If Ninja Sickle is 7 frames, Guy may have some more damage and combo potential at his currently.
Currently, Ninja sickle will reach after a CH Cr.HP, this will now be standard as a 2 frame link in Ultra, That gives Guy corner punish at the maximum he can achieve with Ultra or Super. As well as his frame trap ability into the normal will be higher, and CH on Cr.HP turns into a 4 frame link. As well as from his other frametraps it will give him a soft knockdown at a reasonable distance.
But what I really wonder is can Ninja sickle be linked after st.hp. I would assume it’s character specific most likely but Guy might have the ability to do Cl.HK St.HP Ninja Sickle. That would be a devastating combo nonetheless and if it works on everyone…
In either of those situations you mentioned, it’s a really bad idea doing elbow drop on Ryu or Ken like that. Wide jump arc will be DP’d and shallow jump arc will be cr. MK low profiled. Use it as more of a baiting or jump spacing tool against shotos, rather than such a risky attack.
On an unrelated topic, you mentioned recently that you never see TK air throw being used effectively. I played a FT20 with a top Adon player the other night and must have caught him with at least 50 of them throughout that set. It deals with jaguar kicks and Adon’s annoying jump arc really effectively!
Haha, well I saw the match. Not as fast but it’s noticeable. According to Kim 1234 Guy is broken, along with Juri, Guile and Elena lol. I don’t think he was talking about the 2F reversal on the Arcade version either. I think he mentioned something about getting the life lead and just prolonging the match until you get fed up.
Definitely picking up Guy/Makoto/Viper if Decapre is bad or I don’t like her. Those are 3 characters I’ve always liked and never played serious. This is also the first SF4 I’ve never mained Ryu/Akuma/Ken cause online makes it boring.
Guy’s far st.HK is so good bison can’t jump in on him.His walk speed is faster now with high mobility.His target combo goes into red focus, U1 and U2 work well regardless of what character you fight.1less frame on run/stop recovery mean after far St.mp sagat seth and 5frame reversals can’t punish guy free meter build(not much). His super is good,a 3 frame short, ninja sickle is speed-ed up be a threat against grabs and better uses in a corner you can lose half life with gief if this hits+super.
Guy is not broken just a more solid character.(sorry if any of my info is outdated/wrong)
jepop he was talking arcade version, as in the console release Elena, Juri and Guile were toned done to be fair. Guy had his EX tatsu reverted to 4 frames, being 2 it was pretty good at punishing things characters used as an approach or chip, currently he’s a stronger character with buffs to help his overall game out.
Just wait for dialupsucky to possibly make an Ultra combo video for Guy, I likely won’t cause it won’t come to PC during that time and I’ll have to mock-make a video if I get a 360 before the 3rd.
I did a bit of testing myself and found something bizarre. If Guy hits Ryu with a high elbow drop and holds back walk or crouch block, Ryu’s reversal Super will hit Guy. HOWEVER, if Guy holds neutral jump after the elbow drop hits, the Super will be dodged completely. This leads me to believe that Guy’s elbow drop has a few landing frames that leave him vulnerable for somewhere between 2 and 3 frames, and this can only be avoided if Guy cancels those frames with a normal, special, or jump.
I hit Ryu with the highest possible elbow drops and from all of them, it was possible to combo cr MP (6f startup). So we can say elbow drop on hit leaves Guy on +6 assuming you cancel the landing frames.
If you hit with a slightly far off horizontally elbow drop, or if your opponent gets hit while crouching, you’re at least +7 (I’m thinking no more than +7 but I can’t be sure) because you can also link cl MK and cr HK slide. However, I would suggest linking the easier cl HP because it does good damage, hits crouching, and is special cancellable.
I’m with Blooddrunk on this one though - if you can jump, you can block, to be able to do one and not the other suggests a bug. I guess you were testing this on an Ultra build? Because I know for sure you can’t link mp elbow into standing mp at the highest point of contact in 2012.
So against certain characters in the corner, if Guy ends his combo with Medium Tatsu, he can avoid delayed wake up. Characters I found was Juri, Rose, Dhalsim, Vega, Bison, Rufus, Honda and Sakura. There are more characters but it works half as good. For example: against Cammy and Sagat you can punish with close stHk, stMp ~ Medium Tatsu, Empty Neutral Jump. But if you can press a button against there reversal you’ll get hit. Also if your opponent stays grounded you should be able to just jump again to get the same set-up.
During Chun she had just done Cr.HK which was in the recovery frame, and that move has a low profile status. SO she did in fact do a move.
Poison, too high. Especially when during that match you just saw him grab her out of a fireball.
And to answer question about the MK tatsu, Delayed wakeup applies to only Hard Knockdowns not soft knockdowns, since most of Guy’s combos in the corner end with Hozanto/Tatsus you won’t be worrying about DWU.
Only time someone will DWU, is after Runslide, Cr.mk, Cr.hk, Grabs, Ultras and Supers.
Delayed wakeup won’t effect Guy anyway. After forward throw and back throw (both mid screen and in the corner), run slide, ultra 1 (corner) and super (corner) you can react and adjust your normal setup accordingly because it displays the ‘technical’ 60 frames before they wakeup.
It’s only really characters who rely on commiting to their setups and can’t alter their jump arcs that will be affected.
I misinterpreted what he meant by “avoid”, figuring he was talking about safe jumps designed for delayed wake up. Which again, wouldn’t work because mk tatsu is a soft KD.
I will say it will take a few matches of Ultra for me to clock delayed wake up by the ‘technical’ sign. Ukemis can be checked by the animation, as can reversals. I only glance for text for counter hit and combo numbers, so I am aware when I have 2 more frames to play with or if my combo actually linked properly (respectively). Naturally, on HKDs I’m not looking for technical because there’s nothing you can do right now. I can see myself missing the text, or recognising it too late because I haven’t trained my eyes to be perceptive to it.