I was just wondering:
What efficient combo can I do if the opponent is constantly crouching on wake-up? I try to do a neutral jump. jab, FF chain… but the first hit for the FF chain always whiffs. I’ve tried using TC instead of FF but it doesn’t seem to be very effective. What combos do you use when you are in my situation?
against people who crouch alot I usually go for a overhead,meaty cr.mp/cr.lp. the overhead helps break the habit of your opponent from crouching alot but use it sparingly. The meaty attacks mentioned about helps with landing counter hit combos as in damage wise and execution wise since counter hit combo give u a extra frame to hit your link. With any combo on a crouching opponent I tend to use cr.lk because its his fastest crouching attack. cr.lk into tc is very efficient but it is rather difficult if you dont practice that link. Ive never whiffed it unless i wasn’t close enough to the opponent. you could also try looking in the counter hit setup part of this forum for guy. there’s a nice setup that guy has with cr.lp,cr.hp,st.mp into run slide or ex hozanto. that’s all I really know for opponent that crouch’s alot on wake up. Just try to condition the person your fighting to stop crouching by mixing up f+mp overhead,run+overhead kick,grabs. If you through most of the stuff on the guy section of this forum you come across ton’s of setups to help you in conditioning your opponent.
Hey guys. Well today was the first time I spent a decent amount of time with Guy and honestly I think he’s the character that fits me the best, fuck the tier list. I feel comfortable with his combos and stuff. Now I’m just wondering, in matches what do you guys use to get in on the opponent. Obviously with characters with Yun/Yang they have a dive kick which makes it TONS easier. With Guy what is there to use besides elbow drop? And to close the distance between you and your opponent, what else is there besides the command run since his walk speed is slow.
c.HK. Unsafe option in general, but really potent against people trying to outpoke you.
A decent FA.
Run into overhead or slide. While both unsafe, you can FADC the slide, and if you hit with either option, you’re in.
Early Elbow feint to bait out anti-airs. Really good sometimes if the opponent has a very slow recovering anti-air.
c.MP buffer poke into EX Hozanto.
Poke until you anti-air, upon which you start mix-ups.
His walk speed isn’t that bad. You can walk an opponent down.
Thanks, I’ll definitely try those out. I was just getting a little frustrated earlier since I was able to execute the combos fairly well (well, at least for my first time actually playing him) but I had no idea how to get inside.
An embarrassing question to be sure, but one I can’t help but ask :
c.LK, c.LK. I can’t get those to link to save my life. Rapid-fire c.LP, no problem. c.LK? Drop that like a ton of bricks. Any tips to help out with that?
Plink c.LK by pressing c.LK~c.LP. Not only does it make it easier to link c.LK> c.LK, it also inputs a crouch tech input, so that if you happen to be thrown before your c.LK animates, you’ll tech throw (if you’re thrown during the 3 frame c.LK animation, you’ll still be thrown)
Do you guys have any advice/tips on how to do jab shoulder (or ex shoulder or bushin gokusaken) FADC into Ultra 1? The jab shoulder FADC is easy for me, but I can’t get the Ultra 1 to come out. I just can’t see myself doing it quick enough unless there’s a shortcut.
^ I’ve been testing that for a while and wanted to make sure it was correct. It may not make the fight against Honda easier but at least we’ll have another tool to use.
Against Chun when she gets meter Ive found myself doing:
f.throw, f.jump, f.dash into lp bushin flip: it catches her ex sbk.
I tend to do it first time in a match and then move on to other safejumps/setups, it stops her using ex sbk untill she feels confident enough to try it again.
I’m going to hit the lab and see how safe this actually is and what use it has against other charge characters because the fw dash bushin brings you above and behind (removing back charge) and is far too late for something to auto correct,.
Edit: ment a single jump then f.dash. Tested it on the other charge characters and its not half as effective. Chun gets pretty much everything beaten except low normals and jumping normals.
(In otherwords its hella unsafe but godlike against Chuns reversals and specials).
Any string that takes the form of a series of light attacks followed by a stronger attack (cl.MP, st.MP, cr.MP, or cl.HP) or by Target Combo (st.MP xx st.HP). These stronger attacks and Target Combo can be cancelled into LP Hozanto or Run - Stop. Unfortunately, only Target Combo provides enough block stun for Target Combo xx LP Hozanto to be a true block string (opponents cannot mash out an attack before LP Hozanto makes contact). Here are the frame disadvantages of strings ending with Run - Stop on block:
[LIST]
[]Target Combo (st.MP xx st.HP) xx Run - Stop = -2
[]cl.MP xx Run - Stop = -3
[]st.MP xx Run - Stop = -8
[]cr.MP xx Run - Stop = -8
[*]cl.HP xx Run - Stop = -4
[/LIST]
This is assuming that an immediate Run - Stop, from start to finish, is 21 frames long. I don’t think it’s changed in AE.
I may have found an ‘Unblockable’ against Rufus in the corner. I found some set-ups mid-screen that works as well against a crouching Rufus. But here it is.
*(in the corner) Target Combo into Run Slide, Forward Dash or Back Dash, Forward Jump (cross-up) into Elbow Drop.
If Rufus Holds Back or Down Back he will still get hit by the Elbow Drop. Guy’s Elbow Drop can cross-up Rufus in the corner and from my training, I don’t think he can block Back or Down Back. This set-up probably don’t require a knock down, I’m not sure yet. The set-up I used to test it was to choose Rufus as player 1 and Record Guy as player 2.