I translated this for Tsukimiya a while back. He also feel the buff is too much. I can understand why. However, I am glad that this will be given to him. st.MP is still 16 frame recovery, so it isn’t as if it will be OP. Good players will be able to whiff punish it regardless. It’s just that now, when he’s at Range 1, he’ll have a way to initiate offense a lot better, than just playing footsies. Players will actually fear him and will be forced to become more inept. I don’t want to just play footsies for 99 seconds (which is actually Guy’s current meta). I want to be able to utilize the majority of the characters tools.
As far as the bandwagon is concerned. He still won’t have DPxxFADC. 98% of the playerbase can’t live without it.
Pure speculation, but if TC reaches as far as it does, hit confirming/punishing won’t nearly be as much of an issue with Guy. A lot of high level Guy players rely on the Cr. LK (x2)> St. MPxxRun Slide or EX Hozanto link. The problem is that if you missed the link, you’d have to spend 2 bars of meter to save yourself or go barreling into your opponent and eat a huge punish.
This buff will make the St. MPxxRun Slide combo obsolete if I’m not mistaken. You should be able to land Cr. LK (x2)> TC from any distance. The St. HP portion of the target combo will also give the player more time to react to whether they dropped the Cr. LK> St. MP link.
Guy never had Cammy specific combos, a lot of the wider characters could get hit by Cr.HP - TC, Cammy however could not get hit by St.HK, St.HP, St.MP It’s not broken at all since the most Guy gets out of a combo with TC that isn’t a punish is generally around 200 mark or below it slightly from scaling. And the combo you listed, could work on a handful of characters. Nothing major at all since that still won’t do OP damage.
Which is a welcome buff. It will probably save myself some (alot of) meter. It also tacks on more damage too if I’m not mistaken. I wonder if that was intended.
All I’m going to say is this… In Alpha, specifically three, if Guy hit you with max range St.mp, TC would always hit. Though in 3 it would transfer into far hp, but in Alpha 2 it would be TC as it stands now. It’s not excessive if this was originally part of his game from previous iterations. Also back thing if you were hit by Guy with full meter. That’s a guaranteed 70-80% of your life. In AE that’s at most 450. With Guy having to be near the corner with Ultra stocked and 3 bars, Remember he can only combo into EX hozanto or Runslide from that range depicted, and likely won’t have his safejump either since slide will likely hit on a later frame.
From testing a run slide at a relatively far range (probably farther than the updated TC could reach), the safe jump from the run slide still seems to work fine.
Anything Guy commits to on block is unsafe, even Run~Stop. A lot of the cast has some string to abuse other than footsies at Range 1.
A player outplaying another with footsies alone does not show how good a character is. Essentially, you could do that with just about any character. It’s just that Guy RELIES on footsies to be competitive.
Elbow Drop/Bushin Flip Elbow get low profiled all day. All he has on knockdown is a safe jump setup, which only keeps a player honest. Good players just block and move on.
His cross up is not even that special. Most character have cross ups.
At this point, people who still have problems with Guy just doesn’t know how to fight the character properly. This TC buff is justified. Run that shit all day until the opponent decides to mash a reversal. Watch how scared people begin to approach him.
They noted before that run/stop will have few frames less recovery (1 or 2) the TC buff maybe a deadly thing now but they will do a few local test and also changes happen if the feed back is - but (most don’t play guy so we might avoid that), if tc into run/stop is a + frame or 0 on block and Far st.mp~tc be change to be less punishable a few character will have a problem stopping it without a mash (most have FADC). If they give guy the capcom fighting evolution run/overhead kick that gives a knockdown on hit or make it armor break that way more broken then TC not whiffing after I connected a few Cr.lk/Cr.lp.
LOL KREYMORE…Ultra 2 O frame start up? JUST LOL!
I agree with most of the rest. I think they are doing your ninja sickle change literally, I heard it will be 2 frames faster.
I like the idea o EX run stop be 0 frames, never thought of that.
And I heard they would improve the elbow drop hitbox, you did not mention that on your list.
Honestly, to me, better hitbox on target combo, run stop -1 and fix ex BKS its already enough, Im good to go!
Imagine not being thrown by zangief after target combo > run stop…
Even if they were to change elbow drop… if TC remains that strong up to release I will have no reason to leave the ground unless I really wanted to. Alpha 2-3 Days will be glistening through my play
but no Ryu player grabs without kara… Guy’s Kara throw is … almost nothing…
SometimesI think we’re asking fair stuff so Guy does not get boken, he actually does not need that many buffs but just a fix. But we can ask a bit more so Guy gets nicely strong.
TC run-stop -1 or 0, good
U1 beng fixed but yet staying as a corner Ultra? I actually think U1 animation is slow for a swift ninja… Why not U1 with Vega’s ground ultra’s property? you get hit, you eat the ultra… now that’s Alpha 3 'ish
and the far st.mp. blockstun I think is good idea also… or somehow reduce the disadvantage of far st.mp. run-stop; that would be my wish
reducing start up frames of ninja sickle AND Cr.hp!!! I hate bieng jabed out of it when that’s supposed tbe a frame trap!
The list hasn’t even been generated they have only stated a few things for characters and have been hush on everything. Some info is getting linked but everything is either rumored or from Combofiend himself.
ok I’ve been trying to measure the range of the Cl.st.hk kara throw but it’s kinda hard cause I don’t figure out how to do it.
Even though, the st.mp. kara throw seems to have a better range? I’m trying to measure it on a Ryu dummy and I dont get t work the roundhouse kara throw.
when I press Hk at the limit of the range of the st.mp kara grab range, a far Hk comes out and therefore, I don’t get to see any Hk kara grab, which makes me think that probably I’m not doing it well.
If I get it right, the Hk kara throw would be better than the regular st.mp kara throw if it’s range was better, but right now I’m guessing I’m not doing it properly. Help pls