Profound Punishment!

What do you guys do after a focus crumple on characters that s.hk whiffs on? I’ve been doing cr.mp -> Bushin Chain.

Best combo outside of that is cr.hp,st.mp xx run slide or EX shoulder.I must start using the above combo more though.

Depends where are you are on the screen because all of them have their benefits.

Same thoughts here. I believe cr.hp, mp xx mk tatsu does more damage but might be quite character specific. In corner, I like to follow crumple with ninja sickle, cr.hk(reset) and keep pressure with reset mixups.

Wall Corner Mix-Up’s

So to go a little further in corner pressure, where Guy shines the most, here are a few little tricks you can play on your opponant. Most of these revolve around back throw.
So once you get your opponant all the way in the corner (next to the wall) perform a Back Throw. You can basically do a 50/50 mix-up from a wall jump.

  1. Back Throw; then do a stLp or slightly delay the Wall Jump, and finally press Mk as your opponant is getting off the ground for a cross up attack. As a follow up combo, I would use Target Combo into Run Slide or Target Combo into Low Hozanto. If you choose Run Slide then you will definitly put more pressure on your opponant as they wake. Or if you choose to end your combo with Low Hozanto, you can follow up with Ex Hozanto for extra damage.

  2. Back Throw; then take about two steps back, a timed Wall Jump and you should land in Front of your opponant to throw them off guard. A good follow up combo would be Bushin Combo into Back Throw to keep them in the corner.

  3. Back Throw; then Wall Jump into Mk as their getting up. This move will serve as a Fake cross up (simular to the Lk cross up) and should help Bait out a Reversal. This one is the same as number 1, but your just jumping earliy. A good follow up move would be Forward Throw as soon as you land or start a combo with a Crouch Tech.

  4. Back Throw; then a stLp or delay the Wall Jump into Elbow Drop to surprise them from the Front. Again follow up with Bushin Chain into Back Throw to keep corner pressure.

As far as I remember, every time I do this set up, it will throw my opponant off-guard and I will succeed in a good damaging combo. The opponant will think your just tring to get out of the corner not realizing it’s a set up to win you more damage. This set up IMO, is best used for those Game Winning moments to surprise your opponant and win the game or turn the tide of momentum in your favor.

Get out of Jail/ corner reset;

A typical corner reset would be cross-up Mk, crLp, Bushin Chain Back Throw, Reset. If the opponant Blocks the cross-up Mk just hit comfirm crLp, Target Combo into a Fierce Bushin Flip to safely get out of the corner and Reset your Corner Pressure. Keeping your opponant in the corner is most important of all things with Guy.

Some Interesting Punish’s

Just some things I noticed Guy can punish on Block.

  1. Punishing Sweep using Ex Hozanto on block; Rose, Ryu, Hakan, Abel

  2. Punishing Sweep, comboing stMp into Run Slide or whatever on block; (works on everyone except) E. Honda, Gouken, Gen, Chun Li, Viper, Rufus, El Fuerte and T. Hawk. note: works on Dudley’s crMk only and also note that Guy can punish Dee Jay’s crMk.

  3. other random punish’s (on block)

a. punish Blanka’s crHp with Ex Hozanto
b. punish Ken’s Overheads (forward Hk, Back Mk) with Ex Tatsu (easy) or Bushin Chain (hard)
c. punish Sakura’s crHp with Ex Hozanto or combo stMp into whatever
d. punish Akuma’s and Abel’s Overhead with Ex Tatsu (easy) or Bushin Chain (hard)
e. punish Ken’s stHk with Ex Tatsu (easy), Target Combo (medium) or Bushin Chain (hard)
f. punish Gouken’s crHp with Ex Tatsu or Combo into stMp
g. punish Hakan’s forward Hk with Ex Tatsu (easy), Target Combo or Bushin Chain (hard)
h. punish Seth’s stHp and Rufus crHp with Ex Hozanto

Ninja Sickle corner reset;

Cross-up Mk or Hk, Bushin Chain into shoulder throw, stHp, Ninja Sickle (reset), into Ex Hozanto and finish with Fierce or Ex Tatsu, etc. So I just got the idea to use Ninja Sickle to reset the corner juggle and earn more damage. This can be useful especially if you have Ultra 1 or Super active, then you can just combo after the Ninja Sickle juggle. From a week of testing, I think it’s a good corner reset.

@xIROCx

I tried your suggested Ninja Sickle corner reset, and I am not sure if I am getting the reset right.
The Cross-up mk Bunshin Chain into throw, stHp, is the usual corner combo; if I am getting this right, the ninja Sickle can be blocked and will usually be blocked?
If that is the case where the ninja sickle will usually be blocked, the ex hozanto and ex tatsu will hardly follow up.
If so, I think the usual bushin chain into throw, stHP, bunshin flip grab is better.
Since there is a higher chance to land the grab.
Please correct me if I am missing anything.

Sorry about that, I should of been more specfic. I created this especially for Blanka. This will counter hit his Forward Rolling Attack and it will whiff against his Ultra 1 if you time it correctly. This could be useful against charicters who depend apon meter since they have no true reversal.

I think I roughly get what you mean now.

crHp Push Bait

version 1. Back Throw, Forward Dash once toward the opponant on the ground then input crHp right before the opponant gets up off the ground.

version 2. Close stMp into Run Slide ( Guy should slide to the other side of the opponant), then input crHp before the opponant get’s up off the ground. That’s generally for large opponants. For most opponants after the knock down, Dash Forward once then input crHp for a more convincing bait.

What makes this unique is the fact that crHp Pushes the opponant’s body just out of harms way right before the opponant get’s up, to make a more convincing bait. To test this, go to Training Mode and choose Guy as player 2 and record him doing version 1. Pick a Command Grab charicter, say Abel, as player 1 to start things off. Try to grab Guy on wake and you’ll notice Guy will just be out of his range. Also notice if you don’t do the crHp after the dash, Guy will be within Abel’s reach for a Command Grab. As a Punish, when Abel’s arm’s are extended do Target Combo or some thing like Bushin Chain for good damage. This is some thing I discovered by accident, but I think it’s a useful bait.

^ This is cool! I’m gonna play around with this some more in training.

I know Hakan’s got massive SPD range while oiled and I think Vega’s got the furthest reach normal throw so might try this against them and post back with results.

edit: Actuallly, can anyone say which grappler has furthest reaching command throw in Super(I know Gief got buffed for AE)?

I wonder if I did it wrong, I used Gief and Hawk, and I still get command grabbed. Will test more later.

@ stlukes

I just finished testing it again and I think your probably doing 1 or 2 things wrong.

  1. Technically Gief or Hawk has to be lying flat on their back with their head facing towards your feet. Any moment in that time, you can press crHp to push them away. But if you do it to late, it won’t work. :frowning:

  2. Or your slightly walking forward with Gief or Hawk and then grabbing Guy.

note: remember to record Guy doing the set up and use Gief or Hawk as player 1.
note 2: as a reminder this works on everybody. With smaller charicter’s it’s probably best to dash twice, then press crHp as the bait.

Yes they both work xIROCx.
I was probably feeling sleepy while I tried them.
Right, once I tried the backthrow near the corner, so thats why it did not work.

Ok, I see why you keep getting thrown with Gief and Hawk. I believe the corner timing is a little different. I think we have to do crHP a tad early for it to work properly, but the good news is, it does work in the corner as well. :slight_smile:

Tried this a bit myself and I must been doing it too late because I was getting thrown by Vega and spd’d by oiled Hakan no trouble. Gonna try lock it down. Thanks for clarifying.

I didn’t know Guy’s Forward Throw, Double Jump into Elbow Drop beats Ryu and Ken’s Low and Fierce SRK on wake. And it will also beat Akuma and Dan’s Low SRK and Sakura’s crHP. And further more crMK, Dash, Neutral Jump into Elbow Drop stuffs Ken’s Low and Fierce SRK on wake at least from my testing.

so…

the sf4 guide is puttin up frame data for AE.

A friend of mine pointed out that they have Guy’s ultra two listed as 1 frame.

http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Guy

Check it Out !!!

just realized… 3rd hit on bushin chain is +3… think its possible to tag a cr lk in AE?

There’s a big difference between 0+1 and 1+0 start up. Nevertheless, if the frame data is accurate, U2 has received a nice buff. You couldn’t punish Fei Long’s Flame Kick > FADC forward on block with U2 in SSFIV, and now, you can punish Ken’s HK Tatsu on hit.

As for the third hit on Bushin Chain being +3, linking a cr.LK could be possible, but we’ll know for sure on Tuesday. Though, I wouldn’t be surprised if it works, since Bushin Chain moves you closer to the opponent and cr.LK has pretty good range.