I stand corrected… MK tatsu on Hugo in the corner will lead to super, this character’s hurtbox is something else lol
Sakura’s focus attack still avoid the run overhead until she starts to ascend.
I don’t know if they changed Guy’s hurtbox (I don’t see a reason why they would) but from what my friend is telling me (I don’t have Ultra to test it yet), Ibuki’s spin kick/rekka loops no longer work on Guy and this was occurring before Ultra was released, it was happening in the mod too. We were hoping that it was just some error that was happening with the mod itself and not actual changes that was going to occur in the release but unfortunately, it looks like it has. Anyone else noticed anything else like this?
I took a brief break from guy to get some rolento in and after a day i ran back with the quickness.
anyone test combos on rolento yet? man all these new characters hitboxes are awkward. on rolento… cl. rh > df. rh… i couldnt get it to hit. the 2nd hit of ninja sickle whiffed everytime. even worse… cl. rh > TC… 2nd hit of TC whiffed too so i couldnt rfc the TC. cl. rh > ff chain… you have to take that small step forward to get ff chain to link.
as for hugo… i want to see his hurtbox. he gets hit by big body combo… but TC whiffs on him in quite a few instances.
cl.:hk: -> slight walk forward -> TC/BCC
People say Guy is top tier just because of the amount of matches he wins. Look at the frickin’ level of difficulty and detail we put into our match ups. Any Guy victory from intermediate level and up is well earned.
I think all the top tier talk was based on the broken arcade version with the 2f cancellable EX tatsu. I agree with that. But as it is now, he has been buffed but then so has everyone else. A lot of characters that weren’t too much of a problem before are now more difficult. I still think he’s upper mid tier. However I would say that double ultra does really help Guy out a lot. You have the utility of U1 and the punish/anti-safejump of U2 at your disposal. This is my favourite thing about Ultra so far. I haven’t found any use for red focus yet, I’ll have to have a play around with that and see what I come up with.
Level of difficulty? You’re +8 and walking forward to do a 4 frame move… its not that hard lol. Also that only happens to what… 2 characters at most? You can also go for other combos, I’m currently at #16 for Guy when I went to sleep last night… its not that hard to win with Guy at all. The more you practice things the easier they get, the more you complain and bicker about things, the less likely you’ll get wins.
For Rolento, just delay the MP or LP for the Chain and TC (this isn’t hard either folks because its a 3-4 frame gap)
I still use single, I like damage at my disposal, for Poison its just better to use U2, her rekkas can be punished by it, her flip kick (Minux EX) can be punished by it. Simply because her floating hitbox always has me worried, I’ll still use U1 depending on the type of player I guess but her hurtbox does give that sense of awareness that U2 would be better. U1 or 2 for Rolento though because of his Rekkas leaving him close and at -3 but only bad players will do that type of thing.
Nebbiez all of my RFC combos I told you about before… that do the large stun/damage all apply, Guy can do almost stun with death or near death on the cast.
I stand by guy being top 15
Getting easier and being easy are not one and the same. Maybe you don’t feel like you need to put a lot of attention in to get your V’s. I’ve seen your vids so I’m willing to believe you’re just a lot better than most people you’ll play, but nothing about Guy as a character is lazy or truly universal. His strengths can be formidable but his weaknesses cause you to be precise and detailed to open the way to said strengths. That has not changed at all in Ultra. You need to layer your approaches in each match up. (By that I mean it’s not enough to be able to predict your opponent’s immediate next move as Guy, as there are too many block strings or enemy approaches Guy simply cannot punish on block or prediction, so instead you have to think 3+ moves into the rally: Opponent does A, I respond with B to bait opponent to do C and then punish C on block/whiff with D).
For example: For the sake of my SFxT team, I dabble in Ryu online from time to time just to make sure I have a game plan with him should he be on field in XTekken. The lapse time it takes when playing as Guy to address what the opponent is doing in the air to pick the correct aa to use is spent with me automatically tapping :df:, :df:+:p:. I also don’t spend those pressure few frames trying to deduce if I’m gonna be hit with a grab, a low or a projectile because all Ryu’s tatsu are immune to all three. As long as it’s one of them I have my response, unlike Guy in which you need to be more specific about what is about to happen to punish. Granted, Ryu’s punish might not give as much damage and stun as Guy’s might, but I have yet to find myself saying “argh crap I did the wrong tatsu”.
It agitates me when I hear people on commentary talk about Guy as if he has one-button rape modes based on the fact people don’t know the match and some simply don’t know the character.
Thing is you don’t have to do a lot with Guy, I just learned to adapt and incorporate all the things I’ve done with the character since his entrance into the SF series up to Ultra. I’ve played the matches and people think they can just jump on Guy for free, then the realize St.HK is just a wall, a wall where a trade doesn’t matter because it equals out in damage if it even trades. I wouldn’t even worry so heavily on what an opponent does, if you block they have to open you up in someone way or push you out and try again. That applies to every character and they just do things and hope you don’t react or guess what they are going to do.
Everyone here has done their best to make Guy work since Super. I’m not even sure if you played Guy in Super, but he wasn’t that great, Cl.HK could whiff when you went for a punish sometimes, Elbow drop could only be done by d + mp, Bushin flip without the elbow had more recovery but did 200. Cr.MK had less priority and a smaller hitbox, st.mk was slower and had worse frame advantage, st.mp had a smaller hitbox, NJ.HP, JF MP and HK had smaller hitboxes, FJ.mk didn’t reach as far forward as it does now, TC was buns, Cl.MK was +4 on hit +1 on block, cr.lk was 4 frames but did 30 dmg, his back walkspeed was horrible, his jabs hurtbox was close to inside the hitbox, his pressure was nonexistent to grapplers because LP hozanto was -2, MP hozanto was -4, you only had cl.mp into runstop for decent pressure which was -1, that left you at a 5f gap so that isn’t even nearly as good against someone who mashes lights because you are right in front of them. Run Overhead went over crouchers, EX Runstop didn’t have armor, EX Runslide didn’t have projectile invincibility and you could do things on the 11th frame of EX Run/ EX Tatsu could be low profiled and several characters could slip through the move with ease. Certain characters could fall out of Super and it did slightly less damage, U1 had no movement forward, U2 was 2 frames and if I remember correctly you could empty safejump and jump away.
Considering how he has gone from Super and the changes he has received up until Ultra… do you guys honestly think you should complain? Because I sincerely think we shouldn’t at all.
Sorry I worded myself badly. I meant I haven’t had the opportunity to use red focus yet, to be honest I just forget about it while I’m playing lol. I don’t doubt how useful it is.
Let’s imagine Dhalsim has you cornered on knockdown and goes for meaty ultra 1. They will usually do jump back yoga sniper to follow up. But you could, for example, RF absorb the ultra and sniper, whiff run slide and punish him with ultra as he lands? It will take a while to work out the myriad defensive applications. I mostly just see people using it in combos at the moment.
Guys st. hk is the best normal in the game imo. Fricking good antiair
Oh in a defensive stance, its good if the player is committed to things, if they combo into yoga blast… then ouch. Red Focus is a big risk in itself but pays off quite well on good reads, or absent-minded opponents who will keep pressing buttons instead of grabbing and etc.
Alright I fixed the missing posts in frame data screen shots, Made a video too, it has Guy and E Ryu stuff. The best part is the counter hit Fierce > Run Stop > Fierce that Kiryu posted like two days ago. Pretty siiiick
Safe jump off Back Throw if they delay up, Dash forward twice, NJ. Tested on Guy.
Against blanka and those that get up one frame slower., TC - Runslide whiff crlp/stlp/cr.lk NJ if they delay wake up you have a safe jump voila.
Does the “Technical” for DWU pop up on screen before the Run-slide animation is finished it’s recovery? If so, then that means you can train your eye to always catch them with it.
sadly its at the time you basically recover, you have to see what happens after you do something, if they don’t delay wakeup, go for a ground approach if they do… carry on. I’d stay with the stationary Safejump first you can see what they do, also you can meat via an OS, its a risk against folks with a DP but if they dont and block you’re at whatever advantage your normal does.
Side note though… that Hugo super Combo i discovered also works on good ol’ Balrog (y)
i’ve noticed, with the run-slide safejump setup, it is very easy to see (once you get used to it) whether its DWU or not. slightly after the peak of your jump when you fall, you’ll see technical. plenty of time to know if it is that, and if its not you can still do the option select.
I’ve also, just as a fan of ultra 2 no matter what, been sticking with it. target combo, RFC into ultra 2 is no joke. The scaling on most scenarios you can land ultra 1 are pretty bad imo as well, but meh.
Question - How has everyone found punishing DP->FADC with ex BSK? I still see people forward dashing on DP cancels and last I heard it was -5 across the board
Question - How has everyone found punishing DP->FADC with ex BSK? I still see people forward dashing on DP cancels and last I heard it was -5 across the board
I pretty much use double ultra in nearly all matchups and I’ve found ultra 2 on reaction works quite well.
On a side note, HOW fast is T.Hawk’s condor spire now? The matchup doesn’t feel too different, but man that move is ridiculously quick now!