sure palm is considered a projectile, but it seems impossible to react to with a tatsu. they mostly whiff it from full screen to build meter. they can also feint it and react to you running from full screen.
I was referring to Tatsu if they were to try and chip you away on wakeup, that move does a shit ton of chip. You can also test them with Run and stop just outside of the hitbox.
It’s very hard to autocorrect Guy’s Ex Tatsu against certain cross ups no matter how you do it. Try this in training mode: Cammy foward throws you into the corner then immediately does jumping forward light kick. It just doesn’t work. I’ve been messing around with alternate motions like qcb, f+ KK, but although that consistently autocorrects against that Cammy set up, it doesn’t consistently work against some other cross ups.
Currently I find Yun very difficult for Guy. Half-screen dive kicks aren’t already easy to react to and then you also have to react to Ex Dash Punch which is safe on block, moves fast, and connects to Ultra. Reacting to 2 fast moving things with the opposite counters is very hard.
On wake up, I think things are only going to get better for Guy once players figure out how to use the new Ex Run> Slide like a Balrog Ex Dash punch on defense. However, right now it’s still hard to consistently escape from close range dive kick pressure… his dive kick feels like it moves faster than Rufus and he can choose 3 different angles of approach, then once he’s in your face he can mix up with 3 frame jabs and an Ex Grab that feels like its’ 2-3 frames fast (most non-invincible command grabs will lose to cr.LK techs, Yun’s will not).
So yeah, Yun is a tough match up.
Fei Long has never been an easy match up (although quite doable) because of how easily he controls the screen with Rekka. However, now that the strongest players are picking him up, it’s becoming a real pain to figure out how to beat Fei Long’s footsie game, how react to Ex Chicken Wings NOT done from a wake up situation and how to deal with cr.Jab> Ex Tenshin (which again will beat cr.LK tech).
In short, Guy doesn’t have easy matches against the 2 S-Tiers in this game, which is probably the main reason why you don’t see any Guy masters yet.
You have to do it meaty so that the last hit of the two hit elbow hits, it doesn’t need to be counter hit. I performed this on a crouching Dictator.
How practical is it? I’ll be honest it doesn’t seem very practical but it exists but I don’t know the damage potential.
They must have changed the frame data on it a fair bit because that was completely impossible even hitting the last active frame as a counterhit in Super.
The only two characters auto correct seems to be successful against are Gief and Dee Jay for me. I don’t remember others.
I’ve just recently learned a good OS against Gief.It beats almost all his options, except for ex green hands - eventhough I’m using MK tatsu which is supposed to go through projectile moves, such as green hands. It doesn’t fully come out in time and still gets beaten. Has frame data changed on the MK tatsu startup?
Lol,Guy will be lucky if he see’s anything above 1-2 bumps up the list…Dan has gotten better…Sakura has gotten better…makoto has gotten godly according to the japanese. Even still with the nerfs, and buffs, Guy has too much specific match up bullshit too be anything past low-mid tier. People who take the time out and really dissect each and every match up,will be able to play guy successfully.IMO its just alot of work, but like most people here,I dont get any satisfaction out of playing any other character.
All tier lists are just guidelines anyway. I perform quite well against particular match ups if I’m familiar with them and that has nothing to do with tiers.
Well considering above average players don’t reversal much and how many Downbackers there is in this game it can come in handy.
Ending
Spoiler
YES. EX RUN > STOP to U2. :pleased:
DAMN that last game was hot. damn inspiring
The SSF4 AE revealed some changes to the hitboxes of st.LP and st.MP: Eventhubs translation. I didn’t want to link to Eventhubs, but it provides the images for st.LP and st.MP from both SSF4 and SSF4 AE.
With the increase in priority, st.LP may be a new situational anti-air for Guy.
i’ll change the hitbox thread at some point. i want to see if any of his other normal’s hitboxes were changed before i do though. st. jab does look great though… i wouldn’t doubt that it could work as a viable anti air against a number of jump ins with proper timing. might end up being a great anti cross up tool. although i still like using cr. forward for that for the untechable knockdown.
Its been a while, but i just got back to my home town after a long period out travelling. I did manage to catch some AE while I was in Hong Kong and i did notice the change in s.lp.
The new hitbox is now higher up which is both bad and good. I had difficulty using naked bushin chain to punish moves like guile’s flash kick and balrog’s headbutt. However, this couldve just been me being crap as I hadnt touched the game for a month or so.
So in AE I punished more with s.mp x ex hozanto/runslide or s.hk bushin chain (if in range). I love the new s.hk, the hitbox is sooo good now.
So I was messing around with the new run slide against Lamerboi’s Guile and found out that if you time the run slide right you can go under Guile’s sonic booms, I ex’ed the run but when I made the contact hit I didn’t get any absorption hits and beat it clean. Going to do more testing to see if it works for all the shoto’s later this week.
^^
EX run slide is supposed to have projectile invincibility in AE. i’m pretty sure it’s only the EX version of run slide. should go through shoto fireballs no problem.
St.hk, st.hp, st.mp xx whatever, should work on practically everyone now.
I can appreciate the change to Ryu’s cr.mk. I just wish they’d increased the height of his vulnerable box a bit more. I didn’t really take issue with how good cr.mk was as a poke, just that such a great poke also had such ridiculous evasive properties too. I guess we’ll at least be able to space Guy’s elbow to stuff cr.mk from the proper range now.
The new S.Lp looks great…pretty much just like C.MP with them removing some of that vulnerable hitbox… I just hope BushinChain doesnt whiff even more …but we can always Cr.Lp->s.Lp for that anyway…
Also if no one confirmed Legendary Otaku is indeed OTK from CVS 2