I haven’t had the St. Mp -> St. Hp Target Combo whiff on anyone yet and I tested it on the entire cast to be sure. But if your in the corner and you end it with Lp. Hozanto you can follow up with an Ex Hozanto, Ex Tatsu, Super or FADC Ultra 1.
St.Mp -> St. Hp -> Lp. Hozanto = 164 Dmg/272 Stun
St.Mp -> St. Hp -> Mk. Tatsu = 220 Dmg/320 Stun
On another note though, if your not constantly keeping your opponent in the corner or on their way to it as quick as possible your missing out on some great damage opportunities. I apply constant pressure with Target Combo -> Lp. Hozanto and its reasonably safe on block. If blocked you are out of grab range, in range to do the combo again, and in perfect range to do a Lp. Bushin Flip to Izuna Drop if they are standing. But if it hits and your not in the corner you can follow up with Run -> Sudden Stop or delay the run till wake up and do Shadow Slide/Neck Breaker to keep pressuring them into the corner.
This is my personal strategy. I won’t pretend to know everything but this has been working very well for me. Thought I would contribute to my fellow Bushinryu Warriors!
What are Guy’s best wakeup options against heavy rushdown / crossups?
His EX hurricane doesn’t seem to have complete invincibility, and I’ve been hit out of it several times. It also will not hit a grounded opponent unless they’re very close to me. Should I EX run out of a crossup situation? What are the best normals to stop regular jumpins? Will EX Houzanto help at all with deep jumpins / crossups?
Well if you are not sure about your Tatsu, just block…no need to rush we have 99 seconds to finish them. I have had some success with mp tho, or my Ex tatsu.
since i wasn’t really answered what are some beginner friendly conner mix-ups that i could apply during a match as guy is my first serious attempt at a command character
Um… I don’t think just sitting there blocking is the best strategy. I’m not trying to say that mashing reversals is a good idea, but sometimes you need a way to deal with someone who really knows how to pressure. Basically something to discourage them from thinking they can keep jumping in / crossing up over and over again.
If you block, then they keep the advantage, and can choose whatever mixup they want to do next. Sure, you can block, then option-select or whatever, then try and start your own offense. But if you can nail them with something that’ll put you right back on offense, things will be much easier for you.
Which is why I’m asking about his reversal options in the first place. When and how should ex hurricane be used? And is EX houzanto ever effective on wakeup?
from my limited exprience EX houzanto is shouldnt be a reversal since it has no invincibility but more of a punish/surprise attack. i use ex hurricane on jumpers and those who like to try and jab or dp me on wake up. also good for cross-ups on wake up in my play. i use regular as an anti-air mostly or to dodge ultras with a lot of recovery time such as metsu hadouken
I find that as long as there’s running room, ex run is a pretty good anti-crossup if I’m not sure I’ll get an auto-correct ex hurricane. It’s the same tactic Balrogs use for crossup attempts and it gets you some breathing space to plan out your next move.
Try doing the BnB of c.jabx2, s.mp, s.hp. It whiff’s on smaller crouching characters. In order for the target combo to work, you have to be much closer. Can’t do it from max range like you can with the rest of the cast…
For those characters, I’m testing out just canceling the s.mp or just using c.jabx2, c.mp xx run slide as my BnB.
The best thing to do is block, tech the grabs, and wait for the mistake to target combo because guy vs rushdown characters you’re almost always be fighting in a corner lol. You’ll be fine. On block you always have plenty of options to get away but I think the most important thing to look for is the knock down or momentum in the corner.
I have a question thats sort of guy related but when you do a counter hit does all the following hits give you more + advantage or is it just the first hit? Cause I was doing Counter Hit CL.Hp>Run Cancel>S.Lp and it works but I cant do Counter Hit S.Lp>S.Mp>CL.Hp>Run Cancel>>S.Lp. So is my timing off or do you only have counter hit advantages on the first hit?
Why would you even jab twice? There is no point, it doesn’t even add more damage due to combo scaling.
1 Cr. Lp = +4 dmg
2 Cr. Lp = +0 dmg
That may be you guys BnB but I don’t see the point in learning a awkwardly timed link for 0 reward. Just because most of the other cast members have to start combos with Cr. Lp, does not mean that Guy has to. The Target Combo comes out very fast, doesn’t whiff on crouching, has great range, and is hit confirm-able.
i asked my self the same thing while experimenting with target combo… it forces stand so thats good …the only benefit i seem to sense from the cr. lp is added range maybe…i need a more clear explanation of why the cr. lp are there.
Some people need the hit confirm of cr. lp, but for damage you would definitely not want to do two.
Also, I’m 100% sure cr. lp is faster than st. mp of the target combo, so at the very least it’ll tag people doing slightly slower attacks. I do agree two jabs are a bit much due to damage scaling but think of using the jabs for baiting purposes.
I think because when you use cr.lp for pressure, mixing up with run xx stop, bushin flip and etc. for mindgames, if you connect a couple jabs you can hit confirm into st.mp to get a combo in. For BnB jump in combos sure you can just go directly to st.mp, st.hp target combo into lp hozonto, mk tatsu or whatevs.
Exactly what has been said in the previous posts. The 2 c.lp’s are for hit confirms. If I’m hitting, I go into a BnB combo. If it is blocked, I’ll go into a run/elbow drop mixup or a blockstring. With the 2 c.lp’s you can theoretically also confirm if they are standing, and then do a bushin chain instead of the target combo but I always forget to look for it and just do the target combo into lp shoulder.
Hit confirming is basically reacting to if you hit or blocked with the suitable follow up. For example, if I poke with c.jab and I catch the opponent either with a block or hit, just using the 1 c.jab, I won’t be able to react accordingly. So I add the second c.jab in there, and then if I see he is blocking, I can continue my combo into a mixup, otherwise I can do a BnB. Utilizing this makes Guy’s game a whole lot more scary.
Does Guy have any Run stop combos like El fuerte Hard punch run stop Hard punch loop? I can do Close Mp into Runstop Close Mp only once on counter hit.