Medium Hurricane Kick, Ex Hozanto, Run Slide, stMp, stMk and Ultra 1.
  4. Ex Headutt; a) cannot punish Mid-screen, b) can punish it in the corner using stMp.

some other stuff you can do against Headbutt;

  1. Run Slide, Back Dash into Low Hozanto. Beats all Normal Headbutts on wake including Normal Grab, Command Grab, Jumping, Focus Attack, Mashing and whiffs against all Sumo Smash. Honda can Back Dash and use Ex Headbutt to counter though.
  2. crMk, Empty Back Jump into a ‘Quick’ Running Overhead. Can beat Ex Headbutt if done earily. This is a pretty good bait.
  3. Run Slide, Forward Dash into Low Bushin Flip. Beats Ex Headbutt.

-New Run Slide Setup against Cammy, Sagat and Blanka-

I’ve been testing this one for weeks and it works really well, but requires meter. Since you can’t do Run Slide, Neutral Jump setup against these characters, this new setup will allow you to (and works better, other than the use of meter).

*crHp, Target Combo (or stMp) into Run Slide, FADC into Back Dash, Forward Jump with Mk (or any Jump-in attack).

An example would be (against Cammy); crHp, Target Combo into Run Slide, FADC into Back Dash, Forward Jump with Hp (while holding down back), crHp, Target Combo into Run Slide. If Cammy use any version of her Up-Kick, Guy will block it and can punish it with his Target Combo into Run Slide, etc. If the Jump-in combo hits it will cause a dizzy to Cammy or Sagat.

-Forward Throw Safe Jump-

*Forward Throw, Back Dash, Forward Dash, Forward Jump with Mk (or any Jump-in attack).

Safe against Cammy, Sagat, Chun-Li, Zangief, Makoto’s Up-punch, Viper’s Up-punch, etc.

Nice one man, if you just took all your posts and put them in one thread it would make an awesome guide.
Also with cammy if you block her dp up close you can punish with a dash in cl.hk which leads to big damage and stun combos, and if the jump in hits with sagat (cant remember if it works on cammy) you can get the cl.hk st.hp st.mp combo too, I’m gonna practice this mate, cheers!

Yeah we should probably have a dedicated Safe jump thread that we can all add too.

I dunno where to put this since its just a style combo. So I put it here.
I like to call it the Sako Special of Guy. Its probably already widely known, but I never really used it often till recently.
(Jump in/Focus), cl. mk, cr. mp, st. far mp, (run slide/ex elbow), if ex elbow -> (hk. hurricane kick/FADC ultra)
brackets are places you have choices. I dont think you NEED a jump in/focus, but it makes it way easier 'cause you start closer.

New Run Slide Set Up: Run Slide, come down with Hp, then immediately input Normal Overhead. (beats Crouch Tech, Throw, Focus Attack and Crouching) Most people crouch after a jump attack, so thats what makes this set up valuable. This is a good way to train your opponent to stand, so crouching Lk will work as a good mix up the time you do the set up.

Good Corner Punish: 1. Jump-in Fierce, stHk, crMp, Ex Hozanto, Ex Tatsu (430 damage/ 710 stun). Requires two meters but does more damage and stun than; Jump-in Fierce, stHk, Bushing Chain, Ex Tatsu (416 damage/ 630 stun). 2. Walk-up stHk, crMp, Ex Hozanto, Ex Tatsu (371 damage/ 565 stun). Requires two meters but does more damage and stun than; walk-up stHk, Bushing Chain, Ex Tatsu (359 damage/ 478 stun). Note: these punishes work on the whole cast in the corner. Against 900 health characters, it damages nearly half there life. Deletes over half of Seth’s life bar.

Good stuff!

In that situation if I was going for damage I would usually go for ninja sickle after the jump fierce. The good thing about the sickle is you can follow it up with a 4 hit HK tatsu (then even follow that with super if need be!), go for a reset into mixup, or use run slide to get a hard knockdown and keep their ass in the corner for more mixup or OS shenanigans.

In your combo, you could get an extra far st.MP after the cr.MP, but I don’t know if that would negatively scale it.

Just bare in mind that the HK Tatsu followup after Ninja Sickle will whiff on some characters. Quite sure it whiffs on Guy and Cammy. I’m sure there are others!
But yeah, I love landing the Super after the HK Tatsu. It does so much damage! Getting all 4-hits in for the HK Tatsu actually does a lot of damage (the 4th hit does the most damage.
In fact, I think jump HP/HK, Ninja Sickle, HK Tatsu, Super is actually one of Guys most powerful combos. It’s just very rare we get it outside a dizzied-opponent situation as you need to land the jump in really deep since Ninja Sickle has a slow startup.

@ SeriousStu. Maybe you can plink the stHk into Ninja Sickle? I know it works on Counter-Hit.

Alternate Damaging Cross-Up Combos (after cross-up Mk then): 1). stMk, Medium Tatsu - 270 damage/ 360 stun. 2). stHp, Medium Tatsu - 250 damage/ 420 stun. 3). stMk, stMp, Medium Tatsu - 303 damage/ 420 stun. 4). stMk, stMp, Run Slide - 275 damage/ 350 stun. 5). stMk, stMp, Ex Hozanto - 282 damage/ 420 stun. 6). stHk, stMp, Run Slide - 295 damage/ 450 stun (does not work on crouchers). 7). stHk, stMp, Ex Hozanto - 302 damage/ 520 stun (does not work on crouchers). 8). stHk, stHp - 250 damage/ 460 stun (does not work on crouchers). 9). stHp, Low Hozanto, Super Combo - 500 damage/ 412 stun. (note: all combos work on the whole cast as tested).

Jump-in Punish on Block: (after certain attacks you can jump-in and punish certain characters to earn extra damage). 1. Sagat’s Ex Tiger Uppercut. 2. Dan’s Ex Uppercut. 3. Ken’s Ex Uppercut. 4. Fei Long’s Ex Flame Kick. 5. Ibuki’s Ex Up-Kick, (only if she throws her dagger). 6. Zangief’s (punch version) Lariat. Only if Zangief is holding back or retreating away from you after the block.

Observations about Guy’s Anti-Air Game: Something I noticed in training mode. When Guy consistently uses crMp or crMk as an AA, he’s subconsciosly conditioning his opponent to strike him at the ‘Crouching’ level. When most opponents jump-in at you they will strike you at head level, making it difficult to use Guy’s Fierce Tatsu, Normal Izuna Drops and stHk. If you Condition your opponent to strike you at Guy’s Crouching level, it makes it easier to use his other AA’s better. If you condition your opponent to strike you at this level, it will open up two more AA’s in the corner. Ninja Sickle and Ultra 1 can technology be used as AA’s in the corner, if timed correctly and can earn you much more damage. Landing crMk as an AA will give you an instant 50/50 mix-up Mid-screen. And if you delay Ex Tatsu as an AA, you can potentially earn from 130 to 170 extra damage.

After a crossup I really like j.mk -> cr.mp -> Bushin Chain.

guy players this its not noted or too useful but jump has recovery guy’s ultra 2 get land on a whiff jump-in attack it can land on a n.jump even if they spam srk sadly the means to do this happen almost never. If u think u want to use this as a tool of so sort go to training mode set the dummy to record or jump then try to land grab on the jumping character as they land the trick is to get the grab on the active frame the normal grab has to be done before they just about land ultra 2 is nearly 1 frame before they land hard to land in a matchXC the only other grab i tested was yun ex grab it has to be do when the characters feet r near yun’s hat height during standing animation.

Darryl215 that’s a good point. I’m kind of in that same mind set, in training. I’m training myself to use crMk more as an Anti-Air, so I’ll achieve an instant mix-up off of it rather than just going for pure damage all of the time. Especially landing it mid-screen. It has it’s benefits against every character in some shape or form. You can do an uncrouchable Low or Ex Bushin Flip, Elbow Drop, Empty Jump and probably the most useful tool, Cross-up Mk.

Corner Back Throw Set-up: (make sure your opponent’s back is close or against the wall). 1. Back Throw, then time a wall jump into Cross-up Mk or Elbow Drop to land in front. 2. Back Throw, then do an instant wall jump and whiff a Cross-up Mk or Elbow Drop for a Safe Jump. 3. Back Throw, then Walk back slightly, then time a wall jump to land a Jumping Hk to land in front of your opponent. This will beat out Ryu’s crMk or any move that can make Guy’s jump-in whiff, plus it can potentially net you more damage. (note: this was tested on multiple characters not just Ryu). (this is a repost of my original set-up upgraded).

Run Slide into Super usage: The only way I know to use this is to cacth someone Charging a Focus Attack. The maximum distance to use this is Mid-screen because the opponent will be able to back dash out of harms way.