So I finally played Guy… Bushin Flip… gamebreaker… that grabrange is HUGE.
Yeah I agree. I can see why they felt there was no need for Elbow to have an air hitbox. I’ve grabbed dudes from just obscene ranges, to where jumping out will get you grabbed pretty much.
Can running get you out of any cross up attempt after blockstring?
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The moment I grabbed flashkick from a TC> MP Bushin flip and just plain old HP bushinflip… just… -controller on the floor- walk away
Actually guy sweep puts you at advatnage on hit that ive seen. You can actually combo after it pretty easily too. I made a video showing of such earlier…
[media=youtube]TOYm1IaxeAs[/media]
Thought a little more about his run/overhead.
If you use it, input tag cancel for its first hit regardless. If they are crouching congratulations the move hits, frame data will dictate if this is any more than 60 damage for the home team. If they stand block it as reaction dictates, however, the first hit will hit, the cancel will occur, and you can bring in a character to make it safe and get a free mixup. If it hits them standing like a derp, the cancel will go off and big damage ensues.
This also serves as teeny bit of a reset if done during target combo, though it seems inconsequential unless you can put more moves before it.
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Yes . you can also dash and punish.
But wasnt this already possible in AE. Has it really been improved ? Does it beat other air throws now like Guiles.
Seems a little strange when we whine about elbow crossup being d.jumpable in blockstrings when we have a get out of jail free card in run. By punish do you mean when we escape the cross-up, we can dash back towards the enemy and catch them with a move? Which one?
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Hello Guys I will have part 2 of my combo video of Guy and Lili uploaded by the end of this week or so I have been very buy so I haven’t had time to even play the game. Part 1 of my video so the simple combos but part 2 will be way more advanced and focusing on the synergy with my team and after that I will make the Bushin Chain throw mix up video. Until then keep up the great work Guys
It was possible but not as easily, and not from that distance, you’d have to be a bit closer, Guy’s grab range in Cross Tekken is definitely a lot bigger, if he can grab from the peak of his Flip while the opponent hasn’t really leaped into the air.
Something I kind of stole from the Lei forum, but I think a good way for us all to improve is if you guys all got together and had Guy-offs to see how you’ve all been growing the character in different ways.
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If you use target combo to stand them up first, if they hold crouch they are in a psuedo standing state. You can get the overhead to hit twice if you use it after s.mp, s.fp x run x overhead. Gimmicky but that’s what people were looking for with an overhead tag cancel anyways lol
also, did anyone else notice that on normal hit, guys s.jab when used as an aa cause juggle state?
Does any of Guy’s normals or specials have any special properties on counter-hit?
Do not think so, but the universally given frames help a few. For instance on ch you can link c…lk after his command overhead.
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Yeah, if it’s a forward jump you can jab then target combo into his tatsu. Don’t trust it on neutral jumps though, can occasionally catch with a cr.mp on the way down but not much beyond that, unless I’m just that slow.
Caught a few people with almost full screen wall jump-j.HK, cl.HK, Target Combo, LK Tatsu, Super…nothing fancy but it does 503-516 damage depending on where the super catches. You can let them drop from the tatsu to waist height on Guy and the super will pick them back up for the full hit on anyone accept the heavier characters anywhere. Jack/Hugos it works when they’re cornered. Kind of do the super late…if they’re too high they bounce out on 2nd or 3rd hit.
Yea thats why liked i showed in my first video you can do bushin combo to throw, and if you do stand stand feirce, they just flip, but if you do jab you can combo then bushin combo, or hp, shoulder loopX2 sorta thing.
Looks like his cr. HK slide can link into target combo if it’s done from range where it doesn’t knock down…thought it was on counter hit but it’s not…the link might be dependent on character hitboxes(I slaughtered a Bryan with it, but was inconsistent on smaller characters) I was chasing/pressuring people with ranged slides and was able to connect cr.HK to Target Combo into whatever.
Not sure if this is the proper way to explain it, but seems to work better on characters who kind of have a forward lean on their stance/hitboxes(I haven’t seen any so this is a guess) but Bryan kind of hulks forward so when it hits he leans closer for the s.MP to connect…characters like M.Bison, Yoshimitsu, Chun-Li have a kind of “sitting back on their heels” stance so it required them to be more cornered…if that makes sense at all…
Yeah, we were talking about that earlier. In my experience it links with everyone normally, as does launcher which is really nice, but if they were doing something and got countered (ie sweeping under a hadoken) it would push them too far to connect.
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Against constant jump ins/cross up attempts, I’ve been using cr.HK to slide under them. Many times you can catch them with a standing HK on the way down, but I’ve noticed alot of players will try to jump after me when they land. I set up so many Instant Air Izunas off of this, I had a guy tell me to just play Zangief since I like to grab so much.