Why do i get thrown after every bushin flip thats blocked or every lvl 2 focus dash fwrd??
^^ because flip elbow sucks that much. it’s definitely at negative frames on block… maybe -1 i think. if you’re getting thrown a lot… like every time and you know they’re gonna keep going for it. i’ve done short hurricane to beat their throw attempt. or even jump up and do d+elbow on them… or you could backdash. if you want to test if they’re gonna keep going for the throw. try to throw them… see if it techs. if it does… the next time you flip elbow on block… try using one of the options i listed.
Question, does Guy’s U2 have 0 startup? I have faced him a few times and tey do U2 on wakeup and i cant do anything to get out.
No, Guy’s U2 does not start up instantly. It grabs on the second frame. You should be able to jump out on reaction.
The guy combo thread is a mess imo so I need to get my info here.
Quick and easy bnbs?
Punish no meter?
Punish w meter?
What mus are good for u2 and why?
Good options when I get an untechable kd?
Thanks.
- cr.lp x 2/cr.lk ~ bushin chain, cr.lpx2 ~st.mp xx run/slide (or mk tatsu)
2)st.hk~bushin chain, cr.mp~bushin chain
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the two listed above then tack on ex hozanto, cr.hp~st.mp xx ex hozanto (you can lead with a j.hk for more damage as well), if in corner you can tack on RH/EX tatsu
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personally i think the only matchups that U2 makes a big difference is: Abel, Balrog, gief and hawk (thats just my opinion though
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set up an ambiguous crossup, safe jumps, LP bushin (if timed/spaced right), bait out something on their wakeup with run/stop, FA charge, backdash/release on their wakeup (i do this a lot to bait things out. its a good mixup if you actually release it every once in a while. keeps them on their toes ). youre mostly going to be going for that 50/50 crossup though
How is it a mess, it’s pretty easy to understand.
Quick and easy bnb, well lets see
If crouching
cr lk/lp, TC, Ender- Lp Hozanto/Mk Tatsu/Run slide
cr lp x2, st mp, EX Hozanto/Run slide
If standing
cr lp/lk FF Chain EX Hozanto
In other words his BnB will either lead into standing mp, TC or FF chain, if you are close enough, you can do cl st hp
Punish with no meter?
CL ST HK, FF Chain or TC Ender of your choice, unless you know a character specific Combo like on Sagat, Cl st hk, st hp, st mp Run slide
CR HP, St MP, Run slide (character specific TC and FF Chain after CR HP)
Punish with meter,
Same as above but remove Run slide with EX Hozanto
Good uses for U2
Punish. Really any mixup can be avoided via jumping but you can try after Run/Stop, FADC out of a blocked Hozanto, A well spaced (safe) CR HK. But really its best out of Punishment, if you are feeling ballsy Armour Cancel.
Good options after Untech KD
If its Crouch mk
Ambigious Cross up, LP Bushin Flip (if you know the timing you can grab on the frame they are standing or reversals.)
CR Hk
you won’t be able to do much
Run Slide
EX Bushin Flip trap or Safe jump. Disclaimer: Guy’s Safe jump DOES not beat 3 Frame Reversals with any normal being used. HOWEVER EX Izuna will grab Reversal Shoryu if timed correctly.
Forward Throw
Ambigious Cross up, whether that be 2 forward jumps or Dash Foward twice, wait 1/2 second and Forward Jump.
Back Throw
Ambigious Cross Up.
Really its all up to you but the combo thread does help for any bnb you want to do or Punishes.
ALSO you are the first person I’ve met in CT that also plays Guy
I’m positive that flip elbow is at least +0 on block. The way to test this in training mode is simple enough (and I just did this):
Player 1 Zangief (Ultra 1). Player 2 Guy
- Set Guy to record a flip elbow then hold up for jump. Hold for at least 5-7 seconds (needs to be long enough to last through Zangief’s ultra start up animation).
- Get Zangief to block the elbow then Ultra. If your Ultra is a reversal, you should be able to grab Guy if he was -1 after a blocked flip elbow.
- Its not possible. Conclusion: Guy’s Flip elbow is at worst +0 on block.
I haven’t been able to test if the Elbow is +1 on block. I can only think of 1 hypothetical (and I stress, hypothetical) test that should confirm it, and that will require 2 players
Player 1 Guy (Ultra 2) Player 2 Guy
- Player 2 should do a flip elbow then mash buttons once its blocked. Player 1 should try to do a reversal ultra. Once the Ultra flash starts up, Player 2 should hold jump.
If Player 2 manages to jump, then the flip elbow is +0. If Player 2 fails to jump, then the flip elbow is +1.
Anyone wanna try this out?
How viable is Guy’s c.MP as anti air in SSFIV?
CR MP or CR MK are your go-to Anti airs, just look into the match up data to see what normal works, just remember if cr mp works sets up for lp bushin flip reset trap.
Do you guys agree with this data for run-stop?
[ Block: -1 Hit +3 Counterhit +6] Cl.mp > run stop
[ Block: -4 Hit +1 Counterhit +4] Cl.hp > run stop
[ Block: -2 Hit +1 Counterhit ?? ] TC > run stop
[ Block: -8 Hit -5 Counterhit -2] f.mp > run stop
Source: ??? (for those that can read japanese)
Just want to know if this is reliable data to go off of. thanks.
I don’t think so. It seems a lot safer for far mp and close mp should be like +1 on block it definitely feels that way., but idk.
something is wrong…Cl.HP->Run/Stop cant be -4…i have done it and it is safe against 3 frame DPs
k in the hit box move damage info thread it says:
-AIR THROW [qcf+P(in air)]
----------jab(180 damage/180 stun)
----------strong(180 damage/180 stun)
----------fierce(180 damage/180 stun)
----------EX (170 damage/180 stun)
So are these identical for l/m/h? And what si the advantage of ex if it loses 10 damage, does it gain priority?
What are the active frames of this throw? I love it, it reminds me of hayabusa’a throw from doa which was always a blast to pull off. I’ve started getting it into my game, but how well can I expect it to work against other character’s in the air? Does it have any advantages over other character’s standard lp+lk air throws? Or is it basically the same?
You have a few frames of invincibility and I’m pretty sure it has more active frames cause I remember one time fighting K1 and he jump maybe 1/2 after I did the move and he was grabbed.
So I’m playing a very good Chun Li friend of mines and on his wakeup, I’ve EX Kaiten Izuna Otoshi’d him out of wakeup EX SBK a few times, and now he’s a bit hesitant to EX SBK on wakeup. It helps a LOT in the matchup. I did the same thing to a Ryu player’s shoryuken and it got me to thinking:
Can Guy EX Kaiten Izuna Otoshi Honda out of a wakeup headbutt/wakeup EX headbutt/wakeup buttslam/wakeup EX buttslam??? If so…oh my. :badboy:
im sure he can kaiten izuna a regular headbutt, EX headbutt im not sure
How do you cancel U2 out of the run slide? I’ve seen people go into U2 immediately after run slide, but I have been unable to do this. Do you have to buffer early? Get a block stun?
Like what Kiryu did… pretty much he whiffed it and recovered BEFORE the active frames of Pyscho Crusher hit him but yeah you have to buffer it pretty much so you do the grab right as soon as you recover.
I’m certain Guy is at considerable frame disadvantage if the slide is blocked, even when meaty, but imo a noteworthy option if you anticipate a focus and space the slide right.