If Ex. BSK is still 4 frames then that’s exactly were we are. Cr.mp was annoying to use on cross ups anyway with the tediousness of not always auto-correcting. Cr.mk doesn’t sufficiently low profile a lot of neutral jump aerials, and it’s just annoying as hell to see panic mode set in to other characters where f/b.j hk/hp is mashed ad nausium as a fuzzy guard.
People underestimate Guy’s jumping normals are good at keeping out, and if they are jumping in close you have air grab. If it’s anything like the cr.mp from the loketest you can still AA just at a distance, considering the walkspeed buff you can walk into that distance with ease.
C’mon man - u really think we can play footsies AND always be ready for that air throw if Akuma/Cammy/Bison etc decide to walk forward jump on top of Guy?
You’re forgetting how fast some characters can walk. It’s hard enough to focus on the footsie game, so cr.mp was a good solution for not being jumped on for free.
Now you gotta rely on walkin back and having enough space to use st.HK, but of course who’s really gonna jump in at that range? THey’re just gonna walk forward and get close enough.
You have 5 active frames and 7 frame start up, you actually have a decent range where far.hk will still come out and you’ll hit them even in current AE. And I did say you can air to air them. I guess reading one statement and nullifying comes standard with you af0 because you clearly only decided to respond to the air throw portion of what I first said.
Lemme ask you this… how often do you see characters who have great air normals lets use Honda as an example do a NJ HP when someone is jumping at then and they don’t have headbutt charged.
You’re always looking at everything negatively and thinking it’s over instead of trying to find ways to deal with changes.
What statement are you talking about dude?
I’m talking about jumps directly above Guy’s head where only close st.HK will come out. You’re saying I’m supposed to do a jumping normal against that, or air grab?
There shouldn’t be changes to cr.mp in the first place. Sure I can’t stop them, but I’m not just gonna keep quiet and “deal” with it, when I don’t even have the game in hand.
Yes you can actually jump back normal that, you can also air throw that, you can also dash under. Those methods have worked in previous games, they still work in AE. Sure we lost cr.MP at least at very close range, but if someone is typically jumping over my head I’m normally going to be knocked down or its done off a reset. Blocking doesn’t even come as a bad idea because sometimes you have to let the opponent in during the match and provide misdirection that they can overwhelm you that way.
I’m giving you options that you can work into your game and that deal with what you suggested is going to happen. I’m not the best player in the world but at least I don’t throw the white flag when something is removed.
i understand both of you. but i think blooddrunk is sayin that everything isnt so free. you just have to use other things in different situations. to be honest, i never really understood the Cr. Mp AA so i like that they are trying to add other AAs to guys arsenal. but i really wanted for them to have an AA that was a special move. really wanted H tatsu to be that go to AA its just so easy for me to react with an input. dont know why. but in this current edition i know that TK izunas are really under used as anti airs. i notice that if gief sweeps you at full range and tries to jump in(any jump in short of empty jump) that you can instant izuna back and catch him out of the air. only worked on full range sweep though. so maybe this will be a viable option in ultra. i mean guy essentially has three tiger knee izunas per button (forward, up and back) and i dont know if anyone has done any testing with them.
I understand where he’s coming from perfectly because at least since Guy drop, we’ve all just simply used Cr.MP as our go to AA, in some cases we lost or traded due to human error or we just lose to that normal but overall Guy probably had the best one button AA because it covered every distance he needed to worry about not, Far heavy kick is simply the same version of that move just it’ll have be done earlier. From testing and from sources that have gone to the testing. ST.HK is basically just the Great Wall of China.
Izuna’s are all different in terms of hitboxes, depending on the move they are using and where they are on their jump. I’ve used all 3 buttons respectively, but I always find myself using LP more due to the situations I’m in.
So I played a lot of ultra Guy at texas showdown, also talked to combofiend about him.
cr.mp still works as an anti-air… I used it plenty before I realized it was actually nerfed. It’s not as good but don’t let people tell you it can’t be used… Just use it in crossup situations.
St.hk is great, and the one buff people haven’t mentioned is the recovery reduced from 17 to 6 frames… it is godlike now… Seriously, it’s like a bison roundhouse. With the buffed hitbox good in footsies, you can throw that shit out all day and it recovers so fast…
EX Tatsu is 4 frames. The wording is just confusing, but combofiend confirmed himself it is going to be 4 frames. I didn’t really notice it ‘sucking in’ or getting additional hits, but I also didn’t use it too much.
Run overhead broke focus everytime someone tried it, so it’s nice that’s fixed.
Walk speed seems fairly the same, maybe slightly buffed. Meh
Anyways, overall i’m very happy with the guy changes. That new roundhouse .
what I did post that. Like I said you will basically be able to use it like his stand fierce before for linking in and out of combos based on the frame data now. And since it hits farther away
than stand fierce. Before you use to be able to get combos like stand hk, duck hp, stand hk as a link. But perhaps this will work vs more of the cast now and whats more maybe youll then be able to combo after the far stand hk more realsitically.
Also for the walk speed being slightly faster maybe guy will be able to default towards always doing combos with a duck fierce starter. No more duck lk tap tap, than decide if you are comboing or not. Just duck hp, walk up stand jab to bushin combo might work vs everyone now. Or just again duck hp, stand hk, then link after that might be more realstic enough to work vs the whole cast. Also perhaps double bushin combo will work vs certain characters now as well? Its pretty close to hitting before. So just a slight step forward pixel increase might make it work
16 frames would make sense, though it definitely did feel fast and very strong in footsie range. Keep in mind, bison roundhouse has 16 frames of recovery too.
I have yet to see a single match where TK Izuna was used reliably in match but I see posts and sites talking of it all the time. Blanka Ball, Honda Headbutts - I’m not sure of the range of TK Izuna or Izuna, but I’ve tested it in training against using air throws of the likes of Chun-Li or Guile and found it to be much more tedious to catch people. And that’s in testing.
I have rarely used that move against an actual aerial attack because of how easily I’ve been bopped by aerials before.
Its quite situational, definitely is not the AA that would ever replace cr MP or EX hurricane, but good for close jump ins, you can do it really really late too and it will still catch, I once caught Sakura when her jump in HK leg was literally on Guys face, his other AAs wouldnt forgive such late timings.