TC didn’t whiff… HP in general whiffed in A2… same with A1 but TC was hardly used in that game, in Alpha 2 it was mostly cause of characters crouching hurtbox, at least half the cast got to avoid it leaving you to use Cr.HP instead.
From that clip of the trailer, it looks like possibly the hit stun has increased on 2nd hit of TC as well. I see what they mean regarding the changes being geared towards ‘smart play.’ The increased range on TC means that it’s encouraging the run slide follow up, because LP hozanto will whiff from that range (it already whiffs from max range against Gief/Hawk/Abel/Seth/Balrog), as would LK/MK tatsu.
So to take advantage of this buff, it’s encouraging you to go for run slide so your follow up cancelled attack won’t whiff or be blocked. Of course, most decent Guy players will go for run slide most of the time anyway, to maintain the close range pressure or get the neutral safe jump. As long as this works on the whole cast, I’ll be happy. Sakura and Cody…I’m thinking about you especially!
I wonder if cl.hk, st.hp, TC xx run slide will be possible on some characters .
i want anywhere full juggle with Ultra1 after Bushin Chain (if Rufus can do TC into Ultra1, why not Guy with significant more scaling?)
and c.MK cancellable on 1st hit
that is all.
That would bring down his coolness factor. Guy should be feared as one who will mercilessly knee bash, chain combo or rush shoulder his victims into the corner to commence hot steamy Bushin rape.
Cancellable cr MK would be nice though.
I can’t imagine what use making cr. MK cancellable would add to Guy’s game. It’s mostly used to beat focus attacks, armor moves like Balrog’s EX dashes, or as an antiair, and in all of those situations it would make no difference at all if it was cancellable or not. Now if far st. MK was cancellable, that would be a different story entirely… but it’s not a likely buff at this stage.
Despite how lenient it already is compared to other kara cancels, it would be an interesting buff to make his overhead kara cancellable right up until active frames begin. This would allow for a better bait game on the opponent’s wakeup. For example to bait out wakeup DPs or ultras which you can then flip over. But I was thinking specifically about ultras, as you would have more ability to kara cancel after the ultra flash. If you knock Ryu down, go for a slightly delayed meaty overhead, he goes for wakeup ultra thinking he’s going to get a full counter hit punish, then you cancel into either ultra 1, MK tatsu, EX bushin flip… you get the point.
why does U2 whiff on crouchers?
not to mention how it whiffing combined with it being +1 and the fact you have to do half circle x 2 makes this ultra damn near useless
You don’t seem to understand much about this ultra at all. It doesn’t whiff on crouching opponents, it even grabs low profile pokes like Ryu’s cr. MK for example. The ultra is useful in a number of matchups where the opponent’s ‘get in there’ move leaves them at -1 or more (Fei’s chicken wing, Dan’s MK/HK Dan kicks, Balrog’s turn around punch, etc.) or where the opponent’s offence is likely to involve a lot of true safe jump setups (e.g. Guy mirror match).
It is 1 frame for a reason, it is NOT supposed to be a 0 frame grab like Gief or T.Hawk ultra 1. I would actually consider it a nerf making it 0 frame, even if it would make it unreactable after the flash. 2 x half circle is a perfectly acceptable input.
Never had it whiff on a croucher, you sure you are doing it when they aren’t in blockstun or hitstun? The hitbox is the same as his grab just slightly bigger…
maybe i’m not doing it close enough.
regardless, I hate it.
as opposed to ibuki’s U1 which is also half circle x2 command grab yet…never fails to grab.
btw, here are my set ups into U2.
knockdown>RCHK cross over>U2
neutral empty jump>U2
elbow drop>U2
and my fav that I came up with…
intentionally whiffed super>U2(this is why I hate Half circle x2 for this move and prefer it was QCF or QCBx2 coz trying to do 2 half circles upon landing after the whiffed super before my opponent reacts with something is a bitch.
Ultra 2 is specifically a punish ultra; not to be thrown out there just in case the opponent presses something. Anything that is -1 or more and is close enough gets ultra’d. It’s to keep the opponent honest from doing reckless or obviously negative tactics. You invest in a more cleaner fight when you use U2.
You should NEVER intentionally whiff a super, that is 4 bars straight down the drain. Although from my own past experience of it happening accidentally you will occasionally score an ultra 2 after you recover if your opponent is really slow to react and punish. It’s still a huge risk though.
A gimmicky setup I’ve had work for me more often than not is if you do cr. HK from max range so it just pokes them. This leaves them at +2 I believe, so they are likely to hit a 3 frame normal button because they assume that’s a safe thing to do. If you do ultra 2 immediately after recovering from the cr. HK, it will catch them if they do any normal attack. You only have a 1 frame window to pull this off if they go for a 3 frame normal as soon as they are out of hit stun, so you may have to practice the input a few times to time it right.
But in general I agree with Kreymore. Save U2 for when it’s guaranteed rather than just throwing it out there and praying it works. More often than not, you will eat a neutral jump full damage combo for your troubles.
Just stick to Ultra 1, Guys. It’s a great followup move and makes his EX hozanto buffers that much more of a threat.
The only buff on Ultra 2 I see that makes sense, is the grab range, so he’ll have an easier time punishing moves that are unsafe but a little out of range sometimes, such as Honda’s buttsplash. I definitely can’t agree with making it a 0 frame ultra, because Guy shouldn’t be played as some half-assed grappler.
Yeah I agree with you on the range. When you have characters like Rose, Vega, Ken, Gen and Zangief who can kara grab you from half a mile away. It wouldn’t be a huge buff anyway, because at the moment U2 pretty much punishes almost everything it needs to. I included this buff in my list of requested changes, but I think it was likely considered to be too OP. I think it would help in the Adon match because you could grab jaguar kicks on block. Although my favourite method of dealing with them is to whiff a normal and buffer TK air grab motion. If they go for jaguar kick, let the air grab rip.
Also, slightly off topic but while I think of it, if you go to overhead Adon on his wakeup and he goes for reversal ultra 2, you can kara cancel into EX tatsu after the ultra flash and it beats him clean. Got this to work 2 or 3 times yesterday, pretty damn cool.
Personally I don’t think U2 needs any changes at all, it works perfectly for what it’s for really… U1 on the other hand, i’d like to see it pull people in a little like Rufus’ U1 does, it is sad that on some characters in certain situations (corner mostly) they can fall out of it so easy.
Thats why I use it, you can also punish HARD whiffed stuff here and there. Rarely see against a good opponent, but still one more reason for them to keep honest.
Standing Lk back to alpha version preaze.
I’ve heard that they’re fixing the uncrouchable bunshin (good, that move should only be for predicted jumps and corner escape) and that cr.mk will now be minus (by how many frames, my source didn’t know). Kinda saddened by that second change but we’ll see if this turns out to be true.
^^ Guy isnt the only character with an uncrouchable grab. Unless they are completely removing that aspect from the game I dont see why they need to remove it only for guy.
I cant believe the 2nd nerf , Cr.MK is gonna be unsafe ?? . Its not even that broken or anything. What was the logic behind this?