I can do all 3 ways, coming from alpha the best way is Tsukimiya’s because you just instantly stop but I usually switch between the first 2 if its for stopping.
Wait, I’m confused as to how you do papatiwawa’s method, if I’m not mistaken, double tapping is like when you do the bushin flip, but hold the punch and when you release it get the second input right? Or am I getting it confused with something else?
What I think you’re describing is negative edge where you press it to get the run and then release it (which the game counts as a second lk) to stop. That’s a different method and it may very well work (I havne’t tried it yet but I use that method for CoD when I play Abel). But Papatiwawa’s method (from the videos I see with his inputs on) just double taps the light kick button as described by this video at 0:59 (Street Fighter IV Tips Video ? 5min.com)
Both Papatiwawa’s and Tsukimiya’s are better to what I used to do which was qcf.lk to run then quickly pressing lk to stop (but not double tapping). I’m just wondering how if everyone else uses the first two methods and if I should waste my time getting my execution down to learn them.
Ah, that might be what it is, because I was trying to see if you could do it like that and I couldn’t get that to work at all
Thanks for replying Blooddrunk. Is the timing a little tricky after the s.mp with this stuff? Cause I can’t seem to get it down properly or keep it tight enough to make it a pressure string. Or is it just about putting 2 hours into training mode and getting it down?
i double tap short for run stop because that’s how i did it in alpha.
@kn14-just remember that even if you run stop perfectly after st. strong… you’re still not safe on block. it’s important to cancel st. strong into jab shoulder to condition your opponent to block it… then mix in the run stops.
on a side note… i’ve been using this as a counterhit setup lately… cr. short, cl. fierce xx run stop… if it works and you do it right you can land an ff chain from the counterhit because cl. fierce forces a stand. anyone else been using this?
That’s an old A2, Set up at least for counterhit purposes on the Fierce, I have yet to adapt it into my game personally so far still using other CH methods.
On par to the conditioning of Jab shoulders, just remember to watch your opponents reaction they do have a good frame or 2 to mash that DP out or whatever necessary.
Does anyone know what conditions determine whether run xx slide crosses under the opponent? Wondering if it can be used as a consistent means of getting on the other side.
Edit: actually I don’t know if I’ve done it by just Run xx Slide, I think it’s usually off Strong xx Run slide or TC xx Run slide
More so depends on spacing, and I guess the character.
Hey guys, when do you think is the best time to start actually applying runxxstop pressure? I mean, obviously when the match starts you can’t just go to town with it and the person always be too scared to do anything. So, do you guys have anything you look for to know it’s a good time to start using it, and do you have a sign when you should stop? Or is it just something as simple as, doing c.lp and hit or block you went to the next c.lp, then s.mp etc etc
after some testing, i realized that there are 2 moves with enough stun that will make run stop safe from shoryuken, which is close s.mp (20 frames of blockstun), and s.hp close or far (17 frames of blockstun). using either of these to run stop you will be able to block reversal shoryuken and even ryu’s super. however, i think you end up with slight disadvtange or at least since guy’s fastest move is 4 frames, he cannot start to frame trap the opponent… anyways this is probably old news, but just wanted to throw it out there since i saw above some discussion on when run-stop is safe and i wanted to make the clarification that close s.mp to run stop is indeed safe from reversals.
i’ve said this before, but i’ve never seen anyone else do it because it’s very risky… but if your opponent knows the guy matchup and knows that st. strong xx run stop isn’t safe on block… i’ll do st. strong xx run stop… short hurricane. catches a lot of people… but i usually don’t do it right away… i’ll maybe do st. strong xx jab shoulder a couple times… then do st. strong xx run stop throw… then the next time do st. strong xx run stop, short hurricane or even EX hurricane if i want the damage or i’m sniffing out a stun and i know there’s a good chance it’ll catch them. by then people are getting frustrated with all the run stops and get a little panicky and tend to throw out jabs after run stop pressure that’s followed up after st. strong.
like i’ve said many times before… the hurricane tactic is risky as hell… but it does work and frustrates people, but after it works a couple times… people don’t know what the hell to do after run stops. if they’re scared they’ll just keep blocking which allows for another throw attempt following a run stop.
it’s all just in how you condition your opponent as well as your own instincts and how much you mix it up. as long as you’re mixing it up well enough with jab shoulders, throws, etc… your run stops should have your opponent scared to do much of anything.
hey guys, after experimenting with guy for a few days, i’m trying to figure out a list of bnbs that i should commit to muscle memory. i have a few questions.
- I like c.lpx2, TC (mp->hp)xx run->stop (safe from reversal)/run->slide/lp hozanto/mk hurricane, but the hp in the TC often whiffs on crouchers :(. so instead, i use c.lk/c.lp, c.lp, st.mpxxrun->slide/etc… now as my standard hit confirm combo off the character’s fastest move. is there a better combo that always hits crouchers?
note: i watched this before i asked: [media=youtube]qUUr_09OzQQ[/media]. alot of these combos involve the full TC, but in my expereince the HP whiffs unless you are right next to them when you start the combo if they are crouching
-
the FF chain often whiffs on crouchers too… do you guys run into this problem often? when do you usually get to land it? i usually do c.lp, FF chain, EX hozanto if i can since it is such a high damage punish combo.
-
any other basic combos worth learning?
@liluoke-i never do 2 cr. jabs, TC xx whatever. if i’m going to combo into TC or use it in a block string i pretty much always do one cr. jab. less chance of the 2nd hit of the TC to whiff. generally doing 2 cr. jabs, TC will only connect on larger characters if they’re crouching. as for comboing into ff chain. the opponent has to be standing for it to connect. you have to get used to hit confirming on standing opponents. what a lot of players do, including myself… if you’re crossing up or jumping in … hit confirm the jump in and see if they’re standing… then do 1 cr. jab to make sure they’re standing… then do ff chain and finish it with whatever you want… be it EX shoulder or some sort of mixup/safe jump etc.
another way people land ff chain is hit confirming with 2 cr. jabs or cr. short, cr. jab… to see if they’re standing… then link to ff chain.
the bnb you’re using with the run slide is the preferred one i use because it works on every one and sets up guy’s safe jumps.
-
Some of Guys combos are charcter specific for example: cr.lp, cr. lp, TC works on Cammy or Bison even when crouched however it sometimes doesn’t work on Ken and Ryu even if the are standing
-
I very seldom run into this problem. You have to notice when your opponent is standing or crouching because the FF combo also becomes character specific when they are hit crouching. I usually land it mostly after crossups or as a punisher for blocked moves.
-
the most basic combo you can learn is cr. lk, cr. lk xx LK/MK Hurricane
thanks guys, i’ll take your advice to the training room and beyond haha
one big frustration i have with guy is that i find myself having a hard time starting my close range mix up. i think once you can get close enough, guy can land a TC blockstring which can lead into a mixup (safe slide ->throw/bait/continue blockstring, hozanto…) but i find myself having trouble getting that close, since when I am playing footsies trying to land a st.mp->st.hp on crouching opponents if you’re not semi deep my hp misses alot. i am considering doing c.lp c.lp s.mp as my “long range, anti croucher” combo but even the c.lp requires you to be somewhat close, and because c.lp is 4 frame startup i find it getting beat out by alot of normal moves.
as a result, i find most of my success with extremely gimmicky gameplay (sigh). my best tactic right now is jumping at them and doing the command elbow, which baits something that i can punish with a slide. sometimes i tag them with a max range slide and backdash. but this isn’t really solid gameplay. when i win, it’s usually because i forward throw them after making them block my command elbow->tick throw and catch them with the 50/50 mixup safe command elbow or do a cross up j.mk into a ff chain or TC, blah blah blah. i tihnk that is somewhat legit, but still…
any suggestions on getting close enough (not talking about fireballs here) to consistently land blockstrings and getting mixups?
You need to evaluate your opponents reaction and play style. If you can’t get in don’t try to. Some people will do their best to make sure you can’t get in. Running away, keeping as much space between you and them as possible. You need to shorten the space between you and your opponents. Don’t try to force the issue though. This is where Run Stop plays a major part in Guys game. I’m assuming that every time you get near them they start throwing out moves? If this is so, then you need to start counter poking them with your normals. Keep this up and eventually they will start hesitating to press buttons. You basically want to get them to the corner, but that doesn’t mean rush head long. You need to evaluate your opponents reactions here as well. If you start to see that your opponent is taking less risk then before, that’s the cue for block stun mixups.
I also just walk up and start the block stun mixups . You’d be surprised how easly this works, especially after you’ve dealt big damage to your opponent. Most of the time it’s a mental block on your end that doesn’t allow you to perform to your fullest potential. You need to be able to play Guy with no fear, seriously. Not saying go RTSD, but make educated guesses and calcuated decisions determined on what you’ve evaluated from your opponent. Don’t second guess yourself.
i been seeing people do a quick focus attack or (ex run 2 quick to tell) to super/ultra 2 how do u do this?
It’s very strict timing. I still haven’t figured it out yet. I do believe it’s excuted between the first frame of the first focus absorb on EX Run. It’s very fast and thus has to be buffered very fast. I’ve been able to do it on occasional attempts during wakeup. Would love to get this move down pack. Buffer QCF 3K to activate EX Run, then immediately do QFC 3K/ Punch to activate. I really can’t see anyone doing this on reaction to the focus absorb. Even then, it doesn’t allows work like it’s suppose to.