I have a theory that; TC, Run Slide (delay standing), Forward Dash, Neutral Jump Attack Safe Jump may still work against certain characters such as Dhalsim, Rose and others.
That’ll probably be useful to time for 4/5 frame reversals, but even then you would probably have to guess whether they delay or not. The problem is, you can probably do the delay as soon as you see Guy do the instant jump. And if you see Guy do the cr.lp or just wait, not do instant jump, that means they’re going for delayed wake up safe jump. So if ur opponent is reacting to Guy, which doesn’t seem like it’s gonna be hard - then ground meaties is all we have after the run-slide.
No from what I’ve seen of Ultra, if you do delayed wakeup it immediately displays ‘Technical’ and you have to time it the same way you do for quick rise after a soft knockdown. So as long as you keep an eye on that side of the screen, you should be able to react accordingly. This has been discussed quite a bit by Ibuki players who have figured out how to delay her kunai vortex by visually confirming the delayed wakeup or not.
So if my maths is correct here, as Blooddrunk said, if we whiff cr. LP or cr. LK then we have an additional 1 frame of safety to play with, meaning we can now neutral jump with HP or LP and be safe against 3 frame DPs. That sounds pretty good to me!
I honestly think after about a week of hands on time with the game, all the same old Ibuki, Cammy, Akuma, Gen, Yun etc. vortexes will be back in full effect regardless of delayed wakeup or not. New tech videos will be piling up on YouTube faster than you can say Ultra.
The only way they can make it truly effective is if they remove the ‘Technical’ showing when it’s activated, because then you have to guess 50/50 if going for the vortex is safe or not.
So I get swept by Akuma, I gotta decide instantly, like you do with quick rise from soft knockdowns, to do delayed wake up or wake up normally?
And to make matters worse, it’ll say technical as soon as I do…facepalm
eDIT: I heard that you just hold two buttons to delay wake up…I’m almost tempted to look at that French tournament footage again where they had the location test.
Is there any indication of delayed wake up? For example, a message that pops up in similar fashion to “Technical” or “Counter Hit”.
Either way, I think one viable pressure option is doing three or four forward dashes to corpse push (and possibly time a meaty). This MAY cause opponents to think twice about using wake up delay, but even if they dont, Guy has good normals to meaty with.
Perhaps backdash after Run slide knockdown sets him up for cross up MK? I dont know the numbers too well but maybe run slide KD -> backdash -> whiff normal -> forward jump MK or elbow drop.
i haven’t been following USF4 too much but, is it just me or is the TC range buff a complete lie, watch from 2:26 the guy gets a CH c.mp into c.lk, TC and the HP part misses as normal. and at 1:15 on kens wake up guy does overhead into a frame trap c.lk TC, even doe the TC is blocked the HP part doesn’t connect, shouldn’t it be connecting due to buffs?
also guys elbow drop is getting sweeped! never mind c.mk, a sweep is hitting it now, wasn’t it meant to get a bigger hit box so c.mk wouldn’t hit it, now this is only just because the ken positioning was very good but i still fear for the worst youtube.com/watch?v=WbhUO2yr-Gs
can anyone show me a clip of sakura/ken/cody getting hit by a TC that would be impossible on AE pls?
They changed the range on it frequently because the trailer one was too broken, its being worked with a lot, it won’t be a completely monster where it will never whiff.
Thought I was watching some ultra footage of Guy (http://www.twitch.tv/m4zinkaiser/b/513117477 @ the 1hr8minute mark) but apparently they chose the AE version and not the Ultra version.
Why would you go to an Ultra Location test and not play the Ultra version of a character.
Wassup Nigguys - had that weird “waiting approval” bug for months (it wouldn’t even let me post in the help thread specifically design for people to post in so it took a while to get someone’s attention) but with edition select what edition of Guy would they recommend either from testing Ultra Guy or looking at footage and change logs?
I would have imagined that Guy was low enough on the tier listing to warrant that Ultra (the final balance) should logically be his best edition but with all the ups and downs and general disappointment with his changes and their reasons… it seems like a legit question to ask, especially since theirs a likelihood edition select can make it’s way into tournaments.
Movement speed slightly increased
Far Standing LK hitbox slightly expanded upward
Far Standing HK start-up reduced from 8F to 7F; active frames increased from 3F to 5F; recovery reduced from 17F to 6F; hitbox expanded forward and upward
Crouching MP hitbox adjusted, no longer can be used as an anti-air
Elbow Drop (Jump 2+MP version) hitbox expanded downward
Ninja Sickle (3+HK) start-up reduced from 11F to 9F
Target Combo 2nd hit expanded downward and horizontally
H Hozanto start-up reduced from 30F to 28F
Run-Sudden Stop recovery reduced from 17F to 16F
Run-Neck Flip first hit slightly expanded downward
EX Run-Neck Flip now knocks down on air hit
EX Bushin Senpukyaku start-up reduced from 4F to 2F; hitbox slightly expanded, easier to suck in opponent
Bushin Goraisenpujin (UC1) 2nd hit movement distance slightly increased, easier to use in combos
St.HK is about to ruin a whole a lot of lives… but I’ll be testing Cr.MP for sure overall.