Exactly. I don’t see the utility in this at all. It should have expanded backwards inside the hurtbox. There’s currently too much room in the distance between the back of the hurt box and the back of the hitbox that makes Guy slide down the backs of his opponents.
Basically, Guy’s J.MK will now extend to the tip of his foot, they should have reduced his hurtbox slightly by his knee for it to cross up better but it’s whatever. We’ll see at console release and what not, Not even Yang’s crossup is OP like it was in AE. Plus considering Ultra’s game, I don’t see many folks jumping in a lot.
Well to be fair guys, if you’re just throwing it out anytime except against opponents wakeup, you deserve to be AA’d. You should know by now that Guys long jump makes him vulnerable, and MK isnt a button that magically fixes things.
Just got to try out the final build for the first time. Gotta say am very impressed with how Guy is.
TC buff is legit, was able to hit Vega at some decent ranges that would normall whiff.
Walk speed is good , I wasnt able to do that test I said earlier. But I feel he is either as fast or one level above Ryu.
Cr.HP->Sickle doesnt work atleast not against the chars I played. I couldnt try it against any fatties. Ninja sickel is soo good now , any CH in the corner leads to ultra.
I feel St.HK is one of the best normals in the game. Insane range,active frames and hitbox. Same deal with St.LK ,but ofc lesser damage.
Cr.MP is still legit AA against weaker jumpins or divekicks. Especially for jumpins that are far and not directly above you.
Overall I was doing pretty well in casuals , I feel Guy is mid high tier. I was getting owned to Delayed wakeup though , I srsly need to lookout for the technical that pops up. Its quite easy to react and change your setup.
Flip kick being 7 frames sounds pretty nice. Only thing you gotta remember is that the move actually has less range then guys stand mp. So theoretically I would assume the idea of replacing it where you use stand mp in the combo of stand hk, stand hp, then flip kick will probably only work vs characters that, that combo works for normally with out a hit before. So like where as that combo works vs some mid sized characters as long as you hit with a focus before or a jump in that kinda idea it. It probably wont work. But vs characters that you can just hit that normally it might be possible.
Even so saying that remember that your pretty far away at the range this would be hitting, so getting a hurricane kick off it wont work. Probably stuck to just doing the slide after it, or of course if you have meter ex shoulder.
As for the comment about me doing a combo video ya I deff plan on doing a vid pretty early on. I think the game comes out the 3rd though right? Im suppose to be in teh hospital that day so dunno if ill have time to get to it the day of but im sure ill throw something together pretty quick whatever the case.
Oh yeah Sickles range is pretty small since the hitbox is actually at his shin and not his foot, then again he “apparently” doesn’t have a hurtbox from his mid thigh to his foot. If the hitbox on the move was at this foot he’d have more combos from it I’d bet. At least Guy’s go to punish in the corner is going to like Cl.HK, Ninja Sickle when you super or Ultra.
Since HK hurricane hits all 4 times after sickle (the fourth hit being the strongest) would cl HK -> sickle -> HK hurricane be the new corner punish over cl HK -> chain -> 3 hit hurricane?
EDIT: never mind, I think hurricane won’t even reach.
Well the combo I had thought of doesn’t work entirely, only 1 hit of sickle hits the bigger Guys, and HK tatsu should still reach if not you can use lk tatsu, slightly less damage but still good. If you do HK, Ninja SIckle
I wonder if crossup mk got worse as it was already inconsistent. They seem to have made his other moves more reliable. I would have liked a few more combo opportunities and some improvements on his specials but at least matches will feel a little more fair and fun to play.
You guys were talking about how Guys crossup whiffs or gets hit by low profiled. As far as I can tell, thats another form of AA. Either way, you shouldnt be throwing it out in a situation where opponent can duck under.
The question is whether the opponent should be able to duck under at all. Cross-up mk misses on certain frames of fireballs and certain instances of cr.lps.
So your argument is effectively: “You shouldn’t be using cross-up overheads on crouching opponents who don’t hit you out of the air.”
That is as valid a rebuttal as saying no one should complain about Guy’s 2-Frame Ex chaining into run-stop on hit without FADC because they should just play better. Cross ups being stuffed by low profiles is not a universal thing, neither is it made difficult by the floatiness of Guy’s jump. It’s the hit box of jf.mk.
You talk as if anyone who expects cross up to work because you’ve pressed it at the correct time to hit a crouching opponent holding the wrong direction is a scrub. Why fix anything then. Why don’t we all just not use any move that simply doesn’t work properly and undo all the messages to Capcom and Combofiend during the ultra tests.
I mean - why even talk about elbow drops new hit box at all? We should just adapt if it allows opponents to punish us on hit because of lacking hitstun, right? We shouldn’t be expecting to get a frame advantage just because we successfully hit someone after all.
Guys cross up is still present they only extended the hit box not move it also plenty of not all cross ups can be low profiled and not every cross up hits the fireball hurtbox.
No, my point is, dont jump during the neutral game, make your crossup meaty then you dont have to worry about getting dodged.
Actually Guy has to press MK earlier than other chars due to the floaty nature of his jump (unless you space your junp to hit crouching but then you’d get easily normal AAd or DPd). So yeah, his floatiness is the main contributor to the issue.
Not quite as far as scrub but you could definitely work on your spacing if you’re whiffing jump MK against fireball recovery.
As for elbow drop we will see. They could very well increase the hitstun to compensate. But as I said before, 2012s elbow drop gives plenty enough hitstun as long as you link the followup. Highest elbow drop on standing Gief gives you +5f by the way.