I noticed this too. I’m pretty terrible already at inputting 2x HCBs as it is and it looks like they’ve made it harder to execute. I typically miss the forward input on the 2nd half circle so now I’m getting EX.Hozanto a lot of the time
Just slow it down some Stu.
Really digging the buffs, Guy finally feels like a complete character. One thing though, is it just me or does cr.mp have less range now?
I felt that too but figured it was just me!
Doing HK, bunshin chain on a whiff punish does not seem to work anymore?. On hit it the jab doesnt seem to reach unless maybe near a corner
In Corner it works for sure, but I did not try in the open. Give it a test in training mode
EDIT: still work in the open.
Just noticed something. If you’re fishing for frame traps with cr.jab, cr.hp into target combo xx run slide, you have to wait a little bit to hit with the slide otherwise you will be hitting with the later frames and it won’t properly setup the safe jump. Luckily the target combo has huge hitstun so it’s not that tough to adjust to.
Just something to keep in mind.
Come to think of it, that in itself could be used as a mixup against players who are savvy enough to look for guy’s safejump.
Edit: cl.mp no longer combos into m.hozanto :sad:. I guess they reduced the hitstun on it because many of his older links off it don’t seem to work anymore. His runstop pressure might not be too much worse though because he has a 3 frame move now.
I’m loving the new EX.run stop!
EX.run on wakeup:
[media=youtube]nA04iQSbb_A[/media]
So far i got the Run-OH->C.LK working on
Bison,Viper,Ibuki,Makoto,Sim,Ken,Ryu,Sakura,Cammy(can only link 1 C.LK).,Blanka,Rose,Adon,Juri,Chun,Guile,Claw,Guy
It does not work on
Fei,Yun,Yang,Akuma,Rog …lol
I’ve spent the last thirty minutes in training mode trying to get counter-hit cl.MK to combo into cr.HP. I want it to work so bad, but I don’t think it’s going to happen.
Pushes them back to far?
Looking at the AE data… not all of it has changed but for U1 it shows 0+12… someone test this out and see if its true from a Counter hit cr.hp or cl hk since in Super you could link it.
Yeah, I think so. I’m guessing the reeling animation causes the cr.HP to hit the opponent on the second active frame, so that’s why it doesn’t combo. :tdown:
I did try counter-hit cr.HP > U1, and yes, it still works.
It might be just me, but it feels like there’s more pushback after TC run/stop. When I slightly walk forward after I do the TC run/stop, I’ve had my throws whiff at a distance where normally (at least I think so) they would work.
Has anyone else experienced this?
I’m thinking of incorporating the st.mp kara throw at all times now, especially after the stop.
Afaik you’ve always ended up too far to throw after TC run stop if you time it perfectly. That’s why it’s not a great mixup.
c.lp > TC > run stop, puts you in perfect range for a kara throw
I meant regular throw, I dunno if a kara throw is such a great thing in a pressure situation like that. Slowing the throw down by a frame or 2 when you’re already at disadvantage will usually result in getting stuffed.
I was in training mode this morning and it still seems like there’s a shortcut for Ultra 2. On the second half circle, instead of a full HCB, you can do F, DF, D, DB> PPP for the Ultra 2. Not sure if this was possible in SSF4, but hopefully this helps some.
The highest damaging counter-hit combos begin with cl.:mk:. Here are the ones I’ve been using:
cl.:mk: (counter-hit), cr.:mp:, st.:mp: xx Run > Slide
[LIST]
[]Damage: 295
[]Stun: 375
[]This is a combo that can be done without a counter-hit and should work on all characters.
[/LIST]
cl.:mk: (counter-hit), cl.:mk:, cr.:mp: (or st.:mp:) xx Run > Slide
[LIST]
[]Damage: 313 (305 with st.:mp:)
[]Stun: 375
[]Make sure you link the second cl.:mk: as early as possible, so you don’t push yourself out of range. Some characters get pushed out of range regardless of how early you press the :mk: button.
[/LIST]
cl.:mk: (counter-hit), cl.:mk:, st.:mp: xx st.:hp:(Target Combo) xx Run > Slide
[LIST]
[]Damage: 322
[]Stun: 407
[]This combo is character specific. Try it out on characters with wide crouching animations. Remember to link the second cl.:mk: as early as possible. Works on: E. Honda.
[/LIST]
cl.:mk: (counter-hit), st.:hp:, st.:mp:xx Run > Slide
[LIST]
[]Damage: 325
[]Stun: 475
[]Another combo that is (very) character specific. Try it out on characters with high crouching animations. You’ll want to link the st.:hp: late, so you don’t get the close version. Sometimes, cl.:mk: will push characters back really far, so you won’t have to worry about the specific timing. Works on: Makoto, Zangief.
[/LIST]
Of course, you can finish all of these combos with EX Hozanto for a little more damage, but you won’t get the untechable knockdown. Most of the time, you’ll want to use the first combo, since it’s the easiest one to execute.
Nice setups… i never thought u could do two Cl.MKs… theres no point is using EX hozanto anymore… its only 10 more dmg…