Took a min to get shoulder~FADC~ultra 1 down on stick(I almost give up) because of me playing tekken on stick now mentally I been treating neutral as a input.To over come that after the shoulder I do foward~shoryuken~forward~QCF+x3kicks work well for me.
p2 side on ok with fadc from lp and ex shoulder~ultra.Super buffers on ok with on both sides.My p1 side is weak on fadc~ultra XC my only odd problem on stick is the window to buffer ultra after bushin chain(final fight target combo) its very slow to me any tips on that?
The window to buffer Ultra is slow? Do you mean the window is short?
You cant buffer full Bushin chain early like far MP xx EX hoz for example. Gotta input the 2 qcf during Guys dash animation.
Just remember that the three kicks can be pressed simultaneously with the last motion of the second qcf (forward, or even down-forward) rather than going qcf x2 and then 3 kicks. This realization made a huge difference to me because before, I would JUST barely miss meterless Ultra juggle after LP hoz. Just pretend you’re throwing a fireball, but with an extra qcf.
I had this problem myself. I buffer the U1 during the FADC. Instead of tapping f.->f. while you hold :mp:+:mk: do QCF*3 and then press :3k:. The game will recognise the first 2 forward inputs from the first 2 QCFs and cancel out of HZO and then recognise the last 2 QCFs as input for U1.
Yes. That’s right. That middle QCF does double duty.
You could tap f.->QCF->QCF for the same effect, but it’s obviously easier in a pressure situation to QCF 3 times. It needs to be three QCFs (at least, you can do four to six if you’re naturally that quick on the stick). I believe it’s because the input of the first QCF during FADC is too far away from the first frame you can hit :3k: to register it all as the ultra command, but I don’t know frame data like that to confirm.
Excuse the double post, I just have a question of my own and wanted to distinguish an answer from a question:
What is/are the timing/s to get grabs out of standard Bushin Flips?
I can time uncrouchable flips fine. I can punish with f.:mp: -> kara -> :lp: flip on wakeup DPs easy. There were videos for them that I could gather spacing, timing and etc. Regular ass Flips? Pah. The first input for the flip gauges how far you jump, and from what I can gather, the second button doesn’t change anything about the grab. Even so the amount of times that I get a really close elbow drop or empty bushin flip because I apparently missed the grab window is insane.
I understand that this is not a go-to tool for Guy, but at the same time, bushin flips have their place against opponents you train to block high or bait high-profile moves from, like fireballs and I just don’t get grabs.
Bushin flip cancel I think its 22frames. That move has been nerf on damage(it needed that) and active frames to allow a longer time to react to it from super.
Definitely what Blood said. The damage is your punishment for getting caught. It’s takes way too much control over your opponent to connect for it to have been nerfed with good reason. Also Darryl, my qu was about the timing to hit the grab.
I miss the damage on bushin flip(personally) but I never could think of a reason guy is doing more(or equal) damage then zangief or any grapple character on a meterless command grab,other then that i guess alot of players never learned to duck it at the time of ssf4 which came down to a nerf.Well am not the best at explaining stuff I you mean land the bushin flip on wakeup.Then it depends on wake-up recovery of the character which after ultra comes out not sure if they will still be as good of a set-up with delay get up.
I miss people standing up after seeing the bushin flip…they can nerf the dmg to 20 I don’t care - it’s largely a useless move offensively. I mostly use it for escapes and sometimes land it unintentionally.
bushin flip is so good for escapes from the corner. I played guy in capcom evo. I miss the knockdown from Neck Flip XC I hope for its return in another sf.If he gets + frame from elbow drop like sf x tekken bushin flip would be abit better.
So, I’m playing against an Akuma who utilizes the vortex game to a considerable and scary extent. I’ve got a, let’s say, 30/40% life lead…why on earth would I even attempt to continue playing the game at this point? Why would I risk playing footsies with a sweep of his that pretty much leads to death? I’ve got a standing medium kick which will do petty damage, (if I hit him at all), or a cr.mp buffered into whatever for good damage…but again, these can be counterhit or whiff punished because of Akuma’s extreme ground speed (he is able to move in and out quickly) followed with the sweep or that button which leads to stupid free combo damage, just because you pressed it (far st.hk).
Having said all that, wouldn’t the logical thing be to actually play evasively and get a timeout? I was gonna say play defensively, but you can’t do that with someone who can walk up to your face so fast, and do instant ex fireball or fireball>ex palm to get in just like that.
guy can only time out a few characters akuma is 1 of them but the toughest next to sim akuma build meter down get knockdown and always have 1 meter to punish his fireballs of threaten him at least if you know the range of akumas St.hk just stay outside of it and punish
That’s exactly my point: his walkspeed is so fast, so when you think you’re standing at the right range to avoid St.HK - he can move in at his range while Guy’s slowly walking backwards.
St.HK ruins this match in my opinion - forget the vortex. St.HK breaks focus **and **leads to hefty damage. It’s braindead cos it’s only -2 and there’s too much pushback to punish with U2. It needs to only hit once, like it does on other characters.
I like to do far cr HK slides, that way, if Akuma does far HK, he’ll approach forward and Guy’s cr HK will avoid and be close enough to knock Akuma down.
cr. MK, ninja sickle and max range cr. HK all deal with Akuma’s far st. HK pretty well. But yeah, Akuma is a blow up for Guy. The only consolation is that if Akuma tries to play keep away with a mixture of ground and jump back air fireballs, you can EX run slide him to death pretty easily. So it’s usually in Akuma’s best interest to keep the pressure up rather than get a life lead and run away. On the flip side, Guy is pretty bad at running away from Akuma. His superior walk speed and demon flips means he can chase you down quickly, especially Guy’s floaty jump. So I would say that getting a life lead and trying to sit on it is a bad idea in general. You pretty much want to keep the pressure up to try and get stun. Try to bait DP FADC to burn him meter. Teleport escapes can be OS punished with run slide. It’s one of those matchups that either goes pretty well or really badly. It’s not a match with a great neutral game really.