You are the GUY to talk to lol.
Is cr.hk good for farther distances?
You are the GUY to talk to lol.
Is cr.hk good for farther distances?
at safe distance, yes its a good poke and a decent means of approaching while staying offensive. btw, you can either knockdown or not knock them down and be safe. just learn the spacing in training mode. i love cr.hk, its a great way to keep pressure on if they want to back dash to get some space. they try and back dash, you do cr.hk, bam. youre still in their face. its also great for option selects.
Edit: Regarding gief / Hawk, i dont even go for TC at all. screw that. just play it very patient, play it very slow, and keep them the fuck out. St.hk vs is practically free all day unless he does EX green hand. Hawk is a bit different. st.mk will beat his condor spire clean. against condor dives, just block them and punish with either EX hozanto or run xx slide. i like to throw in bushin flips against hawk as well because sometimes they jump a lot and its basically a free 200 dmg if you can anticipate a jump. LET THEM COME TO YOU, LET THEM MAKE THE MISTAKE. PUNISH HARD.
TK Izuna ibeats dives, So thats another thing to know because that can cause a lot of issue for the Hawks.
hello Guys, Beginner here, Can someone help me w/ this simple question. How do I perform the Safe Run-Stop. Thanks
Easy way
qcf Mk or HK then lk immediately after. (practice this so you dont accidentally do ex)
Hard way and mainly done in blockstrings.
qcf lklk just mash or double tap lk.
Ok so you block fei’s second rekka, can you do anything to him or is he safe.
How much startup is on Guy’s throws?
Should I just mix up f.mp and cr.mk on wakeup, or should I bother trying to tick throw with Guy?
I find myself sitting on meter alot, any suggestions? Off TC? Off FF chain?
Oh and :lol: at vs Gief. I still haven’t fought a gief that trys to play footsies, but for the ones I fought, I thought they were gonna RQ because of that st.hk.
how good is guy’s kara throw, is it actually useful? wondering because guy’s throw range is assbread and kara throw off run stop or blockstring would be boss
Ok so you block fei’s second rekka, can you do anything to him or is he safe? --------- depends on his spacing. if he spaces it correctly its unpunishable. if he spaces it wrong, best thing to do would be punish with bushin chain.
How much startup is on Guy’s throws? ------------- all regular throws (lp+lk) startup are 3 frames
Should I just mix up f.mp and cr.mk on wakeup, or should I bother trying to tick throw with Guy? ---------- ehh i dont use Guys overhead (f+mp) almost ever. i would rather do cr.lk. you can tick grab off it, blockstring, or if it hits, FF chain. plus it hits low instead of mid.
I find myself sitting on meter alot, any suggestions? Off TC? Off FF chain? eh honestly the only things i use meter for are EX Hozanto after FF chain (midscreen), and for reversal EX tatsu. in the corner you can substitute HK tatsu almost anywhere you can use EX tatsu during combos and you dont waste meter, and it does close to the same amount of damage. i suggest just using it for super. TC > lp Hozanto xx Super is good, FF chain XX super is good too and both can be done mid screen BUT if you try and super cancel super from FF chain in the corner, youll miss 2 hits. easy way to fix this is just wait until after the HK of FF chain hits, then input your super command.
Oh and at vs Gief. I still haven’t fought a gief that trys to play footsies, but for the ones I fought, I thought they were gonna RQ because of that st.hk. --------- yeahh, st.hk makes giefs RQ a lot when they cant figure out what to do lols. it beats out a ton of their options. hope this has helped
@ Teez
I believe his grab range is around the same as most of the cast (0.9). the kara throw will reach on hit, but not on block ( midscreen). in the corner, they both work.
I used TC > Run xx Stop for testing. You might be able to do it off of cr.mp > run xx stop, as the cr.mp would push them back less on block.
also something to note is that it only works if the TC is done meaty. if there is about a jabs amount of space, it wont work, even in the corner.
edit: cr.mp > run xx stop ~ kara throw, from any distance, on hit or block, anywhere on the screen works. same for st.mp. so i guess you could use it in a block string
Ex) cr.lp x2, st.mp > kara throw.
at that distance though you could just regular throw. hope its helped.
yeah thanks man, i’ll test it out for myself when i start playing the game again. I think guy’s normal throw range is 0.8, which annoys my shit when i go for throws that i think will connect but don’t lol
[quote=This_Is_K1;9149836
@ 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.
[/quote]
I respect your opinion, but you don’t think I’d benefit from the precision of a Stick? I still have problems getting things to work in critical situations (sometimes hitting a button on accident because they’re all so tiny and I have huge hands). I know I definitely need to practice more, but I’m thinking making a transition to a stick would help me in the long run. Oh yeah, and I was considering a beginner stick like EX2, since I rarely play fighting games (other than this).
Any tips on Ultra 2? It whiffs %90 of the time I use it, even at point blank range. :annoy: What the fuck is that? :tdown: I know it’s not a zero frame grab, but having the opponent jump out of it, or DP me on reaction is pretty fucking rediculous.
I know that if I get it to work better, I’d be fucking stoked, and alot better. Any help is appreciated.
Use it for punishment, bait them into it, But with U2 most opponents will play a lot safer.
It also beats safe jumps. EX armour cancel if you want to bother with it is another good way to use it
Also helpful hint with Abel and Guy’s Safe jump. After landing a Run/Slide and going for safe jump, you can do NJ HK/MK-OS U2. IF Abel Rolls he will get grabbed by U2. And his only option is to block the HK. This works best in the corner.
@ BigJB
regarding the stick, thats the way i see it. if you think you will benefit from using a stick, by all means get one. most players agree there is benefit in using a stick at high level play. if you dont think it will benefit your game THAT much, dont bother. basically it boils down to what you feel comfortable with. dont buy a stick because everyone says so, buy a stick based on if you think it will benefit you a lot or not. BTW, the SE is a beginner stick. it costs 59.99 i believe for the 360. if you pick it up and like it, great, mod that bad boy, or buy a TE. the parts in a SE dont last very long, theyre kinda cheap. regarding precision, the stick doesnt necessarily make you more precise because you can still accidentilly hit something depending on how you tap the buttons (rarely when i tap HP, my character does a taunt because the rest of my finger grazes the HK button, so frustrating lol ). Using a stick DOES make piano inputs a million times easier, but you may find supers/ultras harder to do for quite a while. you can be good on either a stick or a pad. just trying to be objective. regardless, if you do get a stick, i suggest doing my warm up regiment to get conditioned to it quickly. what i do, ever time i start up SSF4, is go into training mode with Guy and do every one of his special moves / supers / combos (that are practical in a match ) 3 times in a row, on the P1 side AND 3 times on the P2 side. if i dont do it 3 times in a row, i start over on that move / combo until i get it. this promotes efficiency and helps strengthen execution. you know you dont want to be sitting there for 15 min doing hozanto’s, so youre going to try and make sure you get them all out consistently and smoothly. It promotes consistency of execution and familiarizes you with the stick rather quickly. IF YOU CHOOSE TO DO THIS PRACTICE REGIMENT, STICK TO IT. BE HONEST WITH YOURSELF. DONT CHEAT THE SYSTEM (no saying " oh i did it twice, i dont have to do it the last time" if youre frustrated with a combo. force yourself to do it 3 times in a row. keep it consistent. ).
@This Is K1:
Thanks man. I may check out that Madcatz SE. I would buy one that’s awesome, but at $140 it’s a big gamble. I’d much rather buy the cheaper one, and if I like it, modify it. As for your advice, I do that training regime already! :tup: Well, kind of. I do Bushin Chain followed by EX Hozanto 10x on each side, consecutively, then I usually do some hit confirming (with block on Random) with the opponent standing x5 on each side, then ducking x5 consecutively. The hit confirming is new to me, but I’m finding it’s upping my reaction time ALOT in matches. Here’s how I work the hit-confirm:
Standing Opponent: x2 cr. lp (blocked) TC into LP Bushin FLIP (been trying Run Stop lately, but that’s damn hard to get used to)
Standing Opponent: x2 cr. lp (hit), standing Bushin + EX Hozanto
Crouching Opponent: x2 cr. lp (blocked) overhead mp, OR TC + Runstop, OR TC + LP Hozanto
Crouching Opponent: x2 cr. lp (hit) TC + Run-Slide or med. Tatsu or LP Hozanto (which I do most of the time)
I try to confirm 5 times, ducking and standing. Damn hard for me. :looney:
dont waste your money on the SE, that stick feels CHEAP. just spend the extra $40ish and get a TE. they can usually be found for $99 brand new.
Ok when you hit confirm cr.lk > ff chain, what do you do if they are crouching? It doesn’t seem like there’s that much time to react to standing/crouching.
I’m getting command elbow alot more, but what do I do with it? If it doesn’t hit deep there isn’t a whole lot of frame advantage, and I know CH lets you do TC. What should I be trying to do with deep command elbow on normal hit?
I don’t know how useful it is, but I was trying out stuff in training mode and found out a 1 frame link? Between cr.hp and cr.hk. Dunno how safe it would be on block assuming there is even enough blockstun. Off a jump in hk I think it pushed 300 damage. I suppose TCing is really the way to go.
EDIT:
Actually I have a SE and it is cheap, the stock parts suck, I just haven’t gotten around to modding it.
Command Elbow, Aerial Pressure, Bait moves, Elbow can beat a lot of things out, and only a handful of moves beat Guy’s elbow clean.
Elbow you can do TC right off of it but in most if they are standing Bushin Chain instead, if they are crouching then go for TC, but on hit you have enough time to do TC if they are crouching, if they block you can go for cr lp/lk onto more pressure, throw or jump back or back dash.
if they are crouching if you hit cr lk you can continue with another lk into mk tatsu, you can go for cr lp or even go into TC right off lk. So practice that. Or you can go for a tick throw.
cr. HP > Cr.HK is a trial link… did you not do Guy’s trials? That link is decent but CR HP > st mp xx ex hozanto is alot better for damage and stun overall, if you have full meter you can FADC into another EX hozanto, Does a great amount of damage and a lot of stun. which in most cases will have your opponent in the corner or close to it.
I did most of the trials, but probably not the last 5ish. Mostly because they start to ask for stupid stuff. My execution is not amazingly strong either.
I didn’t know it was a trial. :sad:
Actually the ALL of Guy’s trials are pretty useful… except for the one that says to FADC out of Bushin Chain for U1 because the FADC is not needed. But you should definitely practice on it. And look at Videos showcasing Guys Combo ability.