chun li got a lot better, especially with cr.lk-> ex legs-> ultra 2. Sure they could do that ebfore, but it was pretty much corner only.
I havent been doing bushin flip -> air grab while they are in the air much, just when they are on the ground. their air moves usually beat it.
I also need tips on approaching people with good normals (m.bison, sagat, shotos, blanka, vega, etc.)
guy’s run is really cool. I like it more than Fuertes.
I love Guy’s Final Fight target combo-> ex bushin senpukyaku/ultra in corner. However Ive been ahving a hard time getting them int he corner…but its been easier getting Super with Guy than with other characters. i dont use his ex moves much.
Oh but on the mention of EX moves, ex run goes through fireballs, maybe it has fuerte ex run armor, and we can use it to beat some characters pokes.
Bushin Flip gets stuffed by Chun’s target combo, unless it’s done REALLY early.
His target combo is pretty good, though, I wish the timing wouldn’t have to be so strict. It took me a couple of tries to get the full combo down, until I realized that you HAVE to start the target combo with st.lp to get the st.hk to come out lol…
Ex-run does go through projectiles. I believe it can take 2-hits.
I’ve used it to finish off people that were hadoken happy.
Though, I agree with you. Guy doesn’t really have a way to approach people.
Perhaps his strategy revolves on people coming to HIM.
Think about it, he has two types of target combos.
One that grabs at the end, and one that ends in the st.hk.
The grab version throws you away, so if you’re in the corner, you can combo after with EX-senpukyaku… does that make sense?
I feel like Guy players are going to gravitate towards playing more defensively than rushdown.
Characters with good pokes sort of shut down his rushdown, unless we get the knockdown first! XD
So, I guess, in order to approach the poking characters, you can focus on scoring the knockdown first… so, approach with cr.mk. The tip actually knocks down, and then just run-stop in front of them, and attempt to do a cr.lp or grab, whatever you want.
Try it, let me know how it works for you. That’s what i’ve been doing myself.
Against fireball characters. I’m finding that i’m not having such a hard time at all.
I have more trouble against people that would rather play the footsies game lol
Guy has many tools to get around those fireballs, but I think we’ll have more of a problem against Guile and Chun-li.
For one part, Guile’s Sonicboom (SB) recovers extremely fast, so it’s kinda pointless or inadvisable to do command Elbow because it can be punished with Sweep.
Especially by Chun li lol
I find that I prefer Ultra one because the U2 isn’t an instant grab.
People can jump out of it on reaction, and thus, eat a juicy combo lol
The only problem with U1 is that it doesn’t have much range, but it does go through fireballs.
It has great invincibility, but if blocked, it can be punished hard.
I also find that I can punish people’s whiffs with U1 on reaction.
Does anyone know if Guy has a reliable AA normal?
I tried cr.hp, but it’s kinda on the slow side.
st.hk has been working so far, but at a distance, I need to test out on other characters though.
Yeah, ive taken two hadoukens. but can ex run go through other moves, like specials or normals?
id love to have people come to me, landing the in corner bushin combo-> end in throw-> ex senpukyaku like you said is delicious
However i feel when you play rushdown you get a lot of meter. Playing defensivly i havent really tried, because with no projectile we cant force them to come to us much. Also, bushin combo goes both ways… so either Guy wants to be in the corner or wants them in the corner. I think most players will base their playstyle on one or the other.
Yeah, ive been approaching with cr.mk, bushin flip, run->shadow kick, run, -> sudden stop shenanigans, run-> overhead.
On their wake up, I incorporate a lot of run. Run -> run stop in their face, block reversal or grab, and I also like to do Guy’s run-> overhead on wake up. im trying to find the timing where he goes right over them, and their reversal, but looks like their reversal might hit him. Seems like a good fake out. And crossup is a good wake-up trick, they might not expect it, especially if you jump in with mk often, they might not know if itll cross up or not.
I use mk-tatsu! Believe or not, mk-tatsu actually has a few frames of invincibility.
Try it. and about Vega match-up, his normals got better, but I honestly think it’s match-up experience you’re lacking.
Give it time to learn the match-up, and you’ll definitely do better.
But in general, Guy is on the short-range side. Just play cautiously.
There you go, you’re getting the hang of it.
I like to apply pressure by using target combo into Bushin Flip elbow drop, and hope it lands lol
if blocked, I do a cr.lp into another lp Bushin flip, and from there either go for grab or another Bushin elbow drop shenanigans lol
On wake up, I got this habit of using mk-tatsu because it has invincibility frames.
Btw, i’m not sure if hk-tatsu has invincibility. Can anyone test this out?
but yeah, on wake-up, I usually go for the Bushin Slide.
or Run-stop grab… but I also been trying to see if Guy has a Bushin flip throw loop…
So far, i’ve been able to get 2 grabs in, but I think there’s a way out of it.
I think people can just crouch and avoid the grab…
Or can we grab people when they’re crouched? Does anyone know?
I’ll be trying this out later.
Id love to hear what you find…honestly, alot of times when I get the throw I meant to do an elbow, and vice versa hopefully its not like cammy’s hooligan throw.
I have been using lk tatsu, but maybe mk is better. Ive been using ex when i wanted to make sure the jump in/move would be stuffed.
hm, Ive got to try ending combos into bushin flip.
EDIT: You should add me, and we should play sometime. and having a big room of endless battle of cool people/friends/randoms has been a blast.
We’ve got to come up with a way to be able to beat Juri’s over powered ass aside from that punish. She’s giving me more grief than anyone else right now.
I have been having limited auccess against rufus using the same OS that sim uses against low-divekick/throw mixup. Basically when rufus is all over you and mixing up low divekicks and throws you hold db and press jab+short+strong.
The net result is that if Rufus trys to throw you, you will tech the throw. If rufus trys for a low divekick you will cr.strong and anti-air his low divekick. Syill trying it out, but it seems really useful atm.
Of course be careful of your opponent catching on and frame trapping you into pain.
The way I play Juri right now is very defensive because that divekick is too godlike against Guy. The Pinwheel CAN be punished, but I think that depends on what the opponent does with it. I’m not sure how it works, but on block i’ve been able to grab her out of her recovery frames.
The character that gives me the most trouble is Seth and Chun Li.
Those goddamn pokes are killing me! D=<
I think Guy may not be able to win many fights by playing footsies, but he can at least survive. Mainly because of his fast and ranged FA and it’s ability to counter things like Chun’s s.mp (no crumple, but still…), c.mp has such a high priority, I think it’s one of the best counter pokes in the game. There’s also Ex Run -> Slide that is high risk but rewarding for it’s knockdown.
I’m not really having problems with Guile so far. Damn, I’m a Bison player, I really know how it feels to not have enough tools to deal with him and it sucks. The elbow drop, it’s an excellent anti zoning tool, so sonic booms aren’t a problem, we got past that. You don’t want to approach way to close/poke with it, use it to land just outside his pokes range, it does works and he’ll be cornered in no time if he does not try to go for you, and his offense kinda sucks: S.mk beats his c.mk for what I have experienced, c.mp/fa deals with his fierce consistently.
Only fought a few matches against Chun, my best advice against her is… pick U2, for it can punish Hazan Shu on block, which is a heavy limitation to her footsies game.
The one matchup I’m really having problems so far is T Hawk. Won like 9 out of 30 fights. He can out range Guy big time.
1st off his horizontal spire thingy can be punish easily with st. far mp xx run~slide.
Cr. mp is a crazy good anti-air and even if he dives you can recover just in time to block it and punish correctly.
DO not use his eblows at all.
Thats about it.
anyways:
Viper: cr. mp beats ALL her jump ins as an anti-air. Also s.mk beats most of her pokes as well. get her in the corner asap cause she has NOTHING to fight against you. why? neutral jump hk rapes all her shit unless she reversal ex seismo which you’ll whiff and go for lk tatsu which will beat it clean. matchup is 5-5 though cause its the same if you get knockdown by viper too. just be careful at her random vortexes.
Well Juri is a pretty favorable match up for Guy. Her wake up options are terrible so Guy just kills her once he knocks her down. Not that hard to get a KD too. She’s super punishable as well.
Yeh there r a whole bunch dive kick spammers… which you can target combo on block, jumping straight up with the elbow drop beats her pinwheels. Sleepy Zero can you elaborate on more options? I have a feeling these juri spammers r gonna make me develop bad habits.
No real matchup advice per se. Just hoping I can help out, since people seem to be asking about Guy’s normals. Being a boxer player as well, good normals are a must now in a character. I’m finding guy has a VERY good set of normals.
You can footsie with st.mp buffered into target combo and then lp hozanto on hit confirm. There was a video of combofiend using st. mp as a footsie normal very well. Other good footsie normals I’ve found are s. mk to poke, s. hp to punish whiffed heavy normals. His f+mp overhead is good. Comes out pretty quick to add in that extra element in your up closer mixups. Then you’ve got the obvious cr. lp and cr. lk for hit confirm.
As for Anti-air, it all depends on where the opponent is landing. If they’re landing far away, then cr. hp is your best bet. If you predict the jump rather than react, you can either hurricane, or meet them in the air and command throw (which I love!). If they’re landing near you, then I find st. rh should beat or trade. If they’re landing right on top of you can either cr.mp if you’ve got enough time, or EX hurricane if you need the invincibility. You can also cr. rh to slide underneath and escape or even just do command run to run underneath and escape. Sometimes, even the cr. rh slide will catch them for untechable knockdown.
being a boxer player what do you think Guy’s overall strategy/moves to use against Rog?
On another note… No match up info on seth has been posted so… bushin flip elbow and possibly regular elbow stuff his aerial arm stretch (the sniper move… dont now what button it is) from a distance, never got it up close and for good reason (up close stay on the ground… reason why coming up)
Seth was fearsome with his Sonic Booms unfortunately, he has to be careful against Guy because of the run slide its like sagats high tiger shot, but even if you dont hit with the slide (time it to where u just miss him) chances r you’ll be safe unless you did it too late nd seth was already recovering.
This shuts seths zoning down a lil because unlike other chars like ryu jumping is not the main option, so if he throws a slow sonic boom you’ll see it in time to either punish or pressure. SInce Seth also cant use his SB shenanigans unless he FADC’s ur pretty much safe, so it puts a hurt on his U1 since you can still run xx stop if he tries to fake an SB go to ultra. But yeh dont hozanto his fireballs unless he completely telegraphs the slide seems to be safer.