Nice to know Izuna works but after a block can I just run slide him? I don’t trust online reaction time. If super ever comes out in arcades I’ll feel more comfortable to attempt Izunas.
Condor Dive is punishable with RSL on block if he is in the Corner if you have meter I would suggest EX hoz FADC ultra. Unless you can dash in and do BU or TC. RSL will at least set up Safejump and EX Bushin shenanigans.
K, the more options the better. Once thawks learn the guy match up I won’t expect that many condor dives anyways but it’s good to know.
Also a question for people, do you guys mostly use lp or mp for instant izuna? cause I saw the hit box for them is pretty good, not sure if there is a definite one that is better then the rest for instant izuna.
It honestly depends on the move really, If they are higher up I use MP or HP, if they are lower I use LP or MP. If I get a little worried if I will get beaten out I use EX.
The only reason you should choose U1 over 2 is if you’re good enough to keep someone pressured and in the corner. The situations in this thread that people are describing to use U1 rely on the opponent making idiotic mistakes (like random ultras), which can mostly be resolved with U2 anyway.
If you’re good you can use both Ultras the thing is everyone will know U2 is going to mostly be used for punishment, so they will make sure they don’t make any mistakes. With U1 they will know Guy can only land this if they are going to be in the Corner now Guy excels in the Corner and has plenty of ways to get someone into the corner. So really its up the player, Even though U2 can be utilized everywhere, connecting is a different story. The way is of course punish, or EX Run glitch. Which can also be done with U1.
You know this was seen in 10 stars video but after RSL or a untech knockdown, why not use EX Kaiten Izuna for safejump mindgames on reversal wakeup, It does beat most of the casts Reversal AA, including several EX ones, even a few Aerial Supers, and Ultras.
not sure if this was mentioned or not but i’ll give my input…
VS shotos: -during strings that end in cr. mk or cr. mp xx hadouken
-you can focus absorb the fireball, dash and do either of these things
*FF chain - hard
*U2 - relatively easy
*throw - semi difficult, opponent can tech if miss timed
*TC - hard
*U1 - doesnt require a focus absorb but if you’ve got the reactions down then its not too hard
*mk. tatsumaki - again doesnt require an absorb just takes the reactions
speed of the hadouken doesnt matter neither does the spacing, guy’s dash is just right for all of these to work. obviously some harder than others, the objective here is to react. and yes, i assure max disatance cr. mk xx any hadouken WILL get punished if done right.
notes on this:
-beware of the opponents ex bar and watch for ex hadoukens
-if the opponent tries to tatsumaki, you can dash underneath on reaction and punish with ex houzantou or even run slide.
just my 2cents
Wouldnt even ex run work then you do slide. Sets up safe jump and you can beat EX Hadoukens.
blooddrunk: true, i forgot to mention that as well but i assumed it was a given. also i’ve heard about guy’s safe jump setups but i’m not sure exactly what they are. if possible can you point me to the thread that has the options? rather that than a double posting :rock:
I honestly wish i could but I dont even remember which thread I even saw them in but its probably in the most discussed. These threads reallly need to be sorted out ._. All I know is his neutral jump hk is used, I would assume Elbow can be used, and even EX Izuna could be used if you anticipate a reversal AA or moves it could beat.
EX Run slide = 120 damage
Regular run slide = 90 damage
EX run slide is the best punish for all blanka balls on block, will not whiff due to maximum range like EX Hozanto
Kinda offtopic, but EX run slide has more active frames too. It’s way easier to time it that it becomes safe if blocked. Also, EX run overhead has full fireball invcinbility till the very end.
Run over head against a jumping opponent sets them in a jugglable state but EX run overhead resets them sending them flying back really far, I don’t get why.
Just something else to consider, EX run slide/overhead also has more startup than the regular one. You can’t combo it off far mp/cr.mp…
vs Balrog
cr. mk beats all his wake up options outside of U1 and possibly U2 dunno who’d use that on wake up lol
-all EX punches
-head butt goes right through the cr. mk allowing for a full FF chain punish
-EX head butt needs to be delayed slightly but has the same effect as regular head butt, it’ll whiff for a free punish
Now that I like. But it should only work once or twice.
Now that’s a find if I ever saw one. Sick shit there.
shotos
Did some testing with shadow kick today against most used shotos (ryu, ken, akuma) and dan (lol.)
I hope someone can confirm this but I believe that most of the shotos DPs can beat shadow kick clean on active frames which means a HUGE takeaway from one of what I think is Guy’s biggest tools.
They’ve always been able to do that. They can beat slide and overhead clean… NEVER do it at random if anything run stop bait the SRK or if they throw projectile (except on dan or Akuma’s red) EX run if you see it coming.