i’m hoping it means all uncrouchable command grabs will be fixed, it’s kind of a silly thing. I’m hoping the sweep if nerfed ends up at minus -1 or -2, i was surprised to learn that it was even in the first place. As for the logic, I can see these nerfs being done to offset just how huge of a buff the TC will be.
I just hope they fix the active frames or the animation. The last part of the sweep is so weird , as it doesn’t hit. But his foot is still sticking out there lol
But if TC does get this huge buff , I hope he doesnt become too 1 dimensional. All his other normals will pale in comparison.
I just want the TC fix and Active frames fixed on Ex Tatsu . Srsly that shit just gets 1 or 2 hits half the time. Make it like Goukens.
How would you guys feel if ex tatsu was buffed so the hit box is on both sides of Guy. Would that be something that you would want or would it be too insignificant.
Its a huge buff. But characters would still be able to cross up. I mean if the tatsu hits one side on the 4th frame , its gonna hit the other side only on the 6th frame. Making it easy to cross up a 6f move(no auto correction)
Now if it hit BOTH sides at the 4th frame that would be retarded lol
If someone does an OS they will likely get clipped, or Guy trades depending on the move. It would be overpowering, because to cause the none auto correction you have to jump at a specific time. This would mean no worries on wakeup because anything that is a safejump normally results in an autocorrect, only exception is in the corner.
Yeah I agree with Blooddrunk, it would be OP. Deejay can get away with having EX up kicks hit on both sides because a) it’s a down-up charge move that serious limits his maneuverability while charging and can’t be done instantly, and b) because Deejay in general sucks pretty bad so he needs all the tools he can get.
If anything just extending the hit box slightly further forward and/or up would be a good buff. Would deal with bullshit like Akuma’s whiffed demon flip punch where it currently whiffs (see Luminaire vs. Infiltration for example of this) and stop it from trading with Seth and Evil Ryu’s dive kicks. But hey, it’s not too important to be honest.
Just curious, since I’m rather “eh” with Guy. Is the Matchup with Grapplers just a lost cause?
Would adding more pushback on block to L Hozanto help? Guy has no way to apply chip pressure, and any run-stop shenanigans are just shut down.
My matches usually revolve around just poking him with St. MK’s and cr. MK’s, and the VERY RARE Target Combo if they get stupid.
The way I see it, if a player wants to apply pressure, they normally would use run> stop, but Hozanto pushes an opponent towards the corner ANYWAY, so it sounds like the change would be useful.
Grapplers its mostly poking, LP hozanto is safe -1 so you cant get SPD’d but once you do it its safe to jump or backdash away, and run stop should really be used scarcely. outside of that, its a keep away away.
I’m thinking it might be too late now - but we should have made noise about Guy’s slow jump. I’ve been playing shotos recently for fun and I noticed when I jump over fireballs, I can hit a heavy normal earlier and still get the active frames to hit/punish. With Guy, cos his jump is slow, I have to wait *longer *for him to reach down and then hit a heavy attack, otherwise it’ll just whiff. This gives them a few extra frames which can possibly allow them to recover and block on time.
At first I thought this is because Guy may have less active frames - but now I’m thinking it’s the slow jump.
I think it’s limiting Guy’s game quite a lot - there are times when even professionals are “not ready” for the jump and don’t anti-air. I feel with Guy, even if you find these “not ready moments” (which are hard to find and require patience) the opponent will still be able to anti-air Guy cos he has that extra time to spare.
There;s a post on EHubs stating Guy is too slow, spoke about his jump and walk speed Ayano commented with it. Not much but he said he wanted to keep all ninjas unique even the only ninja in the game with a fast walkspeed and jump is Vega, Ibuki has a slow walkspeed and fast jump, Guy has an average walkspeed and slow jump.
sometimes I cry when I play alpha and love that walkspeed…
Guy is odd for a ninja (speed-wise) I kinda fear the ken’s buffs(faster walk speed) in USF4 more and more if they don’t buff guy’s walkspeed/pokes or make Hozanto 0 on block/a true blockstring from far st.mp. Certain match-ups will become alot worst on the ground Rog’s light dash punch (-2),Deejay having less recovery on the Dread Kicks,Rose gaining more invincibility,Cammy doing her Cannon Strike more near to the ground,sim doing more damage on his pokes.Things are still subject to changes and will go the the arcades for testing 1st and I have faith they won’t keep guy with only a target combo fix but abit depress about guy compare to his alpha 3 counter part T_T.
Most of those changes wouldn’t really be a huge difference, uinless they made it overwhelming for Ken etc. Rog with -1 is so bad rog players wouldn’t have to space the dash punch anymore. How many Rogs do you see currently doing point blank ones? Unless that opponent doesn’t know the matchups its a bad move.