this distances should be pretty self explanitory really…st.hk only is viable if theyre landing rather far from you, nj.hk works best if you catch them with his feet, cr.mp/cr.mk should and can be used during any deep jump, TK Izuna basically goes along your whole upward jump arc, RH tatsu has actually pretty decent range, EX tatsu is only for deeps. for dealing with crossovers i recommend either forward dashing out or cr.mk.
Watching acideo on youtube i noticed two combo which im having trouble with. The trouble being cr Mk into St Mk any tips?
These are the combos
cr.MP - st.MP - st.HP - Run - MK
yes you do have to wait VERY slightly before doing the safe jump after run slide. however… keep in mind some characters get up slower than others(dhalsim, cody) and you’ll have to wait even more slightly than usual. it’s not very long at all… but if you jump too early your safe jump will whiff and you could get tossed.
as for using ex izuna, jump pretty late… so that you’re almost halfway coming back down to the ground by the time they can reversal dp.
edit: i forgot to add that regarding safejumps… aside from some characters getting up slower… i don’t know any others… but adon gets up very fast so you’ll have to safe jump earlier than normal on him.
^ that is some useful info right there. but it also means if the opponent knows the matchup they’ll know if you delay extra long you are gonna go for the izuna. but i guess you can still mixup.
@Shin_Akuma_- i used to try jumping immediately after run slide… but every time i did… the safe jump whiffed and i ended up being thrown… pausing for a split second has stopped that completely. it might be because i use nj. forward instead of nj. rh. i’ve never beaten out a 3 frame dp though no matter how i change up the timing of the neutral jump… best i can do is cause 4 frame dp’s to get blocked with the safe jump.
@KosukeKGA-i know run overhead(2 hits) is NOT safe on block at all… you can get jabbed/thrown/combo’d for free. 1 hit run overhead i’m not sure… i haven’t been punished for it on block yet. as for run overhead on hit… i’m pretty sure it’s safe 1 or 2 hits… if it was unsafe on hit i’d never use the damn thing. and from what i remember seeing multiple time… EX hurricane is 4 frames.
You’re pressing the nj.forward too early (probably) or late (possibly). The safe jump works by holding up after the slide. Delaying the jump only makes it safe if your opponent is using a really slow anti-air or if you don’t press any buttons and just empty jump.
You’re right though, nj.forward is way superior to nj.roundhouse for safe jumps, because you press it way later= harder for the opponent to guess if you’re going to safe jump or empty jump throw/low short.
Having said that, the best safe jump for a whole bunch of match ups is nj.fierce, more block/hit stun, more damage, more dizzy. Doesn’t work on all characters, but it works against more characters than you would think… against Ryu, for example, the nj.fierce safe jump works as long as the Ryu player doesn’t leave the stick on neutral. As long as he tries to stand block, crouch or tech throw, he’ll get hit/be forced to block it. Safe jump fierce is also a godsend against Balrog, Honda, Hawk and Zangief.
Cody and Dhalsim do not get up slower. I’m pretty sure only 3 characters get up slower in this game- Cammy, Sagat and Blanka. Against Cammy and Sagat, it might still be worth it learning how to safe jump them. Against Blanka, don’t bother- wake up jab beats all electricities, and if he does an Ex Upball, you get to run>slide him for free on hit.
Safe jumps should not be stuffing out reversal DPs unless your opponent doesn’t know how to DP.
i’ve seriously tried holding up right after the run slide for the safe jump and the nj. forward always whiffs. i have to wait VERY slightly… like a half second in order for the safe jump to work. i’ve been thrown by not waiting…multiple times. when i wait… my safejump always works. maybe it is because of how early/late i hit the forward button… but… that slight pause works for me because i’m definitely not getting hit by any reversals… other than reversal 3 frame dp’s so i don’t safe jump them. i’ll try hitting the button at different times and see if i can get it to work for me.
Can anyone tell me on what frame ex. Bushin Senpu Kyaku is actually considered airborne. That would explain why Chris Hu’s breathless grabbed me before I left the ground when I clearly 2-in-1’ed cr. jab into ex spin kick knowing that he was going to wake up ultra. The sad part is that Yipes and I practiced that earlier before the tourney, so when faced with the same situation in tourney it just did not work. Thanks.
I was thinking about resuming the path of bushinryu, but I gotta know a few things:
Can guy work his ff chain in as a bnb from a low attack? Is there anyway he can force stand into ff chain or his mp>fp tc? My biggest problem I ran into which made me stop trying to progress with Guy is that I couldn’t figure out ways to reliably deal decent damage from a low attack. I’m aware of his c.lk > c.lp > ff, but if I remember correctly it doesn’t force stand? I could get into c.lp > c.lp > c.lp > run/slide, but the timing is mean and I don’t feel like sitting in training for a solid week anytime soon, and not for a paltry 126 damage if memory serves (or was it 160?)
Not knowing this stuff, I felt, left a giant gaping hole in my guy game (anyone crouching = always whiffin’).
I’m aware if I looked around here long enough I would find the answers I seek but I don’t have the internet right now and can be on this comp for like five minutes, thanks a bunch in advance!
you can force stands with cl.st.hp, but cant combo into bushin or TC unless its on CH.
on standing opponents you can do cr.lk(or cr.lpx2, cr.lk hits low though, cr.lp hits mid) ~ bushin chain, vs crouching opponents you can cr.lpx2 ~ st.mp xx mk tatsu or run/slide.
I prolly coulda posted this somewhere else…But I seems to get the best answers here…But in terms of all the shoto chars…What shoto is most similar to Guy style of rush down and mix up?? I am thinking between Ken and Akuma. But what do you guys say?? I just feel like learning some another char will improve my execution more…
It has lower body / throw invincibility. Use it in mixups.
Yes. Each punch has a different grab box. HP is for characters slightly under Guy, MP is straight in front of him, and LP is for SLIGHTLY above him. it doesnt really make that big of a difference though. (LP and HP might be switched, i cant remember atm)
TC> Run = -2, cl.st.hp>Run/stop=-2, i know cr.mp is at more than -2 so youre at a distinct disadvantage, and im not sure about cl.st.mp. i think its around -2.