vs. Blanka:
run slide can punish a blocked blanka ball as long as the slide is not immediately after the run.
vs. Blanka:
run slide can punish a blocked blanka ball as long as the slide is not immediately after the run.
Juri isn’t so bad… I find a lot of them like to get in, do a block string, then jump back to fish for their dive kick. If you see that pattern, just follow their jump with a hp bunshin flip and grab them after the block string.
Learn to time their dives too. As soon as you think they are gonna dive, s.hk stuffs it clean (people usually dive at the peak of their back jump) so push the hk button accordingly. If they don’t dive, it’s safe.
Also, you can grab them out of their ex wheel kick if they try it on wake up. I’ve done it a few times surprisingly.
I did the same and the only thing I can hit him with after is Ex Tatsu or Ultra 2. But if he does EX, don’t even bother with those. Either walk forward 1 step and grab or if he dashes back, Cr. HK him. Also Bushin flips work wonders on Dudley. A great way to set it up is to be a max range for the Cr. MP, then do a LP Bushin Flip into the Bushin Throw.
I’m having a world of trouble with Bison… Anyone have any tips?
Yeah bison is a total pain in the ass to deal with.
For Bison patience is all you really have. Bison has really good pokes and he has many ways to get away from Guys pressure after untechable KD if he has meter. I do know you can punish EX PC with Guy’s slide though which is good. Though it needs more testing I think you can beat all forms of Devils Reverse with the TK air grab and if he just uses it to get out you can run slide as he recovers. My approach to this match depends on if he has meter or not. If he has no meter you can pressure his wake up pretty much as you would normally. If he has meter I hurry up and wait to bait something on wake up and punish. Other than that you have to play footsie with him which is in his favor in general but Guy has some optimal spaces he can work with.
If we’re going to use non-ex hurricane kick to AA, hard kick is the one to use correct?
My brother plays guile, so I’ve been getting a little bit of practice with the match-up. It’s a tough match-up overall, but one particular move that seems to be helping is EX Run. The EX Run itself will go through one projectile, and/or the roundhouse end move will go through a projectile as well. You can also use the run to bait reversals with the short kick cancel, or force them to lose the down charge (or get hit) with the roundhouse overhead. Mix in elbow drops, and putting pressure on a turtling Guile isn’t as bad.
Of course, take my advice with a grain of salt since I’ve only played SSFIV for only a few days, and I haven’t gotten to play against any really good Guile players yet (my brother and I are average at best).
Adon notes:
Jaguar Tooth(wall dive kick) is easily beat by ex. hurricane. Full screen can be beat but more likely traded with st.rh.
According to you, so far the toughest match up are Chun Li, Guile, T hawk. Right ?
Imo Honda seems a pain to fight too. Can’t use shoulder oustide of combo ( commande grab and ex headbutt would rape you ), he’s extremly hard to get in and can reset a match in ONE combo… He’s a tank.
I prefer going for the mk-tatsu. It is invulnerable to low attacks, I believe.
I tried it on a jump-in, and mk-tatsu got stuffed. So, it’s not a reliable AA.
But when people try to poke at you on wake up, or for example, if Bison goes for his safe lk.scissors, then mk-tatsu will definitely stuff it CLEAN.
@everyone: I haven’t found a reliable AA yet. I’ve tested some normals out:
– cr.hp: It works half the time. It has pretty slow start up, so if you can get it out in time and predict your opponent’s jump, it will definitely stuff people, but the one thing about this move is that it won’t stuff Juri’s walldives on reaction. In general, I think this isn’t a reliable AA.
– cr.mk: YES! It is a good AA, but the drawback is that it doesn’t even do that much damage, and it also scores a knockdown. It’s used similar to Chun’s sweep, only that it’s not as damaging. Though, I heard this move gets stuffed with deep jump-ins, can anyone elaborate more if they’ve tried this move out?
– (close) st.hp: I find that this will most likely stuff cross-ups. But I haven’t tested it out that much. I will do so. It SHOULD work similar to Abel’s (close) st.hp, which was the ultimate cross-up counter!
– (far) st.hk: I find that with floaty characters, this is your BEST AA option. It stuffs EVERYTHING anyone throws at you, except Juri’s EX-walldive. lol, but in general, and at a distance, this is by far the most reliable AA.
– (far) st.hp: I find that it MAY be useful, but I haven’t really tested it out.
Does anyone know if Guy’s down-forward cr.hk has AA properties?
I haven’t found any good way to use it or combo after it.
Actually, there was this one time I used it to combo into hk-tatsu, but it has VERY strict timing.
It leaves the opponent in a juggle state… so, i’m wondering if we can actually combo a Bushin grab after Guy’s d-f cr.hk. Can anyone test this out? lol
Guy’s footsies aren’t that great, and I think for that reason, he will be midtier.
I consider myself a great player, and to see guys who are around my skill level beat me with their new characters is kinda making me frown.
But I think it’s because Guy is a more complex character than say Deejay, or Juri.
He can survive the footsies battle, yes. I’m starting to lean towards a more defensive Guy.
I find it that it’s hard for my opponent to get in on me, but I think it might be because I poke so much with my characters (Vega main, go figure lol)
So, I know what is a good poke, and what is not a good poke.
So far, the only good poke i’ve been able to find out is st.mp and st.mk.
st.mp comes out quickly and you can target combo into it and finish off with mk-tatsu for decent damage.
I find myself trying to punish people with st.mp more than any other move.
The slide, although rewarding, it very unsafe, especially if people are expecting you to use it.
At least now I know what it feels like to be a Blanka player, and punishing his slides =P’’ lmao
I haven’t fought a good Guile yet, though I know they’re out there =]
but still, I feel like in general, we’re on the losing side against characters with good pokes.
Especially AA ones. I feel like Guy’s Bushin flip is a mind-game ONLY move.
It gets stuffed by a reliable AA move, and/or special move, like Deejay’s up-kicks.
I had a nice set against a Deejay player (watch out for Kurokiba!), I find that I absolutely can NOT jump-in on him.
I find that I can’t really outpoke him either. I lost 9X in a row before I decided to go on the defensive with Guy.
That’s when I, AT LEAST (lmao), won 3X in a row. before he finished me off with the FT10 lol…
My problem with Guy is that his pokes aren’t fast enough.
At least, on the horizontal side, his pokes are too slow and can be counterhit’d easily.
Anything that has to do with a crouching move, there’s always someone else with a better move to stuff it.
At least, in the Deejay match-up, Guy’s slide owns Deejay’s lmao, but Guy’s is way unsafe.
Deejay can nearly cross you up for free.
I can’t really find a reliable AA upclose, and I don’t want to waste any meter.
@everyone: do you guys find yourself using almost NO meter at all? Except for EX-run? What kind of properties does Bushin flip receive if you EX it? I find that I would rather save my meter, at least Guy’s super is his most reliable AA option, in terms of damage lol but in general, I don’t use EX, except to combo into another EX-shoulder or EX-tatsu…
you guys didnt read my post at all huh???
believe or not bushin chain ownz after you blocked several type of special moves.
bushin chain punish on block :
cody : criminal upper,ruffian kicks.
rose : soul spire
feilong : 3rd rekka
makoto : dash punch
dudley : machine gun blow(unconfirmed,punished cpu at expert but cant do it online maybe 1 frame)
juri : pinwheel (mk and/or hk version maybe range specific/last hits whiff)
sagat : tiger knee (mk and/or hk)
and mk tatsu goes thru fireballs and can punish random ultras on reaction…
this true guys go find out yourself or keep asking how to land bushin chain…trust me. i will try to punish more characters with bushin chain after blocking their special moves.
Against Rog, your best counter poke against his specials will be cr.mk. It does two hit, and it lowers Guy’s hitbox so he can’t get hit by any of Rog’s dashes, except that one that trips you. but if you time it correctly, you can probably trip him for free. St.hp works will against Rog’s fierce moves, in general, and at an optimal distance, Guy has pretty good pokes, but up close, it’s really a gamble.
My overall strategy against Rob, right now, is to zone him out and push forward. Guy’s cr.lp recovers REALLY fast, so even if you try to poke characters on their wake, and Rog, and even if Rog does go for the headbutt, most likely Guy will recover in time to block, then you can punish with your best punish.
On a side note: cr.lp on Deejay is godlike!! He can’t really do anything about it. All his reversal specials, even the EX ones can’t punish Guy. lol
As far as Seth is concerned. Seth’s longhands have been nerfed heavily. Seth hasn’t been much of a problem for me. If you run-stop in front of him as he’s landing from a jump-back fierce, the fierce will miss, I think this is because Guy’s hitbox is lowered due to the run, and the fierce just whiffs. On another note, your best friend in this match-up is to continuously trade with Seth. There’s a lot of situations where you will want to trade, example is when he throws a sonicboom, even on reaction, you can run-slide and hit him on his recovery. It works to your favor, but be careful not to do that when he has Ultra. He can bait it out on you and punish you. On another note, Seth’s jump d.mk (the one where he stomps on you continuously) is godlike against Guy. It stuffs everything guy throws at him in the air, as far as normal moves go. If you read your opponent correctly, you can command grab him out of the air for juicy damage lol but the command grab doesn’t work on his long range hands, not that i’ve seen it work… you’re better off using j.mp against Seth since the angle of the j.mp is a perfect counter against Seth’s long range hands. Try it, let me know how it works for you, but in general, if you’re chasing after Seth, your best air-to-air move will be Guy’s j.hp! This match-up comes out to who’s the more patient fighter. Seth has stupid gimmicks against Guy. So, it’s best to make Seth come to you. Guy is dangerous up close. Thing to watch out for against Seth will be his SRK into jump d.mk, that and his Tandem Stream. Other than that, it’d say this match-up is 5-5. Bushin flip owns Seth upclose if used as a mind-game =]
Had to quote this because this is good.
I haven’t played too many of the characters mentioned above, but target combo owns people if you time your reversal correctly.
Thanks for the contribution! Just had to bring this back up because a lot of people are run-slide punish-happy… lol, when they can easily get a 200-point damage combo with the target combo =] (actually, I don’t know the numbers, all I know is that target combo does more damage, and can lead into bushin flip mix-ups =]
lol, nice.
To add on:
– Deejay’s EX-sobat kicks, machine gun upper (though, not EX because last hit has insane hitbox) can be punished with target combo.
– Seth’s command kick can be punished obviously.
– Hakan’s slide can be punished with cr.lp, st.mp, st.hp xx mk-tatsu (best punish so far that I can find, unless you can land: (close) st.hk, cr.mp xx EX-elbow.)
Anyone else can add?
I think you shouldn’t jump in at all. Guy has a very solid ground game, so whatyou think about stayed grounded ?
Are you talking about the C.hk or run xx slide ? Because in the run xx slide case you can fadc it, I wouldn’t recomand to use run slide without wany stock of meter to focus dash cancel it expet for punish or combo. Way too risky.
I admit Guy’s footsie aren’t the best, but they are good. Like you said, you’re used to godlike poke ( maining vega ) and fast walk speed, that’s maybe the reason why you look down at Guy poke.
But they’re ok, that’s Imo the reason why he’ll be midtier. Without average/good poke and footsie he would probably have been low tier.
In fact most of your character specific problem ( like dee jay “free” crossup ) can be solved by using meter. Dee Jay go numb with his cross up ? Just go for an EX tatsu, it will fuck it clean. This could be the main reason why you found some gap in Guy move set, you don’t use his full moveset ^^
Use tiger knee motion ( Like akuma instant fireball motion ) air grab as an anti air, and you should have more time to grab jump in. Use the ex air grab for rape almost all jumpin on reaction.
Bug double post. Sorry for this.
Yeah, both of his slides are punishable. I didn’t know his command slide was fadc-able, that’s good to know =]
Thanks for the tips, now I know what his EX-bushin flip is used for =]
I actually tried using a variety of moves against jump-ins and Deejay. 13 matches gives you a lot of opportunity to experiment lol
but I actually would rather not use EX-tatsu because you can’t auto-correct it. You’ll be using the run, and then you’ll get raped because 1) you wasted meter, and 2) you can eat a juicy combo…
But I will attempt at staying grounded next time I play.
I don’t own the game, which is why i’m out here trying to learn as much as possible. lol
I only play sessions and with friends, but that happens at least once a week…