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Guard Crush 22 | AE, MvC3 singles | August 24

Courtesy Edgeward:

Guy

• The hitbox on Guy's Neutral Jump Hard Punch has been increased in size.

• Angled jump Medium Punch and angled jump Hard Kick have also received expansions to their hitboxes.

• The blog notes that when it says hitbox size increase, it mostly means they extended the bottom for each one.

• Guy's ground throw range has been increased. The blog says that it's now the same as Ryu's.

• Elbow Drop (command normal version) can now be activated with the joystick in the down-back position.


Threi-jay gonna get in there.

Dee Jay

• His Far Standing Medium Punch is now special cancelable.

• The amount of time that a "Counter Hit" can be registered on Dee Jay after he fires an Air Slasher has been decreased.

• Double Rolling Sobat (Dread Kicks) got a damage increase. Light 80 -> 90, Medium 100 -> 110, Hard 120 -> 130.

• Dee Jay can now cancel out of Sobat Carnival (Super) into Sobat Festival (Ultra 1). This makes him, according to the blog, the only other character besides Dan who can cancel a Super directly into Ultra.
 
h3ro said:

Threi-jay gonna get in there.

Dee Jay

• His Far Standing Medium Punch is now special cancelable.

• The amount of time that a "Counter Hit" can be registered on Dee Jay after he fires an Air Slasher has been decreased.

• Double Rolling Sobat (Dread Kicks) got a damage increase. Light 80 -> 90, Medium 100 -> 110, Hard 120 -> 130.

• Dee Jay can now cancel out of Sobat Carnival (Super) into Sobat Festival (Ultra 1). This makes him, according to the blog, the only other character besides Dan who can cancel a Super directly into Ultra.

Hmmmm
 
EWMuf.png
 
Yang Changes, again, courtesy of USD:

YANG
-Target Combo 2 130 damage, -7 on second attack
-st.LK start-up to 5F, but has the original start up during Sei'ei Enbu
-cr.LK from 30 damage to 20, upward extended hurtbox
-cr.MP from 80 to 70 damage, 60 during Sei'ei Enbu
-(Far) st.MP hitbox pushed backwards, thus has shorter range
-diagonal j.MK hitbox changed, landing cross-ups is not as easier as before
-Raigekishu (dive kick): all versions have an addition hurtbox rectangle when activated, 2F extra landing recovery; stun from 100 to 50
-Senkyutai (roll kick): up until 5F, HK no longer has projectile-invincibility, MK has no projectile-invincibility at all
-All versions of Senkyutai (including EX) have about half size horizontal hitbox, all are 4F worse on guard
-EX Zenpou Tenshin has less reach, loses throw invincibility from the 8F onward
-Tourou Zan (mantis slashes): final hit of LP, MP, HP damage to 60; EX version now a true blockstring for all hits
-Byakko Soshoda (palm): MP, HP meter gain on whiff from 20 to 10, two extra frames to LP, MP, HP
-HP damage from 150 to 140, chip to 30, stun from 250 to 200; MP, HP have 4 less active frames
-Sei'ei Enbu is a second shorter, does less damage from chip
-Raishin Mahaken (UC1) from 480 to 450 at full UC meter
-Tenshin Senkyutai (UC2) is 3F slower, from 440 to 410 at full UC meter; the last hit of the non-cinematic version does 90 ddamage
 
Dudley

• Standing Roundhouse counterhit is now +7
• Air Jab can now cross up
• Air Fierce is active for 7 frames (1 longer than in AE)
• Focus Attack level 1 is -3 on hit or block
• Medium and Heavy Short Swing Blow are less vulnerable to low attacks
• Thunderbolt will now always complete if it hits and causes untechable knockdown, and the EX version will not flash on the way up
• The Rose is focus and super cancelable
• Ultra 1 Rolling Thunder will connect fully on aerial opponents
 
h3ro said:
• Dee Jay can now cancel out of Sobat Carnival (Super) into Sobat Festival (Ultra 1). This makes him, according to the blog, the only other character besides Dan who can cancel a Super directly into Ultra.


OHHHHHHHHHHHHHHHHHHHHHHHHHHHHH.gif
 
Cody being able to FADC into Ultra 1 off Bad Spray is god like. The fact he can also cancel Bad Spray into Super is ridiculously good.

dylan.gif
 
Cody's translations are finished now I think

Cody
• Walk speed both forwards and backwards has been increased.

• Hammer Hook (Toward + Hard Punch) has been heavily revised in terms of frame advantage. If Hammer Hook lands on a standing opponent, then Cody is at +3 frame advantage. If he hits a crouching opponent with it he gets +1 frame advantage. If the move is guarded, Cody is at -4 frame disadvantage.

• This might be a typo in the blog, but they say: cr.LK xx MK Ruffian Kick is now possible. But that was already possible.

• Bad Spray is now Super cancelable — up to the first two hits. Because of this new property, you can now FADC Bad Spray.

• Bad Spray FADC into Final Destruction (Ultra 1) is now possible.

• Medium Ruffian Kick has had a hitbox size increase in the forward direction.

• EX Zonk Knuckle's range on the first hit was increased.

• The blog notes that EX Zonk Knuckle -> FADC -> into Final Destruction (Ultra 1) is a little easier now.

• Cody can now block during his Knife Pickup animation.

• Knife Standing Light Punch active time increased to 6 frames.

• Knife Standing Medium Punch is now a two-hit move.

• Knife Standing Hard Punch has had its active frames increased by 3, making it a total of 6 active frames.
 
Makoto, from USD

MAKOTO
-From 1000 to 950 health (back to Super value)
-Fukiage damage for LP, MP, HP from 100 to 90, EX from 140 to 120
-EX Karakusa has less ranage
-st.HK has a lower extended hitbox
-Target Combo 1's st.MK can be cancelled, like the normal version
-Tanden Renki (Super Combo) is 3 seconds londer
-neutral j.MP has a forward extended hitbox, hurtbox
-Hayate have improved properties on charge
-LP Lv3, Lv4 and MP Lv4 have further forward movement, all Lv4 strengths are -2 on guard
-All Lv5 strengths are armor break, further forward movement, from 170 to 190 damage
-Can tell when you reach Lv5 charge timing by Makoto's voice
 
h3ro said:
Makoto, from USD

MAKOTO
-From 1000 to 950 health (back to Super value)
-Fukiage damage for LP, MP, HP from 100 to 90, EX from 140 to 120
-EX Karakusa has less ranage
-st.HK has a lower extended hitbox

-Target Combo 1's st.MK can be cancelled, like the normal version
-Tanden Renki (Super Combo) is 3 seconds londer
-neutral j.MP has a forward extended hitbox, hurtbox
-Hayate have improved properties on charge
-LP Lv3, Lv4 and MP Lv4 have further forward movement, all Lv4 strengths are -2 on guard
-All Lv5 strengths are armor break, further forward movement, from 170 to 190 damage
-Can tell when you reach Lv5 charge timing by Makoto's voice
ffffffffffffffffff
 
Oni

•Stamina from 950 to 1000.
•First hit of EX Goshoryuken causes untechable knockdown.
•Previously for EX Hurricane there were situations where not every hit would connect. That has been fixed.
•LK Demon Slash now has an additional hitbox on the lower side, so it’s easier to hit thinner/crouching opponents.
•Raging Demon’s damage icreased from 350 to 370 regardless if it’s ground or air.
•With UC1, when you aim it upwards, it’s 9 frames on start-up. Full invincibility from start-up to the second active frame.
 
Gr1mLock said:
Im not sure were talking about the same game

Ah, I play Abel and don't fight Guy frequently enough. If I'm put in the corner it feels like I've got no way out between target combos, run-stops, and air-grabs.
 
awesome, nerfed makoto and now i'm salty. oh, a whole bunch of buffs to charged hayates that I never use.

i was gonna beat daigo with her in 2012 ver, but I guess I can't now.


but maybe that'll change, it's just a loc test
 
Conceited said:
Oni
•Stamina from 950 to 1000.
•First hit of EX Goshoryuken causes untechable knockdown.
•Previously for EX Hurricane there were situations where not every hit would connect. That has been fixed.
•LK Demon Slash now has an additional hitbox on the lower side, so it’s easier to hit thinner/crouching opponents.
•Raging Demon’s damage icreased from 350 to 370 regardless if it’s ground or air.
•With UC1, when you aim it upwards, it’s 9 frames on start-up. Full invincibility from start-up to the second active frame.
Health and LK slash are nice I guess.
 
Spirit of Jazz said:
Ah, I play Abel and don't fight Guy frequently enough. If I'm put in the corner it feels like I've got no way out between target combos, run-stops, and air-grabs.

Oh..well yea that is a pretty bad fight for abel imo. In general guy is still mediocre.
 
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