Hmm I agree on U1 change , I think that is a universal request as well. Heck so many chars are getting Ultras made fast , 5f and stuff lol.
Elbow is already + on block i think if opponent is crouching. They cant add too much blockstun since that affects it when they are crouching. It feels like Capcom thinks guy is very strong character. They seem to be very cautious when changing him. For Ken/Chun…etc they sure as hell din give a fuck with the buffs. That chun jump is retarded fast , not to mention how good her jumpins and air normals are.
I dont really want any great buffs for Guy , but Why do they always Fail in fixing such basic things like whiffing combos. Like who the eff thinks Guy would be broken if his fukin Bushin Combo hits on Abel? like really?
BushinFlip Elbow Drop and normal elbow drop both are very easy to react to because of Guys floaty jump. His Run-Overhead is also just as slow, as is his U1 and his f.:mp: overhead. The +frame block stun on elbow drop will allow Guy to continue the block string with his l’s or cr.l’s. if the opponent continues to block, punish if they try to push a slower frame move/normal. It would force the enemy to pull out a reversal to break the cycle of chip damage pushing them into the corner. The fact is if you can’t react to the elbow drop it’s because you were caught slipping, and you should be concerned about it.
Personally, I don’t have sympathy for people who continually sit in cr.block during an entirety of a blockstring with hi’s mids and lows. They should know better, lol.
But you’re right about Capcom. They are convinced Guy is a dangerous prospect, and I have yet to see or hear why.
hmm maybe i should practice aa’ing without cr.mp, still bummed it’s gone though, rather wish they kept this one and they could keep the far.hk buff.
Also wish they would increase the horizontal range of the 2nd hit of the TC. Maybe i’m asking for too much though…nah
Also how did the elbow feel, still low profiled easiliy or more difficult?
I asked combofiend for ultra 1 buff-1 or 2 less frames on start-up, so shoulder fadc ultra is more easier under pressure but still hard to execute.This will be a big buff to the corner for shoulder~ultra 1 should hit all characters while should me placing them in the corner abit more threatening.After seeing blood play ultra I have no complaints as well guy’s cr.mp is still a ok anti-air if you use it right but will kinda trade now.
true some things listed on the change note paper are not right like seth can’t use Tanden Engine after a normal demon hiyo show’d me in person that was wrong.
l wish they said 1st day no photos or videos,they have a few signs people came there only to film usf4.The combo-bots(the staff watching over the event for combofiend) made sure you didn’t get too close if you had your phone out.1 guy got caught tho the staff member yelled “hey that guy took a picture of the floor get him outta here”. Another guy came in with a brand new camera pulled it out its box took the happiness smile ever to be took mid smile no photos then he just left.The thing I should of film was blood playing alpha 3 vs this v-rolento (that rolento was nuts) and combofiend using my arcade stick to play oni hugo and yun XD.
First off Guy’s walkspeed = 10% increase, its noticeable but not very much, it does help a lot. Same with Yang his is a very small increase not overly done like Ken.
St.HK = the new cr.mp pretty much, on that note Cr.mp the hitbox is the same, his hurtbox was raised.
Ultra 1 - second hit does move forward and is noticeable but it’s not a large degree and I couldn’t test max distance or fireball punishes either (never faced a Ryu)
New characters will appear godlike at first but the moment we have frame data and matchup knowledge things will be different. I must add… Poison’s ex fireball is fast…
HP Hozanto that change is noticeable but I never got a chance to use it.
Run Overhead does NOT hit twice on crouchers.
Delayed wakeup I’m going to guess adds a good amount of frames. However you could OS with Ninja sickle and the last hit will hit. We might be able to get a safe cr.hk never tested or meaty f.mp.
Other than that Guy is almost no different. The changes I suggested was to the TC and Bushin Elbow flip as well as same treatment to EX Run moves, Combofiend said they never put it in but he most likely will since I explained how it would act as a safe guard since I’m spending a bar and how EX Overhead goes over characters.
I forgot to mention Bushin Chain whiffing but considering how I wanted to be quick with everything and not spend too much of his time I made everything quick.
That’s all folks.
EDIT: That video is false on a few things, elbow is the same, his walkspeed isn’t that fast and run overhead didn’t act such as that.
Has anyone tested the fake cross-up hard-to-blockable forward jump HK setup in the corner? I know they were trying to eliminate unblockables, but I’m wondering how these fake cross-ups are going to work now. I don’t understand what difficulty they are having removing them with a simple system change.
IF attack.side = left THEN block.direction = right
ELSEIF attack.side = right THEN block.direction = left
I think the problem occurs when the hit/hurt boxes overlap both in front and behind on the same frame. But this is SO rare (hardly any characters have TRUE completely unavoidable unblockable setups), that with my above statement, you could block true unblockables by blocking any direction - it would just nullify the attack and you will always block it, unless you leave the stick at neutral. This would remove true unblockables while preserving ambiguous and hard-to-blockable setups. I don’t understand what problems they’re having trying to remove them.
That crossup in the corner isn’t an unblockable on every character. It’s mostly a fake crossup so they can’t remove that. That is simply a block the regular way unless you cant hit your opponent if its a crossup. Kreymore when we were playing sets would go for it and he never once hit me with it in AE2012.
Plus most of the characters I was playing against were the new characters. Also its an SF4 engine error so there is something in the code that is causing it.
This might be kind of a weird suggestion, but I would like to see the overhead go from f.mp to df.mp. I feel like it would make whiff punishing with tc easier since I tend to get the overhead on accident during the ground game. It’s not as important as fixing the TC, but it would be nice.