Can someone point me to where the big body list is for st.HK, far HP, far mp ect. I know I really should know but I have forgotten a lot of the less obvious ones and can’t find a list. I know this should be drilled in my memory by this stage.
Was tryingtrying st.HK, target combo, red focus, st.HK, st.HP, st.Mp, runslide or the above repeated or what not. Does over 700 stun :D. Looks to be big body only as the red focus misses after the HK target. I’m guessing these have all be talked about somewhere, I just for the life of me can’t find it
Cammy, Rog, Guile, Sim, Guy, Hawk, Hugo, Gief, Seth, Sagat, Gouken, Deejay. Some cases you may have to delay the HK so the combo will work. But i believe that is everyone.
Missed it, been playing too much decapre so I’m a bit behind
Guess I may as well throw this here as I have it written in the phone so I can copy and paste it. I’ll get reading through the threads and catch up over the next while.
Style points combo:
Jump HK, cl.HK, TC, RedFocus, cl.HK, HP, MP, run slide. 414 damage, 742 stun. Works on:
standing far light kick is a strong tool in the matchup, along with far-range cr.mps. I personally find standing far hk too tricky to time on Yun dive kicks, but with the other two, you can keep him out and sap health from a Yun them if he pursues the moves stubbornly.
Can someone update the Boxer Match Up thread just to say which normals I should be using against which special punch?
Atm - I’m using a mix of Focus crumple combos and crouching mk, but I’m aware that there are punches that aren’t countered by either of these moves and I’ve always lost out trying to hit boxer after blocking anything but headbutt super and ultra.
I just recently picked up Guy after playing years of downback Guile so opening people up is sort a new thing for me. In general, how do I actually go about getting “in” from the neutral position?
I’ve been looking for whiff punishes into run slide and dashing in when the opportunity arises but my attempt to start an offense just gets shutdown by mashed out jabs. Guy just seems particularly difficult to get in with without a stepkick or divekick. My main practice partners play Ryu and Yang if that helps.
Crouch jab will have that effect on an advancing Guy.
Unlike most other characters, there is no routine which you are trying to settle into with Guy. His advances are much more response than active - that is to say they come from you specifically predicting and guessing your opponent’s neutral game right than your opponent guessing you wrong. Much of his gimmicks and tricks in the neutral game can be counter hit by steady cr.lp.
Learn to be open and responsive and be actively analysing how your opponent is moving in the neutral. Guy doesn’t actually have the tools to force the opponent into a guessing game. His overheads do not convert into combos and your enemy can afford to keep to down-back and mash cr.lp if they think you are going for them over and over.
I seem to be having some issues with the safe jump after the run>slide. My jumping fierce will miss whenever the opponent goes for a throw. And they end up throwing me when I land.
Ok thanks. I also need some help against shotos, as most generally mash dp during block strings or on wake up. Once they get out, it’s impossible to get back in. They have a projectile, and Guy has such a floaty jump, so jumping is basically suicide.
You’re hitting the jumping fierce out of time. If the fist is definitely reaching out then you’re pressing it too early and you’ve passed the active frames.