Super Combo from a lot of combo setups, last hit would miss, they made the hit box bigger.
For example, crossup into corner, bushin chain throw, HK tatsu > Super, depending on their char and timing, often the last hit would miss. It looks like they fixed some funky properties when using it as AA too.
I agree on standing lk being chainable, that’s how it was in Zero 3. Could do lp, lk, bushin chain etc.
oh, the vertical increase in his forward/back jump HK hitbox is nice, it means shotos can’t use cr. mk all day vs elbow or jumps in. Obviously vert jump MP and HP are very useful for his safe jumps. Especially HP since you can walk forward after and looking for counter hits from attempted throws etc. More time to buffer OS etc etc.
ah, also, I didn’t get to test this but EX Tatsu has been improved too, I wanted to test vs Juri cr. mk but no Juri players It definitely ‘locks’ them in more used as AA. Often vs Dive Kicks 1 hit (the first one) would miss for some reason so they’ve probably made the 1st hit box larger at least.
Guy will always be mid tier… I tried fellas I really did In fact most of the Guy players there wrote on the survey they’d like to see Guys UC1 fixed up a bit. I’m not sure how many chars there are that can ONLY landed their ultra (well UC1) in the corner but Guy is one of them… and that’s usually after a long chain or after blowing a crap load of gauge on EX Hozanto FADC ;D I asked for 2 things actually, either 10F (12F now) startup (possibly) or have the first hit lock them in (unlikely), even with the latter it would mean you need to land a bushin chain FADC (hozan etc won’t reach), so the damage would be scaled back anyway. Meh
I’m struggling to get to Master in the arcades since the majority of my matchups are people like frickin CANTONA (number 1 ranked Zangi), Sorikin (Number 1 ranked Rufus), 50 Yen (1 Ranked Elf, though this is winnable), err Wao, Haitani, Arai and Tamyuu Balrog, 2nd place Viper (dath), meh, it’s all fun. Most of the Osaka Guy players are inactive now too.