1: Keep them blocking low
2:Easier on block to catch a counterhit if you miss your timing a bit (between the two cl.lk’s)
3:10 more damage (? I think hahaha)
4: Why not if you can hit the link?
Basically, not really the most important thing to do, but in general, I think it’s basically, if you have the execution, why do something that only has the benefit of being easier to do?
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<div class=“QuoteAuthor”><a href="/profile/10755/deteknician">deteknician</a> said:</div>
<div class=“QuoteText”>Why do good Guy players do cr.lk x2 into st.mp? It’s a 1f link. cr.lp2 is 2f. I understand you might want to start with a 3f normal that also hits low but then why not do cr.lk cr.lp into st.mp?</div>
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It really depends on the character. If I’m playiing Sagat who can mash dp into Ultra, then you want to also use cr.lp true string; cr.lk isn’t unless u start with cr.lp.
1.) 3f move, cr. LP is 4f
2.) Reaches farther than cr. LP
3.) Doubles as crouch tech
4.) They have to block low (obviously)
There are also a couple reasons why people don’t use cr. LK, cr. LP but the reasons might differ depending on who you ask:
1.) As said previously, cr. LK reaches farther than cr. LP so there are times when you can connect cr. LK and not cr. LP but still be able to connect st. MP.
2.) It’s a 2f link into cr. LP from cr. LK whereas cr. LK linking into itself is 3f
3.) I’m a crouch tech monster, as a lot of Guys are, and I have my throw button mapped to one of my fourth buttons, so in general, it’s just easier for me to hit the same button than to hit multiple different ones to achieve more or less the same result
In general, you are correct, under most circumstances if it permits (i.e. being able to hit confirm and in range), using cr. LK, cr. LP is easier and less likely for execution errors because of the additional frame to link st. MP. But really, it’s one of those things that it’s better that you get used to the 1f link since, as mentioned before, there are some things that 2x cr. LK can do that cr. LK, cr. LP cannot. Believe me, I know where you’re coming from and even though I’ve been playing this game (somewhat casually) for a year and a half now, I’m still having trouble landing the 1f consistently, partially because I haven’t put nearly as much time into training as I should and partially because I play online and the lag affects execution.
so the Guy Seth match up is supposed to be in Guy’s favor but does anyone know why this is so? I want to be able to abuse the hell out of my advantage if I know what it is vs Seth
Don’t believe everything you see on a tier list. I would say its 5-5 and dependent on who has the knockdown and momentum, Even with meter Seth can still beat Guy because DPs will trade and EX beats yours out. The 50/50 mixup is also a devastating adversary for Guy when he has no meter and since Seth can just go nuts the moment he gets 2 bars… that’s much more of a risk for us. Especially since DP can tag our backdash.
The only thing Guy has over Seth is, damage and footsies. Which is why people believe its in his favor. It’s really not even if you manage to get the KD, Seth with one bar can blow up your safe jump with EX SPD, you have to play an either reckless and relentless game with Seth… or a very SOLID game against him.
How do you play footsies against Seth who can do light tanden and suck you in for damage/mixup?
To play footsies you need to be close to the character - wherein light tanden works.
I dunno if you can actually jump on reaction cos the light one is fast.
Also seth can play keep away from full screen AND do wall jump/fakes to get in your face. Plus he has control of the air against Guy with jumping mp ( forget about the flips).
So from my experience the only thing that Guy has over seth is dmg - but that means nothing when everything else seems to be in Seth’s favour.
I stick with the ‘reckless and relentless’ approach against most Seths. If you try and play the long game and out footsie him, you play a risky game. What most people would do is try and get the life lead then play it safe and maintain it. But I just keep going in on Seth, even if it’s sometimes just with offensive baits (to try and bait out an EX DP or DP FADC). This to an extent forces the Seth player to go nuts defensively, which is better than when he’s going nuts offensively. The last thing you want is to be half/full screen away from Seth if he has the life lead (especially if he has ultra, because both his U1 and U2 blow up jumps/flips).
Depending on the range, yes you can react jump elbow drop into combo to punish light tanden. You can also MK tatsu, EX flip or even U1 in the same situation, but you’d have to make a good read to input it on reaction in time.
Since when was 21 frames fast? Maybe online sure, but offline 21 frames is like getting hit by MP hozanto. You can blow up j.mp with Kaiten izuna, this of course means you’ll have to make a guess or read depending on how well you know the Seth, but this will obviously keep him honest. But honestly Guy has the better ground game, I play patient unless its a 50/50 Poongko style Seth.
I have to agree. Trying to play safe and patient against Seth is generally a losing game because of his ability to zone and if he gets the knockdown it really sucks for Guy. I would much rather play it a bit recklessly to bait him into mashing out DP and punish hard.
I really can’t say it’s in either character’s favor though, it depends on the players themselves largely on how they want to play. If playing like how it’s described above, I think Guy has a slight advantage over Seth since Seth is left taking big risks whereas if Guy plays a footsie based game, it’s in Seth’s favor. Also, getting in on Seth is a huge pain at times since doing elbow drops are not safe if you intend to bait anything out of him if he uses U1 (which he should). I’ve gotten caught so many times out of habit trying to bait DP’s and he’ll U1 me from half screen away.
hello, i’m collecting kara throw data for all of AE 2012’s characters, i don’t know how much of the information here is outdated, so i wanted to ask: what’s guy’s best kara throw?
all of the data will be compiled into a list including normal throw ranges, added ranges and kara throw ranges.
While we’re on the topic of kara throws, I’ve not actually asked this question but assumed the answer was as such:Are kara throws slower than normal throws, because you’re cancelling a normal - like is it 5 frames in total with the cancel animation?
I would say probably 5… since you have to treat it like Gouken’s back throw (which is 5 frames) you’d have to delay tech. It probably becomes a 4-6 frame throw.