Oh, there was something else Kiyo did quite alot which I didn’t understand.
cr.lk>st.lp on his opponents wake up. The cr.lk would naturally put them in block stun, but is the standing lp chaining in this use? If it is then I get it completely, since it makes him +1 rather than +2 off the cr.lk block stun overall while having a random whiffing lp looks like your asking for your opponent to press a button, which you’ll punish on your +1 advantage.
I don’t think you understand the meaning of footsies and how they are even played to be quite honest Guerilla, any time a Sakura throws out cr.mk its buffered with a HP DP behind it, so if you were to walk into the cr.mk you’d be hit by the mk and the DP as a follow up, they do it outside of the range it would normally hit to anticipate a button pressed by Kiyo, Cr.mk has good range, good amount of active frames and good priority,
Honestly you keep saying no one is playing the match up to a high tier level and this was a 5v5 tournament of some of top players in the Japanese arcades. You’re expecting textbook form and honestly no player is capable of that unless it’s a TAS match. You’ve got to understand footsies comes at a given risk and footsies always involve a variety of buttons, it depends on what you are aiming for and what you are anticipating to come at you.
Also that TC xx Hozanto whiff exists in current AE, the pushback is no different. It was just out of range for the Hozanto to connect and unsure if that is the new range, remember it’ll vary from characters due to hurtboxes.
Far HK and cr MK are Sak’s best pokes. That round came down to who was playing defensively with the life lead, and spacing. Sakura cannot zone and pressure effectively with fireballs as any other character, and she needs to get in close to be any real threat.
No, no - it wasn’t the cr.mk I took issue with. That’s hit’s low and has a crouching hit box. It was the standing pokes I didn’t agree with. The crouching pokes play into Guy’s lack of combo potential in his crouching normals and his standing mk. At least then if he got hit, Kiyo would not be converting it into any combo punish, right?
But standing pokes give him room for st.mp and crouching mp to get busy as well, which convert to run>slide which give that all important first HKD for Guy.
Again you’re not understanding footsies, watch older games specifically CVS2 or Alpha 2, you’ll see why people do standing and low pokes, it’s to create space and dish out damage. Look at Chun she basically lives out just poking you out most of the time. You’re trying to make your opponent respect your ground game, doesn’t matter if you get a combo or not.
Guy footage at around the 30:30 mark, just started watching this so there may be more.
Guy isn’t his main character.
^^The use of Run-Overhead after TC, cr.lk or cl.st.mp just to keep your opponent guessing when blocking run pressure.
I see raw Run-Overheads by Guy players all the time, but doing it on that blockstring is a trick to many people miss. The amount of time I’ve won matches because I overhead on a crouch-blocker.
Nox2 could have definitely used a couple of them in this FT5. Latif was patient and mild enough not to press any buttons during run-stop block strings, waiting for a jump or throw attempt after a run stop.
That patience against the runs is usually a sign that the player is looking out for the overhead. Players of that level can simply respond to the animation and/or the sound of neck flip (like Hazanshu). Very rarely do they get hit or it is after receiving heavy pressure/damage.
Nice to see Nox again though. He has a nice balance of initiative and passive gameplay. I used to think he was like a less experienced Tsukimiya but Nox is actually not only better, but is among the best Guys.
Footage of Kreymore playing against Lee Chung. Nothing to serious but at least we can see what Guy will likely appear as in the Console release
That elbow drop at the end of the very first round.
I know that elbow. It’s when you attempt to catch a rushing opponent with that sweet counter hit after jumping their prjectile, or you try to bop their heads as they are making a dash that you predicted after the fireball.
As much sense as it makes. I’ve learned never to do that any more. Unless elbow can cross up, doing a projectile then dashing behind it is safe from an elbow drop punish. Just doesn’t hit… and leaves you open to a punish from your opponent instead, who typically didn’t see the elbow drop coming at all.
Yeah jumping projectiles of any description on reaction is risky business, particularly if they have 2 bars and can focus dash afterwards. The only projectiles you can reliably jump and punish on reaction are Rose and Dhalsim. For shotos I stay at MP hozanto range, Gouken you can normal run slide, Chun Li, Juri, Oni and Deejay I would normally EX run slide, and Guile I don’t even bother, I just focus dash, take the chip or MK tatsu through if I see he’s going for a followup attack.
The only exception to these rules is Sagat where the art of jumping in comes from your ability to read their fireball game. Especially in long sets with Sagat players, you learn to predict their fireballs almost like a 6th sense. The problem with going for forward jump elbow drop is it trades with his roundhouse antiair and tiger uppercut, so he can followup with roundhouse juggle > ultra. That is a hell of a bad trade off for you. But if you forward jump on the “T” of the “Tiger Shot”, you can nicely catch his recovery with HK into corner push combo. But do it 1 or 2 frames too late…you’re eating a tiger uppercut. Of course you can also MP hozanto or normal run slide under high tiger shots, and EX run slide through low ones, so it’s all down to the situation and the spacing. There’s no golden rule for every scenario.
0:00-5:50 Guy matches Vs. PR rog and Artuo Sanchez
Me playing my team’s account
Iif you see anything i can improve on, please say so.
af0
2198
FT 10 set with Ice, a really patient and defensive Cody.
Excellent commentary too:
jebop
2199
Yeah, and points aren’t much lol. My main is Bison, and the replay channel says my main is Ken.
Dat USF4 Guy walk speed.
Good to see you again af0. Great games, superb spacing and I liked your timing of throwing blockstrings/blocked tech trap attempts to maintain meter building. Love that AA Super. Was also wondering when the Ninja Sickle would see success, great job 
Ice had a good ground game, and made some pretty nice reads in the first games, but I think he fell short because of lack of matchup knowledge, or at least not enough of it.