When you guys are talking about oomboing off the elbow drop, are you talking about Bushin Flip to elbow or just jump to elbow. I find it very very difficulty to do bushin flip to elbow and combo off of it, are there any tips other than training mode grinding to get this to work?
Off regular elbow is what was under discussion, off bushin flip it has to be spaced correctly or counter hit. and they would have to be crouching or at least in my experience timing is pretty strict on it on it overall.
I can’t connect a combo if it isn’t a counter with the bushin elbow. I’ve been comboing more frequently with the normal elbow, i’m thinking the timing on the normal isn’t so strict after all.
For the bushin elbow, that things is too random to be of any practical use when i need it. It can happens but it’s more a lucky shot than anything.
For the elbow cross up… it’s also too random to have any real uses unless we found a way to know which move it can cross up and if the timing is strict. Any idea on how we should test those things ?
That’s because the regular elbowa provides a bit more hitstun, Bushin Elbow doesn’t unless its a counter hit, since you’d never hit someone crouching from a distance.
Confirm or Deny: EX BF has invulnerability frames. I swear I’ve gotten out of FB traps and other things with it.
I’m certain it only has invulnerability frames to fireballs.
you can connect Bushin Elbow when it applied during certain ranges. If it hits them low, then you can combo. TG, to low Bushin Elbow is the best way to get the correct distance for a combo.
Is it possible to punish fireballs with Ultra 1?
I’ve come across other threads that mention an EX run into Ultra 1, where the armor from the EX run absorbs a hit and then Guy does his ultra to punish. Could someone please explain exactly how to do this? I can’t seem to get it on my own. Sorry if this has been posted before. Thanks
sorry to backtrack but is Run-Stop only safe off TC ? are there any variations on it like maybe st.hp alone or st.mp alone/run-stop ?
also i think i saw somewhere someone mentioned run/slide being good or safe for block strings and i’m not sure how that could be possible, can someone shed light on that ?
I use it sparingly off mp and thats only if im not in range for TC I’d never do it of HP alone I always TC it, I’ve seen a lot of guy players do it off Mp and not get punished for it.
I do it off MP after my first TC, to get back in range if I stopped a tad early which isn’t hard when trying to stay so close.
s.mp x run/stop is NOT safe on block. It is effective used sparingly though. I believe it is safe if the s.mp hits though. Like c.jab x2 , s.mp x run/stop reset for throw instead of slide or whatever. I think its most effective when you use the safe version alot, people get used to waiting for the string to end with s.fp and the run/stop comes instead.
OK I just found something out. I dunno if someone else discovered this or not, but I didn’t wanna clog the boards anymore just in case someone has.
It seems when Guy whiffs an airgrab you can sort of buffer another motion as soon as you hit the ground and it will come out instantly.
So what I’m doing is whiffing airgrab right before I land and doing a qcf+P right as I land and Super or U1 is coming out. I’ve also gotten Bushin Flip to come out instantly. Sorry, this is a bit hard to explain, I’m gonna do some more testing to figure out what else can be done with this. Probably nothing sadly.
I know Honda has something similar where after buttslam he can do moves before he hits the ground.
I’ll keep you guys posted.
Hmm sounds interesting. Not totally certain how to wind up using that for guy, but the more we know the better his chances.
Also on a separate question:
What is everyone using Ninja Sickle (Df+hk) for, and do you bother to follow it up?
It seems like it’s got some really awesome damage and setups, but i’m having trouble figuring out when i should be throwing it.
I throw it out on bad crossup attempts, FA or a wake up poke if they don’t have any EX bar, and I follow up with EX Ho and HK BSK if I am near the corner, just EX Ho in mid screen.
Ninja Sickle is really good in the corner. It leads to a lot of damage or stun. If you have full super, and land it in the corner, do a late HK tatsu, you’ll fall before they do and then do Super. I think this does close to 500 damage. Combined with a focus stun it’s even better in the corner.
sounds to me like when you option select with a jump in normal but with a special move instead. like when daigo does a jump in after a knockdown and does a dp while in the air so that when he lands… if the opponent backdashes… the dp immediately comes out to catch their backdash.
As said before used for combos and everything, I use it for a mix up in the corner as well, if you land it you can walk up a bit, st.mp buffered into lp bushin flip to catch them upon reset, so you can add that to your game.
I know the ex tastu has some invincibility against fire balls but what about ultra fireballs ex: Ryu, Dans Ultra?
Also whenever I play against someone with a DP and I usally grab after they miss but I was wondering can Guy punish a DP with a target combo? Can he punish all DPs with target combos or only certain Characters?
I wouldn’t worry about using target combo to punish dp, fierce kick into bushin chain followed by ex houzanto is a powerful punish, and if you’re out of range, the same without fierce kick