To my knowledge, Guy’s undocumented change maybe Close stMp on counter-hit, has been given more stun. In the original AE, I believe Guy could not do close stMp into Medium Hozanto on counter hit. Now he can. In Super, he could do this with out counter-hit. I guess in some way, they brought it back to my knowledge.
He could do it on counter hit from st mp and st hp in AE. It’s that it is now only +4 during run stop on countertop rather than +6
Your probably right. I remember testing this, but don’t remember this working. I’ll test further.
AE is still on PC so i used to it cause i was curious, but i know the cl st mp run/stop frame advantage is that.
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Thats interesting. Good find.
I was like…this dude looks like gaz…he talks birtish…hes gotta be gaz…until I saw your name man! LOL
Great finding, nice vid! We gotta work on the tutorials PLEASE PLEASE PLEASE!
Woah pretty awesome find… so far i used to use Run->OH to combo off an overhead , but this is better since its safe on block …
We need better setups for this that are consistent … hitting on the last frame isnt easy
Its possible that they may announce a 2013 update at EVO this year. If so, this year we all need to be on the same page and all ask for the same things. Buffs I would like to see. 1. Normal Elbow Drop better hit-box downward to beat lows like Ryu’s crMk, etc… 2. Add another active frame to Guy’s crMp for better whiff punishing (giving it a total of 4). This is going to be good against Vega’s Claw, Rose’s Normals, etc. and better against Jump-ins. 3. Ex Hozanto into Ex Hozanto should be possible against the whole cast. This is good because when you whiff punish crMp or stMp into Ex Hozanto, some times your to far away to combo into Guy’s Tatsu in the corner. He currently can only do this against a few characters like Rose, Dee Jay and Cammy.
I just want overall more active frames on most of his normals… and make st mp have more range overall, I’m getting tired of st mp whiffing during Bushin Chain, and TC should have more range at least make it respectable when it whiffs not questionable on why it just did. Run/Stop faster recovery… being in the negatives on block every time is not fun.
^ I’m glad you mentioned stMp. I thought I was the only one who thought the same thing to. Run Stop with faster recovery would be good (better baiting and more pressure). I think we should focus on Guy’s ground game and keep his corner game also in mind. Overall I just want everybody to be on the same accord. Maybe they’ll listen to us and take us seriously this time, because were all saying the same thing.
[S]Two[/S] Three things I’d like to add to that list:
Bushinflip to elbow drop needs to do chip damage!! I’m 95% sure that even elf’s run to sliding HK does chip damage and there is absolutely no reason why as a special move it doesn’t. Its super unsafe anyway.
Target combo (MP-HP) is still broken against a lot of the cast, either make stMP combo into lpHozanto or fix it. There is no way TC was designed to whiff against crouching Cody etc etc so they need to either give us a replacement tool (lpHoz) or fix the thing
Bushin Chain needs to have its damage scaling OR juggle count looked at. It scales to absolute hell so either give us the option of continuing into heavily scaled damage for the guaranteed kill by giving it a lower juggle count or simply just make it scale better. They need to decide if bushin chain is a special or a target combo because its acting like some strange mix of the two, juggle count added like a special and scales like a 4 hit target… its crap.
From last August:
Oh and two just for shits and giggles:
Neutral jump HK (barrel kick?) changed to a command air normal like elbow drop.
So something like down +HK in the air?
We could use it on angled jumps like Ryu’s jumping mp or Chuns jumping HP Most importantly It juggles in the air so it would actually give us a great tool for landing Ultra 1.
Ninja sickle (downforwardHK) to instant Air Izuna Drop. Rose got soul throw of reflect, give Guy the same. If only becaue it would look awesomely awesomesauce.
I would like to see these changes for Guy:
- Give Guy an Anti-Air
- Extend his St./Cr. MP hit range
- Extend his St. MK hit range
- Better recovery on Ninja Sickle
- Change his U2 motions to QCB(x2) instead of HCB(x2)
- Better range of his U2
- Improve his FADC into U1 air time
Guy has enough Anti Airs… i say make them BETTER they are good but lose at bs ranges.
Also I’m literally getting annoy with this game… a lot… as well as my internet.
His Anti-Airs seems to be lacking in decent start-up. His D+F HK seems very slow and needs better range as an Anti-Air move, and his Cr. HP needs a bigger hit-box.
6 frames isn’t too bad for Cr mp or Cr mk. And St HK is 7 frames… man you could whiff cr mp and still do another and nab someone most of the time, Cr mk is good for a reset/KD, and st hk is good for distance. Ninja sickle would be good if Guy was able to easily combo into RSL, I would then see it as a viable Anti but its only good when you have meter or you have them in the corner. Cr hp… I agree should be an Anti air , it should have a bigger hit box and smaller hurtbox IMO.
Very reasonable BloodDrunk! I keep overlooking his Cr. MP and Cr. MK as an Anti-Air.
Yeah cr. MP should always be your go to anti-air in most situations. It’s particularly good at catching moves directly above your head or going to cross you up. So if you are trapped in the corner and they try to pressure you with an ambiguous jump in, throw out a cr. MP and cancel it into HP bushin flip or run slide to get the hell outta there. There are some exceptions though. Certain very deep jump attacks (e.g. Blanka’s jump in HK, Bison’s jump in HP, Gief’s jump in HP, Seth’s dive kick, etc.) will either lose or trade unfavourably to cr. MP. This is when cr. MK comes in handy. It gives Guy a low profile hurt box, and if the 2nd hit connects (which will be the case most of the time) you get a free untechable knockdown. Worth noting is that cr. LK is also low profile and recovers very fast. It can be useful for getting under things like crossup tatsu attempts and Yun/Yang/Rufus divekicks. Depending on what they go for, you can punish it with an instant throw when you recover, or throw out another cr. LK to start a punish combo.
cr. HP can be useful to catch certain long range jump pokes, and I find it useful against grapplers who will often do an empty forward jump hoping to grab you as they land. Even cr. HK can serve some function in this situation. An interesting reset mixup I discovered the other day is if you use cr. HK as an anti-air and you reset them rather than get the hard knockdown, they will always land in front of you but if you do a cr. HP straight away, the forward motion of that move will cross you under them. This allows you to unexpectedly pressure them from behind, and if they don’t see it coming they’ll be blocking the wrong way. Very useful against charge characters.
Both close and far st. HK can serve as anti-airs as well, but they come with the risk of having a bigger hurt box as well as higher hit box. Close st. HK can also catch crossup attempts because it hits slightly behind Guy’s head as well.
I’m almost 100% sure Guy has at least 1 normal move that can either beat or avoid (leaving you at advantage) every single jump in attack in the game. It’s just based on timing and spacing, and this will come from experience. There is no magic golden answer to these things. But for situations where you’re not sure, you can always rely on a trusty EX tatsu or TK instant air throw to catch almost anything. Just be aware of things like delayed crossup tatsu which will make EX tatsu completely whiff and leave you wide open for a max damage punish.
Very well informative! I should use those strategies a little more often in my matches.
Been trying to learn Rufus over the last few days and being able to land Ultra with Rufus after a 3 easily hit confirm combo anywhere on screen is just making me think ‘why cant Guy do that’. I take back everything I said i my last post and wish for only these:
Bushin Chain, FADC, Ultra 1 should land everywhere on screen.
in air Neutral jump HK, (land) Ultra 1 should land everywhere on screen.
Ninja sickle, Ultra 1 should land everywhere on screen.
Would you pay cash for another version of SF4?
I would welcome a 2013 version on SF4. Not for a rebalance or new characters etc More just so it feels complete. I mean give Trials to the twins/flamers, refill and return the gallerys, add championship mode from Vanilla. Maybe even add stages or at least make them all look the same standard (inland Jungle I’m looking at you).
Maybe not call it 2013, but Street Fighter 4 Final Fight or some such nonsense. Its not going to happen until either SFxT drops of the face of the planet, or the game starts to lag in popularity. I mean SF4 is still one of the only games I can put on at any time of the day pr night and I’m guaranteed to get a fight. It was also the main event at Evo yet 3 newer fighters being played… more even. The game has got something right imo, they shouldn’t mess with it, just polish it as best they can, but I wonder if it will happen. Or have they milked 4 enough in your opinion?
I’ve been awfully salty lately though, maybe call it SF4salty edition. Good Games the other night Nebbiez You guy just gets better and better dude.