Tsukiyama uses st.mp as a poke relatively often. he just hit confirms off of it into TC or tatsu. of courses if youre talking about long range pokes, cr.hp is decent, st.hk catches people off guard, it has decent range and quicker start up than his st.mk, and it has good priority. guy isnt really a character that should be relying on pokes too much though
Maybe this is why have been doing so bad with Guy lately. I am starting to think Guy is alot like El Fuerte. He relies alot on his mind games and special moves. I just cant get a break with Guy anymore so I get frustrated and go back to Fei Long.
@ Avenger
well, yes and no. Guy does have to rely heavily on mindgames and mixups that flow from his target combo, but no, he doesnt necessarily have to rely on special moves to win. Guy shouldnt be poking at midscreen playing footsies too much. Guy’s metagame revolves around 2 basic things for the most part. 1) Baiting the opponent, and punishing them HARD (which guy is great at with run xx stop and moment stopping elbows), and 2) Playing a solid rushdown game. Guy play extremely well when he has the opponent in the corner, he becomes easily one of the top 5-6 in the cast when he has the opponent in the corner, and lucky for him, all of his combo enders launch the opponent to full screen distance, as well as his throws. You should always be trying to get the opponent in the corner. If youre frustrated with playing Guy, but are still interested in him, you may want to check out my thread entitled " Offering Guy training sessions ". You might really enjoy using Guy once you learn his ins and outs. Hope this has helped a little bit !
It’s just a bit frustrating about his normals because in alpha you would just throw st.mp or cr mp out there cause you know in most cases you would get a CH or an unexpected hit and buffer than into whatever.
LIES!
try mashing it in between blockstrings lol
His pokes in this game just seem like they always are just…and i mean JUST below what i would hope for him to reach like in the Alpha games
On that note, my arcade installed this SSFIV Cab so i got to play some people that aren’t scrubs all day. I have to ask, when fighting Ryu or any fireball character, is it a good idea to jump forward and try to clear the fireball? What are some ways you guys deal with fireballs? Doesn’t have to be too detailed, just a list is fine too. Also what do you guys use to jump-in with…?
Reason is, when i try to clear it, i usually get s.fierced alot (seems to beat everything?) or the guy would recover in time and block my kick due to my floaty jump. Bushin Flip elbow seems a little unsafe, and EX/HP Hozanto doesn’t go under the fireball or is too slow. It just feels like even at the range where its unsafe to throw a fireball, its still ok for them to do so due to my floaty jump. Hoping i don’t have to fish with Focus…
For dealing with fireballs:
Blocked shoulders still get you in and if spaced properly are safe
EX run of course
j.Elbow(both forward and backwards)
tatsu occasionally.
Focus dash
Flip if i want to bait something, and EX flip is surprisingly fast from full screen.
For the elbow your goal is NOT to hit the fireballer, but instead to just get past the fireball but stop yourself before you get in AA range. This is especially useful if your opponent throws a slower fireball since it gives you a few moments to capitalize on the fact that they can’t throw another until the fireball clears the screen.
i almost strictly jump in with command elbow, j.mk, and occasionally j.hk. the only other aerial i use other than that is j.hp if they seem to love going air-to-air with me. j.hp has good range, and pretty good priority as well, just remember they have to be level with you. it has a small hitbox so it wont hit if they are even a little bit below you.
Ah i see, i might have to use the command elbow more liberally in this game. It seems Bushin Flip Elbow is -negative frames on block or something too (-_-).
As for shoulders, it seems i gotta psychic them because of startup time? And i also have to ask, is c.hp a good anti air in this game? I used it in the Alpha series and i remember the other night, me just whiffing the elbow completely against people jumping in. Am i not timing it right or is this just a bad idea in this game?
Thanks for the responses K1 and Eiji, gave me alot to think about
Sakura can punish shoulder on block(Heavy and maybe medium) with st.lk, so you have to use with caution.
regarding fireballs. it’s hard to do on reaction. strong shoulder is your best bet to use on reaction. but you need to be at least 2/3’s of the screen away to do it on reaction. if you’re using fierce shoulder… then it has to be done in anticipation of the fireball. and well before it if you want the shoulder to connect.
cr. hp i don’t use as anti air at all. guy’s anti airs are all situational and some what character specific. ex hurricane is you’re (almost)guaranteed anti air. it can whiff if mistimed on characters with small hitboxes i.e. juri. st. rh works well but will trade some times. cr. strong works well… and cr. forward is character specific.
@ LionX
yeah bushin elbow and command elbow are not created equal lol. bushin elbow doesnt combo unless its on CH, i believe, also cr.hp is a very mediocre anti air at best, and it only really works if they jump in and are trying to land about a character to a character and a half space away from you
Hahaha alright, thanks again for the great information guys. Helps me put things into perspective <3
Alrighty people. So i picked up Guy like… a week ago? Changing over from a long time with Juri. So, i think im getting the basics down, but its still a long way from here.
I got a few question.
Bushin Target Combo, the 4 hit one… Is it of any use in a match? I tried it alot the first few matches until i decided to just stick with his 2hit TC. It whiffs so often since everyone seems to crouch all the time when i try to land it. The only time i can land it occasionally is from a crossover in the corner, ending with the throw and tatsu.
Any decent U2 setups? Guy seems to have a lot of potential for setting that Ultra up, though i still wonder if there are good way-to-go ways.
And last but not least, what are you favourite mindgames during a match? Things like: Blocked TC, run-stop, throw?
My main goal as Guy is to get the opponent in the corner right away. Thats when Guy works best and you can put the most pressure on your opponent to make a mistake without risking much yourself. Also i dont go for the crossup - ff chain - cl.hp - bushin flip reset unless i know its set up well and I can land the crossup. Its not worth taking the time to get the opponent back in the corner and chase them around again all day if they block, or when they block crouching. That still pisses me off even though its a free combo.
I land the 4hit FF chain pretty frequently in matches. I use it to punish a lot of things and hit confirm it in combos. Most my mindgames revolve around st.mp, run-stop as TC misses frequently. Run stop - throw works pretty well against most opponents but dont get predictable with it. I mostly do it midscreen as his throw will put them in the corner pretty fast. His mixup works well when they start looking for a throw and start doing stupid things after. Try throwing a bushin flip in one of your strings too. It will probably get beaten out by a good player but a lot of people do not know that its not an overhead and instinctively stand block to be thrown.
Mindgames are all about reading your opponent so do things that are relatively safe to gain information on your opponent so you know how they will react before you even do something. Its not always about rushing in and throwing your whole offense at them at once. I hope this helps and remember corner, corner, corner. You will not win midscreen fights. I cant even count the amount of times someone has wiffed a dp in the corner for me just standing there doing nothing.
Relative newbie here. Looking for good ways to combo into Ultra 1. Read the first 3 pages of this thread and didn’t see anything. Maybe I’m blind
Thanks :badboy:
a) (in the corner) Target combo xx lp Hozanto xx FADC xx U1 *
b) (also in the corner) Bushin Chain xx U1 (no FADC needed)
- some characters you can exclude the FADC and it will connect. theres a list of what characters it works on in another thread
other than those, the only other way i know of combing into U1 is off a j.hk/j.hp. not really a combo though. just for sake of ease, i would suggest sticking to bushin chain xx U1. its requires no meter and is easier to do than method A.
u1 also combos off ninja sickle, any combo ending in ex houzanto fadc in or near corner, and also it can combo off of lp houzanto and bushin chain fadc when the opponent isn’t in the corner, but the first hit of the ultra pushes them into the corner
I will have to give those a try. Some damn reason I have been having problems with Ken and Ryu scrubs lately. Never used to be a problem. I can’t even properly block their lame two roundhouse combo’s (I seem to get stuck in the standing blocking animation and always get hit by the sweep… I confirmed that the block input was coming in through training, but my character doesn’t crouch. WTF?) I think my this may be a weird glitch for Guy, only character I have ever had this problem with.
Profound sadness!
i’ve never had a problem with that online^. maybe you’re just fighting really laggy folk, or the down direction on your stick is broke lol