If they feel making D.MP hitting low moves is soo broken? What about matchups where characters do not have a Low profile normal? Its not like those characters are 8-2 in guys favor or something.
Elbow is still very vulnerable to DPs and other AAs , I dont see what Capcom means that it will make him too broken.
Well if they dont want to buff D>MP the least they can do is make J.MK not whiff on low profile move. It is absolutely ridiculous when that whiffs against some low moves.
I just want TC to hit on everyone after cl hk that just seems fair… but idk how they can even make that without effecting other characters… this is overly sensitive then to touch. Maybe come Capcom Cup we’ll see a better update? I’ll test it at NEC and make something type of noise for it.
It’s mostly by the time Guy recovers its too late for him to hit her with it, for some reason she floats really low and her hurtbox is rather small. You can still hit her with EX tatsu but that requires 2 bars :l
My guess is…they lowered the hitbox of the elbow so that it hits low profile moves and this must have given it really good priority i.e you can’t anti air it, or perhaps it trades with Dp’s too. That’s the only reason I see it as being “OP” and why they may have removed it.
HOwever, that’s not good enough - either increase the hurtbox of low profile moves or do something else, cos it’s just not right to leave it as it is.
They won’t increase all low profiles though so that only beomes a good suggestion in select matchups. Taking that away from characters such as Rose/Deejay/Sim/Blanka/Cody/Ibuki means they won’t be able to escape and punish close fireballs. That hurts the character since not everyone will have other options on the ready… they should only change bushin flip elbow, that actually carries a bigger hurtbox than regular elbow (no lower hurtbox.) Guy can continue pressure but still holds the ability to be AA’d
If low profile moves are intended to serve fireball match-ups- then they should make their hurtboxes fireball invisible, but still hittable by normals, such as Guy’s elbow. We only need the head area to have a normal hurtbox really.
Making them fireball invincible is too strong for a ground normal, air normal that’s okay since most character have one with a small spot. But most characters have it to require a strict timing. We’ll see come Capcom Cup, Combofiend said there will be a newer build.
Also maybe Combofiend meant that Ninja sickle is airborne sooner… currently its on the 2nd hit (one that floats he’s airborne) being the 14th frame, unchanged it would be 12th frame given the startup increase but maybe Guy is considered airborne before it’s active? so maybe frame 6-8, I’ll attempt to test this out over the weekend or get more details.
Imo, we as the guy forum should make a unified list of guy issues that we could give to a rep for us at the loc tests or to combofiend (twitter).
Could we agree on a list of things to give and agree on it? Lol
4 issues that could use addressing imo:
C.mp aa loss
Losing our close aa option besides ex hurricane is rough imo. If this is going to stay gone, is it possible to see a slight buff to the tk izuna to compensate? The rh buff is great! Keep that definitely lol
Actual uses for sk hurricane (anti
throw / mid or low)
Some one spoke on this in the thread but, it would be nice for this move to be able exert its supposed purpose consistently. Simple change of beinf airborne 1st frame would help with that.
Tc whiffing in mundane situations
Sakura cody and shotos…i dont need to target combo whiff punish c.mk outside of c.mk range but, i would like this move to hit these character crouching after being hit with routine links lmao
Low profile attacks negating bushin flip elbow, command air elbow and running overhead.
Lower the hit box capcom lol
Otherewise, the walk speed buff, run/stop buff, hozanto buff, rh buff and ultra buff are all appreciated. I honestly feel the above items addressed will make guy feel complete.
The problem is that cr. MP was a very good anti-air normal, one of the best in the game. It had a high hit box, quite low hurt box and hit both in front and behind to stop crossups. So if Guy had that, as well as far st. HK, far st. LK, cr. MK, EX tatsu and TK air throw all as anti-air options…it’s just too much. Guy has got a really strong ground footsie/poke game as it is, without having an array of anti-air options to suit every occasion.
As you correctly pointed out, LK tatsu is NOT completely throw invincible as it should be according to the frame data. I know for a fact that you can be thrown out of the startup. This shouldn’t be the case. Should be low and throw invincible from the 1st startup frame. I always figured the reason this move was so slow is to catch players who mash cr. tech or delay cr. tech. So you could do a block string, walk forward slightly to make it look like you’re going to throw, then LK tatsu to beat their tech attempt. It’s a bit of a gamble, but if you have got Super stocked, if you go for it in the corner then Super juggle afterwards.
TC whiffing…yeah it’s really annoying. I honestly don’t see what the fuss is about with fixing this.
Guy does lose to low profile, I’ve just accepted this as the way it is. I’m not saying it wouldn’t be handy if shotos couldn’t blow us up with cr. MK all day…but you really shouldn’t be jumping around too much in those matchups anyway. A lot of Guy players spend FAR too much time jumping and flipping around, which against good players who know the matchup will get you killed.
Jumping and flipping around constantly is bad, I agree. However, when you are attempting to mix it up and pressure with bushin flip from target combo or run overhead and get combo punished because a low profile move either trip gaurd you or caused you to whiff is the worst.
I understand this is sf and there is always match up specfic issues but some things should just work. This is one of those things. Its not like its anywhere near impossible to aa bad bushin flips already why push it towards near useless in some matches? looks at chun
lk should remain mid invincible, and truly mid invincible and MK tatsu should receive a hitbox buff so it hits lows. I’ve only been airthrown out of LK tatsu but never ground is that what you meant?
It is possible to delay the flip elbow when you come down…I need to experiment with this myself, to see if it can hit crouching normals as they recover.
Nebbiez, perhaps you mean you can be hit out of LK tatsu on startup, not thrown? I don’t recall being thrown out of it.
Nope, I was playing against another Guy player and went for a slightly meaty LK tatsu (he was mashing cr. throw tech all round long so I figured this was a good read). Instead he went for wakeup Ultra 2, I am 100% certain that I was already in tatsu startup fames because I could see my pose during the ultra flash. Then about a week later I got normal grabbed out of it by a Gouken. These were both online matches so I guess it’s possible that this was just a glitch caused by some kinda lag or rollback or something, I’m not a netcode expert by any margin. But I am certain that on my screen, what I saw was Guy being grabbed out of LK tatsu startup frames. I even checked the replay input data to make sure it wasn’t MK tatsu or anything stupid like that.
They said target combo was buff but not the way it was in the trailer of usf4.I get it now if he got that range guy would spam target combo non stop til you got a knockdown on him by sweep.
If (D+mp)elbow drop can’t hit low profile moves it should be change in a way guy can’t be hit on his lower body, speed the move up or make the recovery -1 or 0.The command version of elbow drop dosen’t even chip yet it can be low proflie’d should it be a +frame or chip then i agree its a move that should be low profile’d to avoid the a dire situation.
As of now its - on block,you can lose alot momentum can be low profiled/ultra’d but the reward on hit you can connect a cr.short to a hard knockdown its not even.I think that’s all that needs to be done to make guy’s elbow drop better without shoto rose cody sim and guy players complaining.
That’s pretty crazy. It probably is a rollback glitch of some kind…wait you were doing lk tatsu meaty…I wonder what happens if u hit with the last active frame of lk tatsu, i mean on block…minus a chunk?
I was probably that Guy (Ehz350). I have an absolutely horrible habit of crouch teching. I really, really hate being thrown.
But I hope they keep the TC buff in some form. I don’t mind if they do away with the elbow buff because you usually get hit out of it anyways, and it’s easy to see it coming.