EVERYTHING !!!
Mainly empty bushin flip, his new jumping hitbox moves , Run overhead on smaller crouchers , and kara grab.
Edit… Also U1 as a punish for new jumpers in the corner since it closes much better now.
EVERYTHING !!!
Mainly empty bushin flip, his new jumping hitbox moves , Run overhead on smaller crouchers , and kara grab.
Edit… Also U1 as a punish for new jumpers in the corner since it closes much better now.
@ Pedro Marques
Here’s a list of things I would personally like for you to test.
Hello Guys!
Pardon my late answer, graduate school has been kicking my ass this week.
So, last Sunday I went to the location test for the beta version of 2012 AE for testing Guy, based on the topics I listed above and on requests made by you all.
I made a simple video (with a happy ending) as a resume of what I got, but before moving to it, I would like to state here my opinion, and describe how it went.
First of all, I was naive enough to think that there wouldn’t be too many people there and that I would be able to ask my friend to play the characters I liked to test against and all…it would be perfect…Well, reality isn’t so simple and that shit was packed with Japanese good players.The line for playing always had something like 10 people, and if you lost you had to wait another 15 minutes to play…so it wasn’t like testing at all for them…I mean they were testing yes, but while trying to win as well…So you Guys can imagine how hard it was for me to perform some of the stuff I wanted.
On top of that, my friend (a second one, the camera man) in the middle of my first fight was alarmed by the staff that any type of recording was prohibited…
Lucky me he has sneaky hands, and he kept recording even so by just holding the camera in his waist, as if it was turned of. So, forgive me if the quality isn’t the best, but believe me, it is more than we could have asked.
Anyways, I managed to gather almost all the info I wanted and what you people had asked also.
Starting from stuff I could not record (because the staff always came back to see if we were shooting)
xIROCx asked me to try Forward Throw, Forward Dash, then quickly input Empty Medium Bushin Flip and Block. THAT WORKED! I blocked the shoryuken reversal somehow…dude brilliant set up! congrats!
I did not fight any Rose in something like 15 fights so, sorry but couldn’t test the naked super. About the Ultra 1 in corner, it looks like the possible distance for it if not doubled, has increased in 1.5 at least, sorry I could not get that on the video. As for the safe jump with HP, it is in the video.
As for AlboShinobi’s request, sorry but I did not fight any Rose or Chun-li , so could not try to cross them up.
And AcidicEnema’s request, overhead on Sagat, that I couldn’t do as well, no Sagats there in 4 hours I stayed.
Now to my list and what I felt about the changes.
1- Walk back speed has made Guy notoriously lighter and faster, that is definitely a big buff.
2- Empty bunshin flip recovery is now good for running away from the corner, but** I could not manage to mix up anything with it from close range**, it may be just me but It seems like anyone with reactions fast enough would hit me before i get to the ground as monkeymadness had already pointed out
3- Could not get that on the video but ultra 1 does hit twice from mid screen after gokusa combo FADC
4- see the video for Ultra 1 against fireballs
5- same here for ultra 2
6- Also could not get that in the video but HP is now a very good Air to Air. But it already was…so…
7- That has not improved at all. Capcom please do something about it! HK still whiffs, unless imputed very deep, against low profiles.
8- Wall jump > elbow and Wall jump> MK are in the video
9- Throws in the video
10-Elbow drop with diagonal inputs in the video
11- Run >overhead in the video
12- Ex Senpuukyaku in the video.
Last but no least, we had a questionnaire to answer there, so I took the opportunity to write my opinion about the changes.
Mainly, I complained about the diagonal jump HK hitbox, that has not been lowered enough to hit low profile moves unless inputed very late and about target combo, which still whiffs sometimes for no reason (see in the video).
Also, I asked for the last battery of changes, some buffs on elbow drop (either hit stun or better hit box) because it is still killed by low profiles the same way since super version. Finally, I asked for a FADC in EX senpuukyaku, simply because not having it is bullshit. Cmon, its three bars we are talking about here.
In resume, Guy did got stronger, but more than buffs, he got many of his mistakes corrected. Lets keep asking Capcom to change the flaws that still are there. We are not asking them to make Guy top tier or to give him more tools. We just need his tools working decently.
You Guys need anything, just contact me.
Keep it strong
OTinhoso
[media=youtube]0gcMx0Nggck[/media]
That was Bushinryum not trolling. By easier inputs is it a new input altogether or still hcb x2.
It is Half circle but more lenient. Short cuts work again.
So I did some lab work and everyone should know this that a deep to at around max range, J HK will beat out low profile moves like shoto cr.mk, but at max range j. mp will also beat out low profile moves I’m not sure at what range it will be beaten aside from Up close. but this is good to know since it did get a hitbox buff in 2012.
Against honda, after then do a sloppy sumo headbutt, is it possible to punish with run+slide?
off topic: i want guy’s shoes
Depends on the Headbutt used, but you can also use EX Hozanto its either MP or HP Headbutt and it must be reversal for you to punish i believe.
He wears Nike Dunks… though Air Forces can be a good sub, its just hard to find them or make them nowadays i think?
Awesome work on everything dude. Appreciate how much you contribute to the Bushinryu community.
I really should have tested that!
Thanks or the effort man
At least we know Jump MP has some use aside from elbow and safejump.
It’s been awhile, guys (no pun intended). I’ve been dealing with some real life stuff, but I should be completely back by the end of the week.
Didnt know where to post this lol, i found a way to do the shoulder cross under like yun (it doesnt hit though), its not really that great, just a gimmick really, you do a focus attack dash forward and jump over then d.mp to land next to them on the other side, the reset them with either cr.lk or cl.lk cancel into lp hozanto and you should end up going under them, im not sure how safe it is though, you can use other normals and hozantos but they seem less safe or dont cross under.
Like I said its not really useful, unless you get a dizzy and you need a reset because the damage is scaled too much or something, I just remember someone saying they wish guy could do this like yun, and this is as close as I could find, I might try it in a match just to see if it catches anyone out though lol
imo if you want a cross under reset from stun FA just cr. lk dash. I believe that the elbow under isnt safe.
I get what you mean and normally it isnt safe but try that exact setup a few times, I’m sure it was safe a few times when I did it, I’m gonna land it on someone I dont care if its useless haha
I’m trying to find more uses for Ninja Sickle and so far here’s what I came up with. Technically can be used as an Anti-Air, tough a poor one at that. The timing is strict, so you have to do the move earliy. If your good at predicting jump-ins, then Ninja Sickle can be of good use to you. I would only recommend this to veteran Guy players only because it takes precision. If your opponent is high enough you can combo into Ex Hozanto and if your opponent is in the corner you can extend the combo with Tatsu. I maxed out somewhere around 303 damage. This could be another tool used for corner pressure.
Another thing I found is that it can be used as a mix-up tool mid-screen. So you can do Ninja Sickle, Forward Dash, Forward Jump into cross-up Mk. Another example would be Ninja Sickle, Forward Dash, Forward Jump into Elbow Drop to hit on the front side. Third example; Ninja Sickle, Forward Dash, Low Bushin Flip for a grapple. Fourth example; Ninja Sickle, Forward Jump then block for a Safe Jump. Fifth example; Ninja Sickle, Forward Dash, Forward Jump into Lk for a Fake cross-up. This setup works on Fei Long, Yun, Cammy, Adon, Dudley, Ibuki and Sakura.
Can this be valuable or are there better options?
Been reaaaaally busy lately…Came back today. I’ll work on my thread hard and try to help other threads as well as much as I can.
Nice being back Guys.
Generally with Ninja sickle as an Anti air there are better options just because the strict timing alone makes it hard to use, Trade can sometimes be beneficial to you but not all the time. I honestly think it would only be good to keep the opponent in the corner especially with 2012 update because U1 buff you can probably AA and then do that on the fly and score a good amount with or without FADC (ex hozanto). Speaking of 2012 I wonder if it is possible to do EX Hozanto FADC U1 from Midscreen, it gives guy more use for FADC combos.
Just something i’ve discovered in training mode, since CH Cr Hp gives you +11, Guy can inch forward a bit before losing any combo ability, which on most of the cast that already gets his by Cr HP > TC you can walk a bit for it to still connect but be able to tack on a lp hozanto in the corner which you can actually meterless U1 and have an easier time connecting a HK tatsu, this does work on some of the other cast (i haven’t done testing all that much so far) but the timing for then is much more strict due to spacing, but you can also walk forward and land BC on some of the cast but that also requires strict timing because there is the possibility of the MP whiffing. On the bigger hitbox characters its the easy, on the midsize characters its a hit or miss. So this is some useful information especially if you manage to hit a cr hp outside of the initial range Mp would hit you can always walk a bit forward to ensure it.
Cheers.