Oh, you mean anti air command grabs. Those are completely different than air throws. Command air throws are when you are in the air and you grab them while they are in the air. Kinda like Zangief’s ultra 2 in ssf4.
no man, they do it from combos and tag ins. There are plenty of videos that show this. Thats why I was wondering if Guy can do it with izuna drop after a tag in or wall bounce/air juggle
sigh… I like his alt costumes though =)
Yup i can confirm … you cant Air throw or even Ex Airthrow after EX Hozanto … tried every damn variation TK ,Non TK,lp,mp,hp…etc
Weird I did the exact same thing … just recorded Guy dummy do LP Hoz then block … I did all Reversal SRKs from Ryu and it was blocked…Let me try it again…
Edit : confirmed , just did it again … LP hozanto is safe from Ryu’s Reversal DP (all versions) …
Man it soo annoying not being able to combo into Bushin Grab , Its his fukin trademark move … Capcom even nerfed its damage so why not make it comboable :\ …
Cr. LK seems to be his fastest normal. St. MP is faster than St. MK. TC has improved range (I think). Cl. St. HK hitting crouchers is a godsend, you can net some heavy damage off a jump in.
Oh and here’s the Guy titles for those interested lol:
-Bushinryu Forever
-Sneakers
-Crimson Hurricane
-The Ninja
-Sharp Eyesight
-I Am Here
-Engaged
-Guy Talk
-Born In America
-Old Fashioned
Might be missing one or two lol.
As usual Capcom love making guy an incomplete character … I doubt there will be a patch since everyone else seems fine , Cody can deal 650+ dmg -_-
Bushin chain just does 150 and scales so much i just cant see any use for it…Ninja sickle continues to be useless … You can juggle with St.HK if you get a CH Anti Air into EX hoz->HK tatsu thats pretty neat… His alpha counter is Ex Tatsu , it can be comboed by some characters using Tag cancel…
i hate what they did to Guy and Cody in 4 i just hope that theyll perform better in this game.
So I had sometime to look at Guy in-depth in X Tekken, and I can say A) he is definitely not complete as we know his elbow drops (both) are missing air-air hotboxes. I can confidently say that won’t be the case in the final version as grounded characters in a block string can simply jump up on sight of the elbow (I would be worried if this was not the case. Ok now the good details (i’ll try to avoid repeating things that have already been said)
-All of Guys frame traps pretty much exist in this game.
-His walk speed scares people.
-In the Corner he is a beast (though not really new) but you can always land a hard knockdown off of a juggle. For Example. TC>> hozanto>> cr.mp (1 or 2) xx run:slide. The slide causes a hard knockdown and will actually slide Guy into the corner, which prevents the opponent from rolling away.
-Bushin Chain --> Throw: No one has said this yet but his AE reset from the throw still exists though not as dangerous. After the throw all of Guys cr. normals will soft reset the opponent (sans cr.roundhouse which will hard knockdown) From this reset you can cancel his normals into (fill in the blank). With the chain combo system you can set up a little ambiguity in which side you end up on if you use his normal slide or run slide. After the reset for example: cr.mp (reset) chain xx cr.rh the opponent will soft reset nd land as guy is finishing his slide (Guy will always land in front never behind) but if you do this same reset but instead cancel into run slide you’ll end up on the other side. This doesnt guarantee any damage but as you’ll probably realize it can be very ambiguous (unless the opponent can quickly spot the difference between slide and run slide animation)
-As we are now learning ABC chain combos arent that great, guy has two better options that reduce scaling (the the launcher still scales) S.RH xx Launcher or TC xx Launcher.
-Speaking of launchers when you want to tag combo in Guys partner use the lk tasu if grounded and MK tatsu in juggle state. You may be asking why not HK tatsu in juggle state. Well You’ll find that both MK HK only hit twice in juggle states (and do same amount of damage) the reason why you use MK is because the 2nd hit of the MK tatsu his later (or slower) than the 2nd hit of HK meaning its easier to tag in and gives you a little more float time.
-I will say that tagging out Guy can be a bit tricky nothing is really safe on blockstring for tagging out (but with his footspeed and wall jump running away helps)
-A fun thing that I ran into by messing around and canceling his f.mp overhead is that his run:slide yes normal RUN:Slide goes under fireballs including Raven’s (which suggests this works for Guile as well, didnt check). But it def goes under the Shotos. But wait theres more… his normal cr.rh slide also goes under fireballs.
-Elbow drop (either versions) can cross up though I would say this is more due the opponents actions more than your own. I could nto cross up if the opponent wasnt doing anything, but it seems if they try to hit you the shift in their animation can create a situation for a cross up. I will say that there are times where you will hit the elbow in the front and land behind them.
-Guy seems to do well with ppl who like to roll. His floaty jump arch will catch people even if you dont time it exactly when they roll, you can delay a lil bit to try and throw off which side his cross up will land (usually behind them though you can move forward a lil jump and try to hit in front) or drop the elbow.
-Bushin Chain isnt that useless yes it scales… but it also sends them flying across the stage (preferably in the corner, which is where Guy wants his opponent). If need be just go into launcher instead of finishing the chain. This isnt for damamge this chain is for tactical execution.
-In closing Guy doesnt do big damage (over 550) but you can easily hit a 500dmg combo off a corner jumpin. But wth his footspeed its harder to track guy down especially now that he cruises under fireballs with ease. Right now Ive been using Guy/Lars who is also an interesting character with Guy-like tendencies up close (Silent entry) But I will right him up in the Lars thread at some point if ppl are actually interested.
I would say Guy is probably a stronger force in this game than in AE.
wow, nice proof…thanks a lot buddy
Excuse my error if I echoed someone. But yeah…Guy will be top tier in SF X TEKKEN please mark my words! Those who says he’s weak go clothes-line yaself! There is so much shit you can do with him it’s like saying Guy is flat out BlazBlue in this game. Anytime you can do 4 target combo twice plus super art (I don’t wanna hear about damage scale in that) that’s flat out getting bodied, not only that his Honzato you can do different set ups with that mainly his cr.mp, his lk Bushin Senpukyaku into another Ex Senpukyaku very useful, his shadow kick in Ex is a ground bounce sorry I’m smelling chaos. I played him for a few hours on my Xbox I gotta say I’m impressed, yeah you can say I just played him and I can’t play him online (get banned) but for now to me IMO he’s better than AE just cause of the broken shit you can do with him (debatable but I’m a Guy fan) , he doesn’t have everything from AE but he’s got most links and chains from AE, unless you’re a perfectionist or a flat out pro well then yeah you would want everything from AE or having high expectations from Capcom for Guy. My favorite thing about Guy his Bushin elbow into links is easy flow there’s much you can do with that, Also his walls bounces into target 2 or 4 gets thumbs up for me:tup:. I don’t see his jumping being floaty either. Now I’m not sure if Capcom will tweak him once released but I’m just saying all that bullshit people talking about him being weak just wait until you Guy players get your hands on him, online players will respect him particularly Shoto fighters who really flood online with them. I’m telling you once you lock your opponent Guy wont stop taxing that ass until you say stop. Guy is a good tag in partner cause you can go into target 4 or cr mp into Bushin Senpu etc. Can’t wait to see what Kiryu, and Otinhoso do with Guy if they haven’t got to him yet. Peace out! :china:
The Ninja justs sounds epic
Guy is definitely complete… His Air hitbox being removed from Elbow is intentional i think, Since Air to Air hits allow you to combo in this game (on CH) … it would have been too good
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I was wrong about his damage, although he cannot cross 400 by himself midscreen without burning some meter … He can get Huge damage off Tag cancel with MK Tatsu …
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Once again i cant tell you how good Elbow cross up is … its definetely one of the most ambiguous mixup in the game , if you read a forward roll back jump Elbow is sick … Cross up elbow also makes SRKs whiff…
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After a Run->slide … LP Flip elbow and depending on the timing you can land either side with a Cr.LK …
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Ex tatsu is his Alpha counter , its fast and very usefull … you can do it even if you block a jump in attack and it will hit…can be comboed with tag cancel…
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Ex tatsu->tag in on 3rd hit-> J.HK->C.HP->special does about 450 dmg (or more depending on ur partner)
ok so maybe he can cross 400 with just 1 bar midscreen…although its very situational on which side of the screen you do it from…
Cl.MKx2->CL.HP->Ex Hoz-> J.HK->Cr.LK->HK tatsu… the problem is if you are too close to the other side of the screen your jump will take too long to land and u cant net the Cr.LK(long jump arc)
But otherwise best ender after Ex Hozanto wall bounce is
Cr.MP->S.MP->HK tatsu (for corner push)
Cr.MP->S.MP->Run-Slide(KD)
Good info but I think you should re-assess your stance on his elbow hitbox being complete, its one thing to not hit air to air, its another issue when the opponent is grounded and then jumps on sight of the elbow. Because what you are saying is that Guy would be too powerful on air to air CH (so is Kens tatsu regardless of CH) but that argument has big consequences the other way around because based on that logic if I do an elbow with no air hitbox then the opponent in the air or in that grounded situation I previously explained gets a free CH making whatever they do too powerful against Guy. Now i could see this being reasonable for the bushin elbow because of the grab, but his normal elbow has no such options thus controlling space and pressure becomes pointless. Being able to cross up does not make up for that flaw. I also believe Sakura (her cr.HP i believe) is also missing a crucial hitbox that doesn’t make since in its current state. Now you may be thinking that is what the izuna drop is for and I would air to air thats highly possible, but the issue is when the opponent can just jump at or away from Guy after the elbow has already been initiated is the issue.
Anyway since you seem to have a lot of opportunities with Guy, I am wondering there is a potential bushin elbow cross up/mix up after his corner reset from the bushin chain throw. Also can he extend juggles or carry the opponent to the corner a little further dash canceling his hozanto. For ex target combo DC cr.mp tatsu.
for fucks sake, i think im gonna hack my xbox too
@ActualProof - I want them to give an Air hitbox to elbow too (even if its not very big) … But what am trying to say is , dont be surprised if Capcom just gives you a 100kb unlock with No patch(Capcom clearly gives more importance to their poster boy characters as seen in AE) …
As for jumping out , if you do an elbow drop in the middle of your pressure ofc the enemy can just jump away , but thats not what its meant for anyway (even in AE this was not viable)…
If you do Elbow on their wakeup , they will be grounded for few frames before they become airborne… in short doing an elbow outside of KD in just suicide … it is only meant for mixup and its much better than in AE…
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Yea i tried this with every possible normal and even run stop … but nothing worked… After an Ex hoz however you can do S.MP->Run/stop->Cr.LK as seen in trials… but no run stop,dash cancel loop on the ground…[/FONT]
Also guys TK Izuna is much better Anti air in this game … since his Jump Arc is slightly better …
And heres a neat Corner Carry combo with 2 bars (lol mahvel style)…
Anything combo starter -> MK.Tatsu -> Tag Cancel Cody -> J.HP -> C.HP -> Zonk Knuckle -> Tag Cancel Guy -> FF chain -> (Run stop to push them farther )
It carries the opponent from one end of the corner to the other…
I haven’t been lurking on here for a bit, but I just tested again and you are right about lp shoulder being safe. His run stop from TC was still unsafe from dp though so at least neg 3