So I’ve been playing against a very defensive Abel - I mean someone who will literally walk back to the corner on purpose…spamming st.Light kick and step kick. I really dislike Abel’s hitbox because Guy’s st.mp whiffs from such close ranges where it should normally hit.
I dunno if it’s cos of the lag but wtf are you supposed to do to the step kick? IF you play footsies it’s so dangerous cos you can get hit for serious dmg and stun. I’ve not had to deal with Abel’s like this, but then again I’ve not played a good Abel with this much lag (it’s not too bad cos it’s playable, but makes whiff punishing very difficult).
If you focus it, your only option is to let go for lev1 petty dmg.
Believe cr.mp actually beats it, I play against JumboDom who seems to always have a vendetta against me whenever we meet as I’ve beaten all of his characters. Also have had experience against an Abel offline in my FGC and have played Alex Smith (BlueNine) as well. you can poke with cr.mp outside of step kicks range. Not sure on other normals since I normally opt for that one since I can cancel into whatever.
I’ll try that again…although I recall trying that in training before but maybe I was doing it too close to the step kick.
Really, getting anywhere close to step kick is just plain dangerous. Awkward match up.
I absolutely suck at kara throwing on pad, but even when I had a stick I never managed to get cr. HP to work as a kara throw. So either it doesn’t work at all or it does work but only with a very minimal (if any) range adjustment. I think this is because of the frame of cr. HP from which Guy is considered to have moved forward is after the kara cancelable frames. Unlike, let’s say Ken’s step kick where the hop forward is instantaneous before the active frames, hence a perfect normal for kara throws.
As for Abel’s step kick, I tend to just stay out of it’s range and throw out cr. MP or far st. HP. af0 who is this Abel player? I’d have thought after practicing with Taaha you would be a boss in this matchup! Please don’t tell me it was Ferdi… lol
I find delayed LK tatsu is great against Abel’s who like to tornado throw a lot. In general that’s what Abel players are trying to do, set you up for a tornado throw into mixup situation. I’m pretty sure the 3rd hit catches his back dash too if he’s up close. You’re probably gonna be better off just laming that guy out. If he’s happy to just run away then you can do the same. Try and get the life lead then make him chase you!
Greetings Bushin Brethren(and any Sisters of Bushinryu too!),
For some reason I am thinking that Guy had a teleport in one of Capcom’s Fighting Games. Am I trippin’ or did he have one somewhere?
Alpha Anthology in Japan had 3 extra isms that were in it. One of the special ones gave characters additional moves and yes Guy had a teleport, would it be useful in AE if you were to ask that question… I would rather he not have that given to him.
Weird, as I have the US anthology and I think the 3 extra isms are in that too, as I remember using the teleport. NO teleport or projectiles for him in AE please. Some of the things they are asking for are ridiculous.
Hm, I just noticed something while testing on Ibuki. It seems like doing EX Hozanto with Ibuki in the corner followed by HK BSK doesn’t work on her. Is anyone else having this problem or do I just suck that bad? I had the dummy do it on Ryu and then switched over to Ibuki and it whiffs every time.
I have lost so many matches against Ibuki because of it, I just assumed it works on everyone. It wasn’t until today that I decided to actually test it. I’m not sure if it fails against anyone else, I would need to test it a bit more. Wish the Guy suggestion thread on capcom-unity wasn’t closed so I could suggest a fix for this
Can you still EX tatsu afterwards? I think it both starts up faster than HK version, and has a larger hit box to catch her smaller hurt box. Otherwise just live with the EX hozanto and go for a setup afterwards. If you’re testing this out with the whole cast, other characters I believe have a smaller juggle hurt box are Yun, Yang, Blanka and Rose.
Still works on Twins, Blanka and Rose, its the fact that her falling hurtbox and the way her body falls/speed of it is the reason it whiffs, EX tatsu still hits.
I just tested HK tatsu on the entire cast, it only whiffs on Ibuki and Ibuki only. I haven’t tested EX tatsu though but I’ll take Blooddrunk’s word on it.
I have a question regarding which combos you guys prefer to use as a punish. More often than not, I would see Lumina1re punish using cl. st. HK, target combo, run slide and it seems to be him exclusively, everyone else I have seen does cl. st. HK, Bushin Chain. Same applies for after hit confirming, Lumina1re seems to opt to go target combo, run slide over the Bushin Chain (even if they’re standing). Essentially, I only ever see Lumina1re use the Bushin Chain rarely. So my question to you guys, which do you use and why? And if you use them during different situations, when would that be?
I understand that doing the target combo, run slide allows for the safe jump set up or corpse push and meaty (after two dashes) but it does slightly less damage than doing Bushin Chain. It’s a bit depressing that I am now noticing that as a viable alternative after playing for almost 2 years LOL.