Profound Punishment!

I have a post about it from 2nd month the game was out. I think I discovered it :stuck_out_tongue:
But then again, I really dont care.

Some things Im starting to like against grapplers.

When using Elbow Drop against a grappler, follow with; Low Tatsu, EX Bushin Flip, Neutral Jump followed by a Tick Throw. This will help teach grapplers not to interrupt my combos
with command grabs. After the opponant stop trying to command grab, then I go in for block strings, etc.

When doing jump-in’s I like using HK or HP into Target Combo. This is a good set up for me,
because if my opponant Blocks Target Combo I can combo into Fierce Bushin Flip to escape. The Target Combo acts as a Hit Confirm and gives me time to think about my next move. Also the Jumping Fierce locks the combo into place so I don’t have to worry about getting grabbed out of my combo. And some thing else Im going to add soon is, if my opponant is standing
just combo into Run Slide for the knock down. I’m not use to doing that right now but I feel
I will get use to it pretty soon with enough practice, so I’ll remember when I’m in that situation.

If vega uses his ex walldive, and ex sky high to cross over and hit you from the othe side, hold down back and if it’s the wall dive you’ll block, then jump towards him and air grab or HP him as early as possible so that he doesn’t have time to use the grab or slash moves.
If it’s the sky high cross over, when you see that it’s gone over you without hitting you, press cr.mk to go under it on the way back, then punish it with run slide or ex hozanto.
That should stop you getting caught by that mix up.

Negative Egde

This seem to work really well with Bushin Chain and Ninja Sickle into Ultra 1 in the corner. Do any body else think this is better?

I thought it would be useful at first, but standard way is good enough. You can double/triple tap ultras anyway. I bushin flip accidentally with negative edge.

Counter Hit Setup: against Akuma, Ryu and Ken

crLp, crLp, crLp, crLk, crMp into (buffer) Ex Hozanto or Run Slide
Jump-in Hk, crLp, crLp, crLp, crMp into (buffer) Ex Hozanto or Run Slide

Beats out: crMk, crHk, all versions of Tatsu and all Normal versions of Shoryuken (Akuma, Ryu)
Beats out: crMk, crHk, all versions of Tatsu, Ken’s Step Kick and Medium Shoryuken (Ken)
(note 1; will whiff against Ken’s Low Shoryuken and Trade with Ken’s Super)
(note 2; Jump-in version will only beat out Ryu and Ken’s Low Shoryuken)
(note 3; seem to work best if the opponant is holding down back block)

The idea is to go into a block string and whiff the crouching Medium Punch into Ex Hozanto or Run Slide. If the shoto puts out a move
then the crMp will cacth them and can combo into Ex Hozanto or Run Slide.

*Also if say, Ryu puts out a late crMk into Fireball. Guy can beat out the Fireball with Medium Tatsu, if you block Ryu’s crMk.

These set up’s may need more testing. If any one can try these out and post back with there results, that’ll be great.

sounds good to me. I’ll have to try it out

i’ve been thinking a bit recently about how important meaty attacks on wakeup are for guy - this is pretty basic for most of you probably. basically this is my philosophy on guy right now:

imo, guy’s best strength is his ability to punish moves really hard without meter (and with meter too, of course). coming from bison, who has relatively weak punish options without charge, i used meaty attacks often but did not really think too hard about why they are so important. after playing guy, i realized meaty attacks, combined with option selects, are so good because they force the enemy to do a reversal. as bison, this was a goal of my pressure (getting the enemy to reversal and punish), but guy’s game really shows me how important this is on another level.

on a related note, i think run stop pressure is a little limited because when you do the stop, you are best at 0. unlike the situation above where you are doing meaty attacks on the enemy, combined with option selects, the enemy is not obligated to do a reversal as a result. on the other hand, guy’s normals offer really good frame advantage. i think that using more normals to pressure (and thus frame traps) and doing run stop only to mix things up and get in close occasionally and restart this pressure is the best way to force the enemy to do reversals and is thus the best way to pressure. from watching kiryu’s videos, i focused too much on the run stop aspect (because it was so impressive, lol). for any new guy player, my advice is to focus on using normals to frame trap first, and only when they are afraid of getting frame trapped, should you mix in run stop pressure.

another related note, you cant really be too scared of getting reversaled either. i think it’s worth it to condition the opponent to think you are always gonna meaty attack (even if you get hit by a shoryuken in the beginning) and then mix it up and kill them when they finally go for it, because you will net positive gain over the enemy (they do relatievly little damage with srk in the beginning, but when you bait an srk later you do more damage to the enemy, so you net positiev). imo, one of the first things you should do with guy against any new opponent is go for meaty attack and see how they react. from there, you have ocnditioned them to do a reversal and you are teaching them to expose themselves to guy’s punishing strength.

I may have found some hidden potential with Izuna Drop against back dashers. So just land Bushin Flip, forward dash, forward jump and then input Izuna Drop. If someone back dashes, Izuna Drop should cacth them. I think this works best against Rose, Chun Li and maybe a few others, since their back dashes are floatly. This may be good for mix-ups with cross-up Medium Kick.

Hmm so you’re saying you can option select with izuna drop?

That would be pretty crazy.

Isn’t everyone considered airborne now with the backdashes? Rose and Chun are more likely to backdash because they have crazy backdash speeds which they abuse.

If you punish an experienced player for their wake up backdash, it’ll be harder to anticipate the next time they do backdash - or they may stop altogether. I usually just punish them with an MP hozanto if they show that they’re always backdashin on wake up, but that’s from the ground.

The izuna drop may be a good mix up.

On Chun: cr.hp -> s.mp xx s.hp combos, can only follow up with EX Hozanto or run slide. Anyone else know who else this works on?

On what characters is the focus crumple -> s.hk consistent?

I think I have OS’d an Izuna before, but not sure I am not very good at OS anyway but I fought a dudley did forward throw ran up stopped to do a bushin, he ended up jumping and as soon as his feet left the ground I flew after him superman style was cool and looked planned but it wasn’t , I will have to rewatch it with the inputs on but I think it may work.

Probably doesnt work because if they block the upforward part of the tiger knee motion will make Guy jump forward.

To my knowledge Guy, Gouken, Sagat, I believe Rufus, Abel Gief and THawk, Unsure on Seth and I don’t believe it works on Dudley or Cody.

so will this thread ever get updated. I think it plays a big part in match ups. If it was updated we could also put a link for each character in the match up thread for a quick reference.

You can punish juri’s ex pinwheel with TC xxslide but this has probably been mentioned already. In Ae, I believe juri’s lk pinwheel is -4 on block so cr.lk combo should punish it.

having a ton of trouble with vega’s wall dives. i think you can time an ex hurricane a split second before he gets to you and you’ll hit him no matter what. i also have tried doing c.mk right before he hits me with he flying claw move, which works occasionally (usually fails when he goes up for cross up claw i think). focus absorb and dash seems ok, but sometimes the claw hits two times for some reason (i dont play vega so i dont know anything about him), and occasionally i guess wrong what side he ends up on (which is especially bad if you try to go for a focus attack with no dash)

any advice on punishing this annoying move?

http://shoryuken.com/f334/new-guy-match-up-thread-check-first-posts-244422/index5.html#post9395424

ty for the post. i didnt realize an entire post dedicated to walldives was linked in the first page vega section

I’ve been able to punish wall dives with a naked Super . Even the x-up ones , just cross cut the input .