The top 5 guy players … I remember R from SSF4 tournies that were in japan… hes pretty solid… there are no vids of OTK at all… he reached some 50k bp and then stopped i guess… hope he returns …Kiryu and Kiyo are the only regular players i see , and even Kiryu i see more in SSF4 console than in AE :S
Plenty of vids of Kiryu and Ihara from NSB…and Kiyo also played in some big tourney forgot the name…
@teez : you should chk out the frame data changes Guy has in AE…some normals are much better now
As I’m playing more relaxed this. I discovered myself having pretty troubles with Jump-ins.
I mean, what if the other player (don’t care the char) is jumping and jumping… even crossups… I found that away from EX Hurri (and most of the crossups fails), I have not many reliable anti-air options… Before, I rely on st.far.hk to have jumpers away, but that move is very unsafe (I get countered so many times that I eventually stop doing it…). I can use super as anti air anytime, my reflexes are OK, but you only have Super very few times, if any. I read here that TK izuna counters crossups very well. EX izuna as well? Regular will do? What timming? Videos?
Use Zoning to help predict against Jump-in’s. Also use Neutral Jumping Attacks such as Hk, Elbow Drop, HP, MP, LK to keep opponants away espeically in the corner. On the ground far LK is valuble if you space or zone your opponant correctly. Far LK is an alternative to stHK.
Also note when using Ex Tatsu, if you wait a little longer you can earn more damage. I would say the average player using Ex Tatsu as an Anti-Air, would earn around 100% damage. Your goal should be to get as close to max damage, which is 170%. So when your opponant jumps at you, crouch and wait as long as you can before doing Ex Tatsu to earn max damage. I would think, this would discourage any opponant to jump at you more than twice.
If it looks like you oponnent likes to jump in a lot, make space so that cr.MP works as an anti air. Guy’s walk back speed is not very fast, but it’s still O-K and you can also backdash to make space. You can also react to your oponnents jump and do a jump back MK/MP/ maybe HP. If you are surprised by the jump and have no time to react, you can focus absorb backdash, which can work pretty well if your oponnent is not ready for it.
If you’re gonna get crossed up and you can tell it’s a cross up, use Ex-Run and get out of there. This is especially useful to get out of the corner sometimes.
If I focus absorb a Jump-in 99% of the time the ‘enemy’ will throw at landing. So I gived up FAbsorb jumpers as well.
And cr.mp is okay, but as a reset, can be tricky to have a strong comeback later, because many shotos will mash DP on reaction. I found frustrating sometimes to be so careful about mashed reversals anytime.
That’s why you bait them, cr mp will reset them which you can cancel into any special move of Guy’s etc. So you can do an immediate Run. You can stop and I’m sure you’ll be relatively close to them and can back dash if you sniff out a dp or Lp Bushin flip to grab their reversal. Most cases not many will duck against this set up because of the strict timing the Guy Player is given, You can also attempt to cross up or dash forward and whatnot. I’m not sure if Run Slide or Overhead will be viable because the distance of where you anti aired them will apply, though in theory I’m sure overhead would possibly hit on the last frame or slide will make you go underneath them.
Hey Guy’s…I need your help. I’ve been trying to combo off of Guy’s running overhead but the only time I can pull it off, is if I counter-hit. I’ve seen people combo off of it without it being a counter-hit though, for example: Alioune Sensei and Legendary Otaku.
If you generally have to hit it on the last possible frame for overhead, if its SSFIV that link is tight really tight to where you pretty much will need CH to get it majority of the time since its not exactly easy to hit on the last possible frame, AE same situation but cr lk being 3 frames now makes it a little bit easier.
After Running Overhead, if you land the last hit and it resort’s to a Counter Hit. I find it easier just to combo Ex Tatsu for 257 damage. I’m able to get it consistently.
how do I practice spacing with guy’s normals such as st.mp,cr. lp and how do I know if im doing a meaty attack the right way because im trying to do meaty cr.mp and cr.lp but its either i whiff the attack or it gets beat by another normal. back to the spacing question alright when fighting characters that have exceptionally well poking tools I find it hard to get in unless i get a st.mp run/stop or some kind of knockdown but i feel i can create some kind of closing in the distance gap if I understood spacing alittle better and I dont understand why st.mk is supposed to be so good for guy I just dont see it.
Well to be quite honest most of Guy’s normals are average at best. His best pokes to use when playing footsies are st mp, cr mp, st hp, st hk, and st mk. Getting in isn’t exactly an easy task for guy if you are playing against say Chun or Fei. Usually to close the distance you’re going to have to have to try and bait your opponent do a poke and take advantage of the recovery. There’s always the option to take a risk, with Run/Slide… EX for safety. EX Hozanto, or the huge risk of Bushin Flip. Cr Mk/Hk can be used but you’d want to be at max range cause chances are you won’t get a KD.
The reason why St mk is good is because has the most distance can easily tag Ryu outside of cr mk amongst other things, especially with its buff in AE. It was always an ideal tool of Guys to tag someone when they are trying to play footsies, normally its to get someone in their recovery and it’s safe on block.
Yeah I used to wonder what was special about St.MK too.
It has good range and it’s a pretty safe way to push back your oponnent, to keep them in the corner or to stop them from poking you and keeping you under pressure. It’s actually also good for trading damage as an anti air against some character’s jump ins from long distance.
As for meaties, just learn to be right next to your oponnent just before they wake up. Watch their animation and do a cr.lp just before they are standing. You get better at it with time. Some characters, like blanka, have a slower wake up and it’s possible to whiff the meaty attack unless you time it correctly. But most of the cast has normal/similar wake up.
If you want to test in training if you’re doing it right, set the lp and lk to turbo and record the dummy doing continous throws. Playback, knock them down and practise meaties. If you’re doing it right you should start a combo, if you’re doing it wrong they’ll throw you on wake up.