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- Semi Crossup - Crosses up when standing, but lands in front when crouching.
- Assume relatively meaty/strict timing for move sequences-- (i.e. off of sweep)
- An Escape should not leave you in a situation worse than when you started i.e. unable to block with huge frame disadvantage
- EX Run can be assumed where Run is, but not vice versa. Same with Tatsu.
- Conversely, EX Bushin Flip does not work in all places Bushin Flip does.
- Keep in mind EX Run->Slide loses its armor when cancelled into slide, so don't cancel too early, and don't use it when you expect to get jab/short mashed before you can connect with slide.
- *1 Usually needs to be auto-corrected for direction
- *2 Stuffed or difficult to time if the incoming attack does not cross over far enough or late enough.
- *3 Very dependent on both timing and spacing--You're actually using cr.lk twice. The first time is to alter Guy's hitbox to cause the incoming attack to whiff, and the next time is to actually punish if there is enough frame advantage leftover and the first c.lk whiffed--in the worst case you will have frame advantage and be able to block, but not enough to punish.
- *4 Spacing dependent
- General
- Punish (Normals, Tardy air okizeme) -cr.mp, cr.hk, cr.lp, cr.lk
- Punish (Anti-Air): hk, cr.mp, cr.hp, cl.hp, hk/ex tatsu
- Escape Crossups with Run, Dash, or FADC
- Escape Meaty Normals/Aerials with Backdash
- Vs Ryu:
- Sweep-> Crossup j.lk
- Punish (*1): EX tatsu , cr.lk (*3), EX Run->Slide (*2)
- Trades (*1): cr.mp(*2)
- Escape: FADC (**), Forward Dash, Run, Bushin Flip
- ** In rare cases it can cause Ryu to land in front of you instead of behind you due to changed collision boxes.
- Other: The hitbox on this attack makes it very inconsistent--it does even generate consistent frame adavantage on hit against Guy--in some cases it will combo into cr.lp against a standing guy, but not while he's crouching, even with turbo cr.lp. The c.lk is especially unsafe against this.
- Sweep-> Crossup j.mk
- Punish (*1): EX Tatsu ,cr.hk(*2) , cr.lk (*3), EX Run->Slide (*2)
- Trades (*1, *2): cr.lp, cr.mp
- Escape: FADC, Forward Dash, Run, c.hk, Bushin Flip
- Sweep-> j.lp
- Punish: EX Tatsu, c.lk(*3,**), c.mk(**) EX Run->Slide *4
- Trades:
- Escape: FADC, Backdash
- **I could not find a timing on j.lp that completely stuffs these, but the worst case window is probably only one or two frames.
- Sweep-> j.mp
- Punish: cl.hp, cl.mp, lp, any crouching move except cr.hp., Any Tatsu, EX Kaiten Izuna Drop**
- Trades: cl.hp
- Escape: FADC, Backdash, Run
- **Careful not to accidentally trigger EX Bunshin Flip, which gets stuffed.
- Sweep-> J.hp
- Punish: EX Tatsu, EX Run->Slide *4
- Trades:
- Escape:
- Sweep-> J.lk
- Punish:EX Tatsu, EX Run->Slide *4
- Trades:
- Escape:FADC, Baskdash
- Sweep-> J.mk
- Punish:EX Tatsu, EX Run->Slide *4
- Trades:
- Escape:FADC, Baskdash
- Sweep->j.hk
- Punish:EX Tatsu, EX Run->Slide *4, cr.mp**
- Trades:
- Escape:FADC, Baskdash
- **Very strange and very tight timing, but it works--tried it on both a close and far meaty setup. The first couple of frames of cr.mp are not hit by j.hk for some reason, and whether or not it counter-hits is spacing depedent--sometimes the attack strikes after Ryu lands, but before any startup frames for the c.lps that would ordinarily combo after j.hk's hit.
- Sweep->Sweep
- Punish: Level 1 Focus/Backdash, EX Run->Slide, mk tatsu
- Trades:
- Escape: FADC,Backdash
- adjacent jn.lp
- Punish: lp, cl.mp, cl.hp, cl.mk, cl.hk, cr.mp, cr.hp, cr.lk(*2), cr.mk df.hk(**), HK Tatsu, EX Tatsu, EX Kaiten Izuna Drop
- Trades: cl.mk, cr.mp, cr.hp, HK Tatsu
- Escape: FADC, Backdash, cr.hk, run
- **hits once
- far jn.lp (About half of front of Ryu's forward foot overlaps Guy's front shoe)
- Punish: lp, cl.hp, cl.hk, hk tatsu, EX Tatsu, EX Kaiten Izuna Drop, cr.mp(**), cr.lk(*2), cr.mk
- Trades: hk tatsu, cr.mp,cr.hp, cl.hp
- Escape: FADC,Backdash, run
- **stricter timing than adjacent jn.lp
- close jn.mp
- Punish: cl.*p, cl.hk, EX Tatsu, HK Tatsu(**), cr.mp, cr.hp, cr.lk(**,*2), cr.mk(**), EX Kaiten Izuna Drop
- Trades: cl.hp, cl.hk, HK tatsu, cr.mp, df.hk
- Escape: FADC, Backdash, cr.hk, run
- **Shallow incoming attack timing
- far jn.mp (Ryu's front foot barely overlaps with Guy's front hand, horizontally)
- Punish: lp(**), cl.hk(**), cr.mp(**),cr.hp(**), cr.mk, df.hk(**2) cr.hk (**3), EX Tatsu, EX Kaiten Izuna Drop
- Trades: cl.hp,cl.hk cr.hp, df.hk, hk tatsu
- Escape: FADC,Backdash, run, cr.hk
- **stricter timing than adjacent jn.np
- **2 Only as Counterhit with the 2nd hit if timed early response to predicted attack
- **3 If done too early or too late you'll get the lower damage/non-knockdown hit.
- Other: A bit further than this range cl.hk becomes hk, which only seems to trade at best. Most normals that punish require much stricter timing due to the hurtbox on Ryu being back further.
- close jn.hp (Cannot hit crouching)
- Punish: cl.*p, cl.mk, cl.hk, cr.*p, cr.*k, MK, HK Tatsu(**2), EX Kaiten Izuna Drop, EX Tatsu
- Trades: LK Tatsu, MK Tatsu
- Escape: FADC, Backdash, cr.hk, run
- **Shallow incoming attack timing
- **2 On early reaction to shallow timing only, may counterhit
- far jn.hp (Cannot hit crouching) (Ryu's front foot barely overlaps with Guy's front hand, horizontally)
- Punish: *p, cl.hp, lk, mk, cl.hk,hk, cr.mp, cr.hp,cr.mk, cr.hk(**) hk tatsu, EX tatsu, EX Kaiten Izuna Drop
- Trades: lp, cl.hp, mk tatsu, hk tatsu
- Escape: FADC, Backdash, cr.hk, run
- **If done too early or too late you'll get the lower damage/non-knockdown hit.
- far jn.hp (Cannot hit crouching) (Ryu's front foot is a few pixels in front of Guy's front hand, horizontally)
- Punish: by almost anything since the attack has so few active frames that the jump will probably be stuffed before jn.hp is attempted.
- Other: Kicks/Punches at full range here.
- close jn.lk (Cannot hit crouching)
- Punish:lp, cl.hp, any cr.normal, EX Tatsu, EX Kaiten Izuna Drop
- Trades: cl.lk, df.hk
- Escape: FADC, Backdash, cr.hk, run
- far jn.lk (Cannot hit crouching) (Ryu's front foot overlaps almost completely with guy's front hand)
- Punish: lp, cl.hp, mk, cl.hk, hk tatsu, any cr.normal, EX Tatsu, EX Kaiten Izuna Drop
- Trades: lp, cl.hp, mk, cl.hk, mk tatsu, hk tatsu
- Escape: FADC, Backdash, cr.hk, run
- close jn.mk (early, still hits crouching)
- Punish:lp, cl.hk, EX Tatsu, EX Kaiten Izuna Drop, (HK Tatsu **), cr.mp, cr.hp, cr.lk(*2), cr.mk, cr.hk, df.hk(**)
- Trades: cl.hp, cr.hp,df.hk
- Escape: FADC, Backdash, cr.hk, run
- ** On prediction only, may counterhit
- close jn.mk (late)
- Punish:lp, cl.hp, cl.hk, cr.mp, cr.hp, cr.lk(*2), cr.mk, cr.hk, EX Tatsu, EX Kaiten Izuna Drop
- Trade: cl.mk, lp, cl.hp, cr.hp, df.hk
- Escape: FADC, Backdash, cr.hk, run
- far jn.mk (early, still hits crouching) (Ryu's front foot is a bit more than a few pixels in front of Guy's front hand, horizontally)
- Punish: lp, hk, cr.mp, cr.lk(*2), cr.mk, cr.hk(**), EX Tatsu, EX Kaiten Izuna Drop
- Trade: mp, cr.mp, cr.hp
- Escape: FADC, Backdash, cr.hk, run
- **If done too early or too late you'll get the lower damage/non-knockdown hit.
- far jn.mk (late) (Ryu's front foot is a bit more than a few pixels in front of Guy's front hand, horizontally)
- Punish: lk , hk, cr.mp, EX Tatsu, EX Kaiten Izuna Drop, cr.lk(*2), cr.mk, cr.hk(**)
- Trade: lp, mp, hp, mk,hk, cr.mp,cr.hp, hk tatsu
- Escape:FADC, Backdash, cr.hk, run
- **If done too early or too late you'll get the lower damage/non-knockdown hit.
- close jn.hk (cannot hit crouching)
- Punish: lp, cl.mp, cl.hp,cl.hk, any cr. normal, EX Tatsu, EX Kaiten Izuna Drop
- Trade: cl.hp, cl.mk, cr.hp
- Escape:FADC, Backdash, cr.hk, run
- far jn.hk (cannot hit crouching) (Ryu's front foot is a bit more than a few pixels in front of Guy's front hand, horizontally)
- Punish: lp,mp, hp, lk,mk,hk,cr.lp,cr.mp,cr.hp, cr.lk, cr.mk, cr.hk, hk tatsu , EX Tatsu, EX Kaiten Izuna Drop
- Trade: cr.lp,mp, hp,mk, mk tatsu
- Escape: FADC, Backdash, cr.hk, run
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