Anyone able to do HCB -> Dash -> HCB * 3P to get the Ultra 2 out? An old KOF trick that I was hoping would work, but I’m hoping I’m just not fast enough. LOL
It seems when I fight a lot of people with Guy they start spamming crouch jab. On jump ins, wake up, whenever I get close. (especially Cody) Any advice on what to do to counter this?
Also how do you punish blocked Blanka balls?
Lastly which Ultra is better?
Well depends if you want to use your ultra as a punish or combo into it. Also on Jab spammers I usually go overhead, or use your cr.HK kick there feet out.
i’m having difficulty with the trial that requires st.hp, elbow into super. i can’t get it to connect. any tips? i guess it’s a tough link, but sweet jeebus, it’s ridiculous. dan falls way to fast, even when i’m buffering the 2xqcf.
I had trouble with this one too. At first I thought it was on juggle, it it’s actually right after the qcb+lp. In all honesty, I’ve only been able to do it once.
Yeah, you have to be quick and cancel the dashing elbow.
I am pretty sure it is a cancel and not a link. Either way, you can just mash out the super input one the elbow connects and it should come out no problem. If you want a more precise input, the preform the super as soon as you see the impact wave.
Does close st hk hit crouchers? And does it force stand on it?
Any good normals that hit mid and force stand aside from cr jp?
St. mp hits mid and is cancellable, but it doesn’t force stand.
No, close s.HK does not hit on crouchers. I tried it on Sagat and it just whiffs. Can’t really use this move in a combo unless your opponent is standing when they get hit.
Not only that, but far s.HK whiffs on most crouching characters. I tried this on Sagat and it hits. I’d probably use far s.HK to stuff fireballs and jump attempts.
Any good tips or combo that could link Guy’s Ultra 2 grab?
Is mp houzanto pseudo safe or is lp houzanto the only safe one out of the bunch?
Whats the deal with the startup of Guy’s f.mp overhead being special cancelable. Is this useful for anything?
Bait wake up grabs and such… Lets say Makoto sees the overhead and decides to karakusa or ex karakusa or regular grab, you can cancel it to an ex hozanto etc. and possibly ne1 high strung to react to anything… I caught a few people 2day for far away nd canceled it into FP bushin flip and nailed the grab. But in reality it has no grab its jus cool i think the devs thought guy was so cool they got carried away. But it does hav some use especially in those chip death situations where some one dp’s and u fake to an ex tatsu beating it clean on most cases.
can you combo into bushin flip grab like in alpha 3?
Use c.MP for an anti-air. Seems to work fine for me. Also use c.MP as your anti-crossup defense. You have to time it right for it for a clean hit or trade. This move works a lot like Rugal’s c.MP in CvS2.
I was trying to use neutral j.HK but there is too much start up and I ended up getting hit out of it almost everytime. I would be a great AA because it knocks down if it hits much like ST Chun’s neutral j.HK.
Edit: Also, c.HP can be used, but the timing is really strict and depends on what your opponent is hitting you with.
i was wondering if Bushin Musou Renge has the exact same range has his regular throw? or is it a little longer?
Just add standing HP to it for the target combo and it forces the stand. Then cancel it into light/ex hozanto or light/medium/ex spin kick. I prefer Light Hozanto though so I can save my EX for corner specific combos and super combo. I use the Bushin Target Combo as a counter and after a focus attack since it whiffs on crouching.
safe block strings for crouchers that make s.hp of the target combo whiffs ?
But doesn’t st. HP whiff on some characters? I also think the medium spin kick adds a lot more damage than light hozanto. In fact, other than FADC into the corner for ultra, is there a reason to end a combo with that? It does push a lot towards the corner, where Guy really shines, but if I remember the damage difference is fairly large.