the easy bnb i use is usually crouching jab (or two crouching jabs) into his mp+hp target combo and from there you can cancel it into any special move you want e.g. target combo xxx bushin flip, lp.shoulder,mk.hurricane, run/slide
Ultra 1 or 2? Or are they more situational and should picked by who you are fighting?
Wondering this too, though I think Ultra 1 is better but oh U2 is so much cooler haha.
i’ve landed U2 more often than i have U1, i would go with the one you can land more often since both are good
U1 is more reliable due to the fact that you can combo into it fairly easy. U2 does insane damage, but is used to punish mistakes from your opponent. I would think that U1 is better for tournament play, but for playing random people online you can probably bait the heck out of them with U2.
Quick question, anyone know the exact conditions (frame data, positions, etc) for the Bunshin flip to grab and not be an elbow drop?
just by pressing punch when your close to them…? its alot like vegas izuna drop, you have to be almost on top of them. the nice thing about his flip is you can go well over someone and he will reach back and grab that ass.
i figured out bushin elbow drop combos if you hit low enough, like on crouching opponents
What uses does U2 have if you can just jump out of it on reaction?
Anyone else notice how easy it is to get an instant Kaiten Izuna? Its an execution issue for me, I go for a Bushin Izuna and input a up/forward and the Kaiten comes out immediately as I leave the ground. I’ve pretty much gotten past that but I’ve been trying to find a use for it… when I first did it I thought it was going to be a kick ass AA but I can’t seem to get it to work.
Yeah, I have the same problem. I think the forward motion kind of sucks but we’ll have to get used to it. It’s really useful when you know for sure your opponent is going to jump. It’s awesome. Looks funny when you miss though.
Seems to beat a Bushin Izuna pretty damn cleanly… I did once on accident and once on reaction today. Must investigate further.
You can also input QCF then UP and BACK + P and do it backwards. I wonder if you would be able to do it to someone trying to cross you up?
EDIT: Tested it. It seems to be an awesome anti-jumpin-crossup move if timed correctly. Very easy to do, too. Will try it in some actual matches later.
how does guy deal with the opponent using a lot of OS tech? seems like of his mixups and offensive pressure don’t adequately deal with this. would his overhead (fw. mp) be fast enough to connect on those who are crouch teching, or would the cr. lk come out first and hit guy before it came out
I’ve been able to land U2 on a lot of scrubby fighters. Well, fighters scrubbier than me at least. I bait a wake-up srk then catch them on landing. Some even fall for it on wakeup. None of these are really useful but it does punish rush down players and people who like to land some meaty hit on you on wakeup.
What are some good ways to combo into U1, besides the 4-hit Target Combo in the corner?
Speaking of that combo, I find that I can’t really land it on anyone but larger characters, because Guy’s standing LP flies right over their head when I go to start it. Is this just me?
would like to hear about this as well
yeah it’s true, i ran through ken’s ex fireball
you guys should be landing ultra 1 more since you can combo into it in many situations
also, what property does qcf+P EX version add?
mp xx hp xx lp hozanto fadc ultra. Works from just outside the corner, as it carries them. Works against crouchers, too.
So what blockstrings should I be doing with Guy?The only safe one I can find is like cr.jab,cr.jab,st.jab.