It’s - 2 so you can’t get DP’d if it’s blocked. Useful against fireball characters but the ex run is even better when you have meter. Heck Ex run/slide/stop is more reliable than ex tatsu on wake up sometimes, as long as they don’t empty jump throw.
I use Medium Hozanto mostly just for the chip damage. I look at it as earning extra damage, plus it will help me in the long run of the match. I finished off alot of opponants with that extra 32 chip and even use Run Slide (27). I’m trying to incorporate this into my game a little more just to give me an egde. I’ve been using it for months and it works well. The only people I don’t use it against is Grapplers.
I guess you use whatever works, but all the shoulders, apart from light, are very punishable if the opponnent just tries to neutral jump. You really have to pick the right moment to chip because if the opponnent has pixel health, it becomes obvious what happens next. So best thing to do is wait for the right unexpected moment.
hey guys how do you OS HP Hazonto on meaty cr.LP?
I use Fuerte and Vega. I play them defensively. Seeing some changes to Guy makes ms want to give him a whirl but I’ve never really used him.
What am I in for? I’d like a basic run down of his strategy.
I also have a question. Frequently, his NORMAL slide doesn’t knock down. What am I doing wrong here with that move?
guy’s slide(cr. rh)… max distance will not knockdown UNLESS it’s a counterhit. at a closer distance it will knockdown … guaranteed… but it’s also unsafe at that distance. it’s safe if you space it correctly and hit with the tip of it. the great thing about this is that A LOT of people like to try and punish it with a jab or short. this gives you gimmicky setups like doing U2 upon the sweep’s recovery… or EX hurricane(stole this from combofiend haha).
as far as basic strategies. bait… a lot… ESPECIALLY against dp characters. the reason is ff chain is a really hard punish. you bait out a dp and punish with ff chain… it’ll make them 2nd guess doing it again. you also want to push your opponent to the corner as much as possible, this is where guy’s at his strongest what with resets and his mixups. you want to stay on your opponent as much as possible and get that knockdown… preferably with run slide. run slide sets up the most braindead safe jump i’ve ever seen and allows you to continue pressure. use run stop during block strings to stay in your opponent’s face… but don’t abuse it… it’s not too safe. if your opponent catches on that you’re abusing it… you will get punished for it.
you’re lucky you decided to use guy now… if you do that is… he’s a shit ton better than he was in super. what you’re basically looking at is a methodical rushdown character. you have to be smart about how you decide to be aggressive. i’m sure some one else can elaborate better than i can… so i’m sure you’ll see a better reply than this haha… i hope it gives you some what of a basic idea of what to expect from this character. if you’d like a visual understanding… just look up kiryu tsukimiya matches in super or AE
I am not sure if you can do that.
But if you do not mind OS ex hozanto on meaty cr.lp , The Guy Q&A Thread: Post your questions here!
If you change step 3 to lp hp, when u have no meter, hp hozanto comes out.
Looks like Fuerte and Vega are mid and long range specialists. Guy is more of a close range character.
If u do not like the onslaught of run/stop pressure, and want to play defensive, you can wait and anticipate moves from mid range, and then react to them.
Most of his moves can get past projectiles. hozanto, tatsu, ex bushin flip, ex run.
To counter jumps, u can use his normals, ex tatsu or instant air grab.
After u react upon a move and successfully get a knockdown, u can change to being offensive if the setup is to your advantage, by doing safejumps or meaty. And u can go back being defensive.
thanks i know how to OS EX Hazonto
i need to go watch obeys video again
in the video obey had super so idk
how many frames is the run overhead on block/hit ?
Block standing and hit crouching
so how does the cr.lk link after the Run/overhead?
Oh, the +2 on hit run/overhead is probably data for landing 2 hits.
In this case, if the person is crouching only 1 hit is received, the data does not show for 1 hit, but I am guessing its a 1 frame link, due to lesser recovery frames caused by the hitstun beginning from the 2nd hit.
Or it can simply be wrong data. =)
What are some examples and /or common PROPER uses of Bushin Flip and and FF Chain. In some matches today while trying to get the hang of him, I believe I found out the hard way that I’ll need to know the best times to use FF Chain or just target combo.
@ Densuo
Bushin Flip is mostly used against Projectile and Grapple charicters. A general use for Bushin Flip is Timing it on someone’s Wake to potentialy cacth someone’s Reversal, say like Ryu’s DP. Also DON’T over use Bushin Flip and try to use it for Baiting as well. Using Low and Ex Bushin Flip is pretty good in the corner since people like to Jump alot in order to get out of trouble. Guy also has an uncrouchable Bushin Flip using Ex Bushin Flip.
- Run Slide/ normal Slide; wait a sec, then use Ex Bushin Flip
- Forward Throw; forward jump, Ex Bushin Flip
- crMk; forward dash, Ex Bushin Flip
Bushin Chain is mostly used as a punish and Target Combo is generally used all around since it can cacth crouching opponents. Say Ryu whiffs a DP, you would likely use Bushin Chain because it does more damage than Target Combo. You can also Link Bushin Chain into Ex Hozanto for Extra Damage. So generally you could use Target Combo for most of the match and if you have an opportunity, use Bushin Chain for the damage. Also note that it is a good idea to train yourself to Link close stHk into Bushin Chain or Target Combo for even more damage.
Bushin flip has some flaws. 1st the flip grab is useless against crouching opponents. 2nd the flip elbow can be blocked crouching, and can be punished with the correct crouching attack and timing. But it has good damage. In close range while pressuring your opponent, u can cancel into bushin flip and hope for a grab. If u do not overuse it, usually its not so easy to react to. Bushin flip can be used to close the distance. A hp bushin flip can also be used to get out of the corner. I still use it all the time. As long as u can bait the opponent into standing or blocking high, bushin flip grab is a good move.
There are several ways to bait a stand:
- cancel into run/overhead often
- end your block strings with an immediate jump forward down mp elbow.
- cancel forward mp overhead into bushin flip.
Bushin flip elbow, upon hitting can be comboed into. Usually crouching opponents. Timing is strict.
Bushin chain is used as a punish due to the damage, but if its blocked u have alot of negative frame. So u only want to unleash it when its a hit and when opponent is standing. So during close up games, people use cr.lp or cr.lk to hit confirm, if its blocked or if opponent is crouching, u have to change into target combo. Also target combo runslide can lead to untechable knockdown, where u can follow up with other setups.
Hey guys I recently switched from M. Bison to guy and have been watching a lot of replays showing the skills of "[FONT=arial]Kiryu Tsukimiya" and I have one big question…how does he fair against the ever popular Yun, and what should I use against a GOOD Yun player that knows what he is doing.[/FONT]
Was the input correction changed on AE? Ever since I got AE, I’ve been having trouble getting U2 out. I don’t know if it’s just my controller crapping out or what. When I look at the input data, I seem to be missing the :db: input. I could’ve sworn that would’ve been fixed by the input correction. I never had trouble with it until I got AE.
we all have the same problem unfortunately :S
they nerf our jumpable u2
but not the shortcut for shoryukens or mashed 360…you know what im saying