oh snap…played u quite a few times…lol
Thanks guys, I actually have started using TC > lp hozanto every time since actually hit confirming off just TC is a iffy for me.
When you say hit confirm into FF chain, do you mean something like cr.lp x2 > FF chain?
It’s feeling a little daunting using guy since everything feels unsafe, but I’ll keep working on him.
yeah you can hit confirm into it with cr.lp x 2, but what is a little better to do, if you can, is learn to hit confirm into it with a single cr.lk. its better because if your opponent is blocking high, the cr.lk will allow you to combo into ff chain. you cant do that with cr.lp because it hits mid. the timing is a little bit different, but its well worth learning.
an example would be something like:
command elbow (j.d+mp), cr.lk, Bushin chain (FF combo), ex hozanto
^^ if youre midscreen, if youve got them in the corner, you can do a bunch of other stuff other than EX hozanto
The link on the previous page wasn’t a real help here, but is the frame advantage the same between command elbow, and somersault elbow?
I know one of the trials had a combo after command elbow, but I can’t seem to connect anything after somersault elbow?
no, the frame advantage isnt the same. if you can, try not to ever use the flip elbow. its bad. you can only combo after it on Counter Hit
Command elbow is hard on a square gate that’s why I’ve been trying to use flip elbow, but its way too telegraphed anyways.
Good to know.
ehh its not really hard…youll get it for sure. it IS really irritating though when you throw out a j.mp instead =/
so guys throw game seems bad (vanilla vega main), I’m hoping his kara throw is gonna help is standing mp the best one. Is anyone putting it to use, kara throw setups etc ?
^i was wondering the exact same thing, i would test, but i’m on vacation right now
Whats wrong with his throw game? I think he has decent grab range and f+throw sets up a 50/50 on wake up. It also almost guarantees they’ll be in the corner.
Hey guys… this is more of a pretty general fighting game question, but since I’m a Guy player I figured I’d ask it here.
What’s a good stick for a beginner? I’ve been using a pad, and I think I’ve hit a ceiling because of it.
And how long does it take to adjust? Willing to put in the time regardless, just curious. I’m figuring about a month.
Hello, I was wondering, if you could help me with this.
Lately, I have been using links into the target combo, when the target combo is confirmed I usually go either for the Run+slide, for an untecheable knockdown, or for a LP Hozanto if I have the super or the enemy is in the corner. When I see they block the Target combo, I tended to go for the run+overhead because I foolishly believed it was safe on hit, but I have recently discovered that it is not reversal safe, and sometimes not even throw safe (unless it is made from a far distance).
As this was one of my main ways to damage my oponents while keeping them mixed up I am pretty irritated. Do you suggest an alternative for this? It is still more less useful against charging characters though.
Another thing, I keep reading in other threads that the ninja sickle is a nice anti-air, however many people seem to confuse it with the attack made after run by pressing roundhouse (the overhead), when it is actually the move done by pressing down+forward+roundhouse. My question is, is it the actual Ninja sickle a good anti-air? For which situation?
Thanks for the help
yes, st.mp is best for his Kara throw
@ BigJB
Madcatz SE Fightstick. the parts are a little cheesy though so youre probably going o wan o mod them wih Sanwa or Seimitsu parts. It took me about a week and a half to make the transition, everyones different though. btw, unless youre playing Viper or Gen, you can do just fine on a pad. (yes, i know wolfkrone plays pad viper, but hes one in a million that are GOOD pad vipers.) play whatever you feel comfortable with.
@Sampe
personally i dont like doing run xx slide during TC mixups unless i have the meter to fadc backwards and make it safe. also, no, if i were you i would try and stop doing run xx overhead after TC. just stick to regular run xx stop. its safer and allows more mindgames. Ninja Sickle is a mediocre anti air in my opinion. Guy has far better options than ninja sickle to anti air with. i personally only use it on the opponents wakeup when theyre in the corner rarely.
hope this has helped yall
I’m guessing st.hk and st.hp for AA?
So TC hits lp hozanto hits.
TC hits run xx stop is not reversible?
TC blocked lp hozanto blocked and safe.
TC blocked run xx stop is reversible?
How does the TC mixup work exactly?
for AA:
St.hk if theyre jumping in from far (or if theyre gief lol), cr.mk (great against nearly ALL aerials. it lowers your hitbox so you get hit by practically nothing. im a big advocate of using cr.mk.), cr.mp (beats out lots of stuff), HK tatsu, TK Izuna, EX tatsu, super, nj.hp
So TC hits lp hozanto hits. ------- correct
TC hits run xx stop is not reversible? ------- correct, as long as you cancel the run with “stop” as soon as possible
TC blocked lp hozanto blocked and safe. ---------- correct
TC blocked run xx stop is reversible? --------- no, its safe, once again, as long as you “stop” as soon as possible.
How does the TC mixup work exactly? ------- personally i use lp hozanto 75% of the time after TC, whether its blocked or not. its just safer and does chip damage. you dont have to worry about not executing properly, or anything. the mixup comes in after you condition your opponent to think youre going to do something, in my case, being a lp hozanto after the TC. if you notice them blocking the TC high, throw out a bushin flip and if they dont react fast enough, bam. free 200 dmg. you can do the same thing with run xx slide. if you see them blocking high, throw out a run xx slide, bam, free untechable knockdown. doing run xx stops after TC can lead to very interesting things, and a lot of pressure.
ex) TC > run xx stop > TC > run xx slide
or
ex) TC > run xx stop > cr.hp ~ st.mp xx ex hozanto (if the cr.hp hits )
or
ex) TC > run xx stop > cr. lk / cr.lp ~ TC > run xx stop > cr.lk/cr.lp ~ TC > run xx stop > bushin flip
(all of the above are assuming your opponent doesnt have an invincible reversal, or that theyre just scared to press buttons )
you can also keep it nice and simple and do:
TC > run xx stop > throw
there are tons of possibilities, just remember that your opponent isnt going to sit there forever.
also, those examples are simply whats possible, not necessarily what is practical. just saying. hope this has helped
Oh it has
loll no problem
Thanks a lot man,
Obviously I meant that the overhead is not safe on block (not on hit lol). But I still see some utility for TC + Run xx overhead in very few opponents who can’t mash reversal, like Guile, Bison, Boxer etc. What is your opinion on that?
I’ll try some of that run stop stuff. I did it before but I almost always ended too far away for starting another target combo (unless I linked run with only st.mp). I hadn’t thought about using cr.HP
Don’t forget to mention that grapplers can grab you after lp hozanto on block because it leaves you at -2 and within grab range. Also, unless you do TC xx Run, stop perfectly, they’ll also be able to grab you out of it. Close hp gives you 16 frames of block stun and run, stop takes a minimum of 17 frames. If you’re off by 1 frame you get grabbed.
Basically, don’t do these mixups against Gief and Hawk especially. Some grab ultras can probably punish blocked hozantos as well but I can’t say for certain which ones.
i still wouldnt use run xx overhead on anyone. Guile can flash kick /EX FK, Bison can EX scissors / EX Psycho Crusher, Rog can simply jab you out of it. its an okay gimmick, but its unsafe. besides, if they block, youre still at disadvantage.
cr.hp doesnt cancel to any specials. you should be able to run xx stop > TC > whatever.