Hmm I thought +5 was good enough. Is there a short that leaves you at +6 in the game?
Also I’m wondering if increasing his hit box on s.MP will make his kara throw a bit better.
Hmm I thought +5 was good enough. Is there a short that leaves you at +6 in the game?
Also I’m wondering if increasing his hit box on s.MP will make his kara throw a bit better.
It’s going to lose a frame of startup but I doubt they will touch the recovery… aka they want it to be a better combo starter…
The best thing about it… is that cr.lk should be easier to link off of other stuff… it’s already pretty easy to link after cr.lk. Same followup timing for cr.lk, s.mp as it is for cr.lp, s.mp…
It should also form new bnb combo’s if your execution is on par…
close s.mp xx run->stop, cr.lk, BC xx anything…
This will be fucking awesome if it’s true. Originally I was thinking it would have to be TC after the runstop but BC should be golden b/c the s.mp will force stand.
oh I didn’t think of that, so it’s a reset when you force stand and then get them with cr.lk. I hope they kept his U2 damage the same. It’s a +1 ultra, no real reason to nerf it. I hope izuna drop is still 180 as well.
It’s better… far s.mp xx runstop->cr.lk will be a reset just like it is now (though better b/c faster)… BUT close s.mp which gives more +frames on hit… will actually combo if you are canceling the close s.mp on the first possible frame… and then nailing the 1 frame link to lk after runstop…
This is all assuming that cr.lk will be 3 frame startup and other normals wont get worse… you can’t tell with capcom. Also assumes my frame math isn’t off…
I been using u1 mostly but use u2 for a couple matchups. Oddly I rarely hit with it… but if you can push em to the corner they neutral jump it every time… and you can buffer shit after it to hit b4 they land… so it’s a trick for me is all… honestly they need to make it instant after the flash like the rest of the games grab ultras. If they had to give it a 10% - 15% dmg nerf to compensate… I wouldn’t bitch.
lol you were actually talking about comboing all that? that’s crazy but I hope it’s possible cause it would be awesome and look bad ass.
You can damn near do it now… in fact I’m pretty sure you already can do it now on close s.mp counter hit OR close s.hp counter hit…
You are correct. Runstop - jab on counterhit works with strong (close) and fierce (also close i think).
Yeah you can do it now.I’ve seen Kiryu do it,I would say it is quite an advanced counter hit setup though.
Are you guys saying that we would be able to combo into cr.short from cl.st.strong without it being a counter hit with the new 3 frame short?
In theory yes… counter hit adds 1 extra frame of hitstun… and since cr.lk is coming out a frame faster than it used to… counter hit wouldn’t be needed anymore… and if you got counter hit… the window to combo cr.short after would be easier.
Currently, cl.st.strong with counter hit can combo into Run Stop -> cr.MP, which has 6 frame start-up, so I think unless st.strong’s hitstun has changed, you can combo into cr.LK without counter-hit.
Am I seeing some beast Guy doing S(trong)R(un)S(top)S(hort) loop? For exhibition, of course.
You sure? I normally see kiryu doing close s.mp, run->stop, cr.lk (or lp), s.mp pretty much everytime…
i don’t know if i missed something when they announced the changes to guy in AE… st. strong…close or far versions… don’t force a stand. the only normals guy has that force a stand is cr. fierce and cl. fierce.
and yes… counterhit cl. strong and cl. fierce xx run stop > cr. jab does work… if it’s cl. fierce it’ll force the stand so you can link an ff chain afterwards. i honestly don’t know why more people don’t go for frame traps with guy. i use cr. short, cl. fierce to get counterhits a lot and then cancel to run stop into whatever. it’s an A2 counterhit setup that i still haven’t seen a single guy player do in ssf4. even doing things like walking up very slightly after a cr. jab then doing cr. strong is a great counterhit setup.
MadTitan-unless i’m mistaken… light attacks only add 1f of advantage on counterhit… mediums and heavy attacks add 3f of advantage.
lol if we get a loop, expect a nerf from capcom when console version hits, or at the very least a patch to stop it somehow. El fuerte has a loop though so it would be cool if we had it too, but I’m content with the current buffs so it’s all good.
Not unless capcom doesn’t know the loop :lol:
Tbh, compared to RSF, it would be too hard to utilize it during real matches, not to mention it does small damage. If I may come up with numbers:
Currently, cl.strong has 24 frames of hitstun, and Run can cancel at 4th frame (<- please correct me if I’m wrong here). Stop has 17 frames of recovery, so 24-21 = 3 frames. You have 3 frames to get out a normal or w/e. When AE comes out as DLC I’m probably going to spend the first few days doing the loop to see if it’s possible.
I swear it forces stand… but perhaps that’s just been a by product of doing TC when I see crouch and it’s actually the hp making em stand… it makes sense… you could do s.mp, s.hp, run->stop, cr. short, BC xx wtver… instead if that be the case. If the hp doesn’t push em to far away.
There are a lot of great mixups and counter hit setups that I’d like to be using… but 90% of people I play mash jab, reversal, or jump constantly or switch chaotically between these “options”… 8% more just stand there getting beat up… …so I don’t get much of a chance to try mixup.
Actually I’d like to get some good games in if anyone is interested… I could use some feedback. All i have is ps3 and my friend list is all marvel players… so it’s rare that I get a very good set in endless…
understandable. it’s part of the reason i hate playing scrubs… you don’t get to truly outsmart them or feel that you played better than them because you’re pretty much just playing entirely on reaction and doing combos that you know you have down already over and over again.
jab mashing isn’t hard to beat actually… frame traps work great on those. doing stuff like cr. jabx2, cr. strong or cr. jab walk up cr. jab. the only problem with this is mashing reversals beats it… then you have to bait and punish etc etc. just another part of the whole rock, paper, scissors thing.
I sometimes do cr. jab walk back a step st. strong, forward, or fierce. This way if they do reversal you’ll block or if they try to counter poke you’ll hit them with a counter hit.
Can you give me a quick explanation of the frame traps you’re talking about?
Do you attack, wait and the do cl.fierce or does it have a gap in between because of the number of frames?
Is there any frame data for guy, and is there thread with his frame traps somewhere?
I don’t know much about frame data so I never really got how this stuff works exactly.
I get that leave a gap in the combo to counter any jabs/croudh techs and land a counter hit, but thats about it.
Mediums add 2. if i recall
Pretty much you do it as a link, cause normally you can link cr lk into st hp and it would connect during block though, its a frame trap cause lk leaves you at +2, st hp takes 5 frames to start up so anything that isnt a Shoryuken will cause a counterhit, but sometimes with 3 frames normals will trade. Which isn’t bad either.
You can read a blog about frame traps on srk home page. Isn’t it the best to have your counter hit come out in 2 frames if possible? I’ll look into Guy’s frame traps more when I get AE.