Awesome, thanks dude, I’ll give it ago
if u notice them trying to focus your elbow, do an immediate ex tatsu. takes a bit of practice to react to it, but it works like a charm as long as your elbow doesn’t hit too high (against sagat)
they might focus backdash though, in which case you’d be open for a huge punish. i don’t think the tatsu would still clip them, maybe it might
Hey peepz, i’m having trouble with one of Guy’s trials. forgot what number. Im basically having trouble linking cr.LK x3. Is there a technique to pulling this of? I doubt I use it in a match but really want to get this trial done. I’m using a stick in case you were wondering.
thanks for that link bro. never heard of plinking before, it was a good read. bout to try it out now. just that i know. what do i plink LK with, MK?
Edit: Nevermind, after half an hour in the training room working on plinking I can now say I have completed the trial. That plinking tutorial you provided is great. Thanks for the help!
LP
i would try double tapping LK first, its easier than plinking
Been playing Guy and having a lot of success these first few weeks, but struggling to implement all of his tools… Has anyone found a nice set up or situation in which the down+forward RH flip sickle (or whatever its called) is useful? I have used it maybe a few times in the corner as a meaty and caught opponents for nice juggle setups, and the occasional trade off a normal at footsie range, but I have no real solid idea of when to use this.
Its is used just as you have been using it, catches some peeps off guard
I use it after focus in the corner followed by EX hor then HK senpu.
Day 3 Guy player.
I’m taking a break from Cammy to play as my old main from Final Fight 1.
So I’ve got some combos down, but I still need to know some range with hit confirm (Which it seems Guy struggles to get on aside from punish combos for me at least)
and I want to question the how valid it is to use neutral jump roundhouse late (overhead) into target combo as an option on wake up vs. other choices.
But yeah question 1 - What is the safe range for a Rush Down Guy to use his combos, should I even be playing him rush down at all? I’m losing to practically alot of online shenanigans I usually know how to deal with.
Question 2 - how valid is it to use neutral jumping hk (Air Ninja Sickle) into Target combo?
I think you have to play a conservative rushdown, if your opponent is wild it really might not work good, but applying your BnB mixup I think is best, cr.jab x 2 target , run stop, cr.jab x 2 target run hk, get them blocking high, then bushin slam. There are so many…hm I call them downbackers its frustrating so you have to get your overhead game down.
Nj to target or FF chain is valid if you don’t get DP’ed, depends on the opponent I guess.
So…I’m messing around with Guy finally.
Not seeing any obvious anti-airs to stop the shotos from jump all over me. Help please.
c.mp
Does anyone know how to do the run into ultra glitch? Also is it considered a glitch enough to be patched in an update if anyone can tell cause i dont want to get used to doing it just for it to get removed or banned or something?
:qcf::qcf:+:2k:~:3k:
What are Guy’s option selects? I keep seeing people talking about them, but I’m not positive which ones they’re talking about. The only actual OS I know is the throw tech one on wake up
I use the cr. jab, cr.jab OS sweep one to punish people who backdash on wakeup. That and throw tech OS cr.short which you have mentioned. ANother one I like to use against DP characters is after a crossup pause for a split second and hold DB and press LP+LK. That way if they are grab happy on wakeup (cough scrubs) you tech, if they mash out DP you block it and can punish, and if they just block you get a cr.short which you can carry on into your blockstring.
BTW you have an awesome username. Makes me lol all tthe time when I see it.
My only other question right now is I’m guessing that any time I land a jump-in, I should go with the target combo into Honzato, correct? Because s. lp whiffs over most people (which is why I kept getting punished) and it doesn’t seem like anything combos from c. mp.
Okay, thanks. I’m guessing he doesn’t have to anything to deal with cross-ups besides blocking and maybe EX Run (since that has armor IIRC).
My only other question right now is I’m guessing that any time I land a jump-in, I should go with the target combo into Honzato, correct? Because s. lp whiffs over most people (which is why I kept getting punished) and it doesn’t seem like anything combos from c. mp.
Okay, thanks. I’m guessing he doesn’t have to anything to deal with cross-ups besides blocking and maybe EX Run (since that has armor IIRC).
Alright so, in a few ranked matches I’ve played on XBL against Ken he’d go to do a wake up lp srk, which I block, then when he lands, I go to throw and he mashes another lp srk which goes through, and seems to do so with every punishment I try. So, I’m wondering how do you punish the blocked SRK? I would say to just not punish, but if I don’t try to he just throws another.