It’s basically like this ex run stop you’ll stop closer from where you started your run
anyone notice that when you punish akuma’s hp shoryken wiff with ultra akuma gets knocked out of it? this skip to 1 min
It’s a glitch in the game.
LOL - as if he teleported out of it or something…
I have seen guys ultra one fail twice on me. Knocked them out if it. It was disappointing.
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I’ve been playing Guy for a year now but there are still some things that make me really want to switch mains even though I end up coming back to Guy. So here are the reasons why, and if someone is able to help me answer how I can work around these problems, I’ll appreciate it as I still really enjoy playing this character, it’s just very frustrating.
1.) Having problems getting in. This mostly applies to shotos more than any other character type because they have fireballs to keep me out and DP’s for when I jump in. The only method that I have found to get in is to use Ex run/run-slide but that’s not very reliable and takes a meter every time. Bushin Flip works sometimes but because their cr.MK lowers their hitbox, I eat a free punish after the elbow whiffs and the slam rarely lands (as to be expected). If they aren’t shotos, characters like Makoto or Chun-Li with ridiculously good normals seem to foil every attempt I make to get in.
2.) Having problems staying in. Shotos give me problems again because even if I am able to land a run-slide, my safe jump option gets blown up due to their 3 frame DP’s. Fake safe jump into cr. LK from crouch tech doesn’t really work either as their wake-up DP still catches it or if they attempt to throw, it just techs out. If I just block after the fake safe jump because I expect a DP, they can wake-up throw and I would just eat that. It’s frustrating that I’M the one stuck guessing on their wake up.
3.) DP mashers. Again this mostly applies to shotos than most other character types, although it still poses a problem from just about anyone who have a DP-like ability with invincible frames. This is mostly due to my own execution errors, mostly coming out of cr.LK into st. MP but since I play online a lot, they mash out DP’s to punish my drop combos. I know that technically, I can just bait it out if I’m pretty sure I’m going to drop it, however, I feel like that defeats the purpose of actually playing the game; if I’m not going to try to complete my combos, why bother playing, right?
4.) Frame traps. I understand the concept of frame traps just fine, however, much like my earlier problem with DP mashers, I get punished for trying to frame trap. Even in the above situation, if I drop my combo, it is a frame trap but I get mashed out. Isn’t a large part of Guy’s gameplay is frame-trapping? If that’s the case, how can I get around this problem?
5.) Run-stop pressure. I understand that the target combo into run-stop is the safest (-2 if I understand correctly) whereas most other run-stop options such as cl. st. MP, far st. MP, cr. MP, etc. is much more punishable. However, what I fail to understand is how can run-stop pressure be considered pressure? For most matches I have played against, all they have to do is mash out crouch tech to stuff my following attacks or push me away. Even in the best scenario given (target combo into run-stop), it is -2, most crouch techs are 3 or 4 frames which still put me at a disadvantage, anything I stick out will be counter-hitted. What can I do in this situation? I read that I can BSK but it’s not FADC-able and definitely not safe on block so I hardly think that it’s a viable option.
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Yeah you generally wanna stay on the ground against shotos for numerous reasons. cr. MK will blow you up all day, making your jump ins miss. cr. HP will catch you if you try to cross them up. Then there’s the ever-present DP threat. So you’re better off fighting them from the ground. MP hozanto is probably Guy’s best tool for getting around fireballs. There’s a sweet spot just outside of poke range where you can comfortably do a MP hozanto in reaction to any fireball. You can even do it for EX fireballs but you need to get used to the timing for that. Be aware that if they have 2 bars they can also throw a fireball then instantly FADC to punish you. You need to slowly work shotos back in the corner. Don’t make the mistake of worrying too much about fireball chip damage, which most people do. It’s not the end of the world to block a few fireballs if it means you’re walking them back into the corner the whole time. As you stated, EX run slide is also a good option and gets you a hard knockdown, but at the cost of a bar.
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Don’t even bother going for the hard knockdown netural jump OS against shotos. Your best and safest option should you go for it would be a DELAYED cr. throw tech OS after you land. You can only delay it by literally 1 or 2 frames, but it will avoid you being caught with a wakeup DP or EX tatsu (Ryu’s blows up cr. throw tech mashers). Aside from that, don’t safe jump shotos unless you’re particularly good at reading into the actions of that particular player. It’s more risky than it’s worth.
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You’re referring to the 1 frame link of cr. LK into st. MP. Everyone will drop this combo from time to time. Sometimes it’s worth the risk going for it, but you could always try other combos. You can link cr. LK into the full bushin chain combo (if they’re standing), or you could do cr. LK x 2 cancelled into either MK tatsu or run slide. Another nifty link is cr. LK, cr. LP, cr. MP - again, cancelled into either MK tatsu or run slide. You’ll find if you go for the target combo after a cr. LK, the 2nd hit of it will whiff against certain characters (Ryu, Ken, Akuma and Sakura all spring to mind).
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Frame traps are designed to bait the opponent into hitting a button so your next move will come out before their move does, thus you score a counter hit. This only works against normals or slow, uninvincible specials. If they are mashing DP as you attempt to frame trap them, you will get beaten by their reversal. This is why SOMETIMES you should go for the frame trap counter hit, other times you should just block or FADC backdash, whatever. The key is to be UNPREDICTABLE! Going for the same 1 or 2 frame trap setups over and over will result in you eating reversals all day long.
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Good question! The best thing about doing target combo into run stop is how quickly it will build you meter and push them back into the corner. You may also mix it up with run slide or run overhead if you observe their blocking. If they start going for throw techs, LK tatsu is both low attack AND throw invincible. So if you can tell they are mashing, run stop -> LK tatsu could be a good option. But as with all of Guy’s gimmicks, you don’t want to abuse this too much and get predictable with it.
I hope this helps with some of your points. Please reply with any comments or further questions. Cheers!
I personally think if you try to “get in” with Guy against the shotos, it’s a losing battle. I try to make the shotos do the attacking, apart from Sagat. Stay at a distance where a random forward jump is risky for their fireball game, or where u can do MP hozanto in reaction, which is very difficult.
In fact there are a lot of characters where Guy is very likely to lose if he tries to get in - assuming those characters are played correctly. This is mainly because his jump is too slow and is easily reacted to - and because his elbow whiffs or can be made to whiff.
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I’ve made to myself all these questions too…
But then I try to answer to myself too and these are the things I’ve gotten from squizing my brains:
- Execution errors. I should optimize my gameplay. We all make mistakes, it happens to all of us.
- to be Unpredictable depends on execution and how many setups I know. If my repertoire is limited I will fall into repeating the same patterns over and over again, getting readable and blown up. What can I do? Practice stuff to vary my pressure game to keep them guessing.
What I mean is when I watch a video of a good Guy player and it looks fun and easy; I think it’s becaue they play the character correctly, wich involves clean execution and a good amount of knowledge. As long as my Guy does not look like Streak’s or Nebbiez’ Guy (e.g.) there are things I still need to learn. That’s what makes me stick to Guy. Besides since I play Guy I forgot how to play tipical characters
I guess this character is a chalenge… I try to play Ryu (e.g.) and it’s so boring!!!
You need to ensure that the cr.LP will hit “meaty” on the opponent. In addition, cr.LP OS U1 won’t hit certain characters: Chun Li, Rose, and El Fuerte (I believe).
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If the opponent blocks… a standing short comes out?
do I need to do it faster? This is giving me nightmares
You have to input the ultra immediately after cr.LP. If he blocks, a close st.LK will come out after cr.LP.
I see… So it seems I’m doing it well…
Thanks Kain
The easy motion for cr.LP OS U1 is: :d::lp::df::f::qcf::3k:. In this case, if the cr.LP makes contact with the opponent, a cl.LK will come out, and your combo will end. The better motion for cr.LP OS U1 is: :d::lp::df::f::qcf::d::3k:. In this case, if the cr.LP makes contact with the opponent, a cr.LK will come out, and you’ll be able to continue your combo.
Oo I actually didn’t know about the second one ,thanks streak!
that was wahat I was thinking about… because the st. lk stops the combo so one loses pressure… with the crouching l, m, and hk just a cr lk will come out but a bit “delayed”… I was wonderuing if I was doing it fine… Thanks guys
If you do end up in that situation, you can cancel the close st. LK into LK/MK/EX BSK, EX hozanto or a bushin flip. Unfortunately it leaves you at 0 on hit, so you can’t link anything after it and there isn’t enough hit stun to do run-slide safely (which I think is ridiculous seeing as you can make cr. LK x 4 cancelled into run-slide work!)
EDIT: You actually can do cr. LP, close st. LK cancelled into run-slide and it combos. I think maybe the Guy frame data here on SRK isn’t 100% accurate. Doing the maths it doesn’t look like there should be enough frames to do it, but I just tried in training mode and it works fine. Not that I can think of any practical use for that combo, but it works at least!
Because you’re cancelling the recovery with run slide?
Unrelated: Hey awesome! when did I become a well known member?
I’ve noticed that in certain matchups, there are just certain specials that are really safe on block and there’s not a whole lot I can do about it.
1.) Blanka’s Electricity: Blanka is pretty much able to spam this on me since it does chip, practically covers all sides of him (making ambiguous cross-ups moot), and seemingly unpunishable even on block or whiff because I’m unable to actually see the actual attack animation. Like I can try and punish it and then it just hits me instead. Is there any way to actually punish it? The only thing I’ve found to punish Electricity reversal is to throw them at the start up but that’s pretty risky.
2.) Fei Long’s chicken wing: I played against a Fei Long who just spammed the hell out of this special (although not only) and there wasn’t much I could do about it even if I block it.
3.) Sakura’s tatsu: Again, one of those annoying specials that gets spammed like there’s no tomorrow. If timed correctly, I might be able to trade with cr. LK for a punish but for the most part, it gets blown up from Sakura’s st. LK or cr. HP into more tatsus.
And for a general-ish question, is there any way to effectively punish DP spammers? The Fei Long (the same one from above) was able to catch anything I did that was a drop. And I’m not even saying it’s a combo drop or something, I mean coming from an ambiguous cross-up j. MK confirming into cr. LP and he would block the cross up and DP my cr. LP (not exactly easy to do consistently). The more I think about it, the more I’m thinking it was some sort of tool-assisted hack because he was able to do it consistently on just about everything I did. Keep in mind that I have actually tried baiting it out; I would purposely “drop” a combo/frame trap by not doing a follow-up and he won’t DP, however, only the times I have attempted the combo/frame trap, a DP would come out. There’s also times like when I try to punish the chicken wing but did it pretty late and he would DP and it would catch me every time and I don’t try to punish the chicken wing every time, I do it pretty randomly to see if I can bait it and I haven’t been able to. I’ve also done far st. MP into run-stop and he’ll DP; now I understand that it’s pretty punishable, -8 or so, but I have yet to really see anyone punish it with a DP every time. I’ve played enough online to notice if something is fishy and this one definitely is since most DP mashers are more or less random and I can catch them from time to time and punish hard.
EDIT: I went to watch my endless matches against him and he just mashes out everything apparently. Professional masher from what I can tell because I have never seen anyone mash like he did.
Also, is there any advice that someone could give me about actually dealing with DP mashers who don’t learn? I can bait out DP’s all day long against these people and they continue to do it over and over again. They can lose several matches in a row because of it and yet, they continue to do it. I find it not only frustrating (because I can’t play Guy the way I want to) but I also find it disappointing that these people fail to understand the game or even play the game like it’s supposed to. I guess I could just stop playing with these people in general.
Blanka’s electricity can be beaten by lows so he if just mashes it and it whiffs you can hit with whatever low K move, I’m positive its spaced dependent so go into training mode and find out where the spots you must be to hit him, Its possible to use st mp and st mk but the distance for them is in area where I have to question why Blanka would randomly electricity. Don’t mash if you block it, They are plus on block I believe
Fei’s Chicken Wing, The move at least from my knowledge doesnt hit you if your crouching on the first initial attack, and you OS this move with many things, If he just does it blatanty at you, you can react with Cr.MP, st Hp, TK izuna, and EX tatsu. Only the Hard Kick and EX ones are safe on block, with Medium Kick being -2 and Light being -4 on top of that no one uses Light or Medium really, You should be more worried about Rekkas anyhow and his Command Grab. But an easy OS to be Chicken Wing or cr.lp ~ st HP, or cr lp ~ Cr.HP this can also be done for safe jumps however I would use the cr.HP one.
Sakura’s Tatsu… you basically have to eat it until she pushes herself to far, or you take the risk in doing something. She’s at 0 on block for LK, unsafe for the others outside of EX
How to punish DP Mashers, well you can safe jump them or bait them (if its a Shoto or anyone with a 3 frame reversal you have to Empty Jump). For a big punish there’s always st HK, BC, Ender. Or Ultra whatever you please really.
Blanka’s Electricity: Seems like you are correct, low attacks work pretty well, cr. HK (slide) in particular. Cr. LK and cr. MK does work, but the damage isn’t that great and you need to space yourself accordingly (making combos difficult) because if you do it too close, you just eat a counterhit. Far st. MP and far st. MK works as well, but it’s not reliable, most times, it trades in Blanka’s favor.
Fei Long’s Chicken Wing: I think it will whiff if he does it pretty close against you (almost point blank) and it’s punishable but if he does it at a distance, it’s nigh-impossible to punish on block either because of distance or simply because of it’s recovery is so fast (essentially, 2 frames to punish). Maybe I just suck but I’m trying in training mode and I’m rarely able to punish with cr. LK. In terms of punishing it on reaction, it seems to be hard to do as well because the start up is relatively fast and the hitbox on it is pretty ridiculous, I either get stuffed or trade and sometimes, worse yet, counter-hit. It is still possible to punish it of course, mostly with cr. MP but it seems to be pretty hard to do. I agree that his other things are more of a threat but the fact that Fei Long can pretty much get in for free and get chip and meter out of it is a bit ridiculous and frustrating, almost feels like dealing with Sakura’s tatsus.