What’s the correct way to Guy’s option select? I have never done anything with it before. I would appreciate any help or direction.
Guys (lulz), I’ve been toying around with a reset in training mode lately. I’m not bringing it out until I get an opinion from this community though. What I do is with Guy’s back to the corner, I do his LP >> MP >> HP >> Down + HK target combo, then do crouching lp to reset. After the crouching lp connects, I dash forward, and U2. I’m guessing that you can time the U2 to where the opponent can’t escape or reversal out of the reset, but I could be wrong. Any thoughts or suggestions?
Yeah they should be able to escape by jumping straight up after U2. IMO, I think U2 is mainly used against crouch teching and jab spamming. That being said I’d throw out a cr. lk or st. lk after the cr. lp reset. Even a whiffed throw. Then setup U2. You got to bait moves such as throws, crouch techs, and jab spamming for U2 to work effectively.
DAMN IT. So if I reset someone with a crouching lp (after the abovementioned Bushin Chain) as Guy, the opponent doesn’t have any recovery frames to deal with upon landing from the reset? And I get what you’re saying about conditioning the opponent…conditioning them to crouch tech or jab mash will lead to a big ass U2.
This is why U2 is so bad. there is no way to promise it unless its off of stun or crumple. i would rather take guaranteed damage with combo into U1 than gimmicky hit or miss with U2. just my opinion i guess. Yeah i know, Im a U2 hater
Like the only way to really use U2 is off punish, armor cancel or tick it, or to defeat safe jumps.
I have been trying to practice the ex armor cancel xx u2 but the ultra never comes out. Does anyone one have a link that will explain it in detail or something? All I have found is the :qcf:+:2k::qcf:+:3k: input, and videos showing people doing it but with no explanation.
you are doing it wrong…
QCF > QCF > x2 KICK > x3 KICK
^thank you.
i have questions on frame advantage off of a few moves:
lp/mp/hp elbow drop: It seems that guy is slightly in frame DISadvantage (maybe -1) after the enemy has blocked any of these. Also these are all 100% uncomable unless you get counterhit. is that true?
d+mp command elbow: it seems that this move provides a little more block and hit stun (can combo on hit if hit deep) than the elbow drop. So Guy is either at slightly + or at neutral with opponent on block. is that true?
is it universally true that it’s safer to continue pressure (starting a blockstring) off of the command elbow? anything i should know about how guy’s options differ after the elbow drop vs the command elbow?
That’s for U1 for U2 its :hcb: :qcf: :hcb: The thing is during the second hcb when you are going down you hit :2k: then :3p: after it finishes its tricky but that’s what i’ve seen on videos.
@liluoke-i’m not sure what the frames are but flip elbow is definitely not safe on block. against some one who knows the matchup… even slightly…you can be thrown upon landing if you try to throw out a cr. jab/short to continue pressure after the elbow gets blocked. i remember seeing a video of some one comboing guy’s flip elbow(non CH) but it has to be very low on the opponent’s hitbox and i think they have to be crouching. just know that combing it without a counterhit isn’t practical. but if your hitconfirms are good… and you do get the CH you can cr. jab > ff chain.
as for d+elbow… it actually doesn’t have to be deep to combo the command elbow if it connects… it’s just a timing thing… though not difficult. i’ve tested it on tall characteres like vega(claw) and you can hit the top of his head with the elbow and still combo just fine so i would definitely without a doubt say command elbow has more hit/blockstun than flip elbow.
if you’re getting thrown after flip elbow on block… jumping and doing d+elbow immediately can deal with that… i’ve even done short hurricane after flip elbow if i know the opponent is trying to throw me when i land.
thanks mad maestro for the useful info on the elbow flip. short hurricane seems a pretty useful tool.
i checked out the hitbox on it though, and only the bottom of it is invincible… his upper body is actually not invincible at all and if the opponent learns the matchup, they can do a high hitting jab or short and it will knock him out during the startup in certain situations (doh)
very true. however… a lot of characters jabs aren’t high enough to hit guy out of short hurricane, though there are some characters who’s jabs are very high… i know for a fact dudley’s jab is high enough that guy’s lower body invincibility from short hurricane won’t bypass his jab. but for characters like ryu or chun it works fine. characters with high jabs like dudley’s, forward hurricane is a better bet… though much riskier if it doesn’t work. i pretty much only use short hurricane to bait crouch techs that use cr. short. it’s the same concept as people using ryu’s ex hurricane to bait crouch techs.
the reason why short hurricane is so great is it still hits crouching opponents and it pushes people far back enough on block that they can’t severely punish you… don’t get me wrong… they CAN still punish you… just… not to a horrible extent.
ok great. I can’t type and meant u1. hopefully I can figure it out.
im such a newb what do you mean by command elbow?
jumping down+mp
this is sort of asking alot as a request, but if anyone is willing to do it, i’m going to throw it out there. in the mean time i will keep practicing.
i’m having trouble figuring out the timing of TCxxrun stop, timed so that you perfectly stop on the first frame. if anyone can record a video or simply a recording of the sound of you performing this, it would help me a lot in figuring out the optimum timing.
right now, i am doing TC, and i buffer the hadoken movement and press mk before the HP ends, and then i double tap lk after a short pause, but i don’t feel very comfortable with it even after some practice.
if mk ~ lk does not work for you can, do lk~lk I normally do the latter online there is a greater chance that I can mess up, offline its a mix between the two, Kiryu does it mk ~ lk, while Papa does it lk ~ lk so either way works so try the secondary.
looking for a list of guys AA’s and what ranges they work from. i checked the matchup thread saw alot of cr.mp/cr.mk/st.hk, these dont seem to work for me when the opponent close maybe i am timing them wrong but even so want to know any other options of AA he has and the ranges when to use them. thanks in advance