I personally am not in favor of the AE balance patch coming, but it’s coming either way and there is nothing we can do about it.
If this patch is supposed to be player/fan-based, there may as well be a thread for it so that developers and word-spreaders can have some idea as to what to do with Guy if they wander into the Guy discussion threads.
I just copied and pasted my post in another thread. Ideally I would want everything that we can clearly agree on to be in the first post and probably have the iffy decisions up here too. I’ll be checking back on this to keep the thread updated. Let’s try to make this clean and organized.
Tier 3 (High Demand/Things that should have been fixed a while ago):
-Increase Walk Speed: A character like Guy should not be moving as slow as he is now, but extreme speed (Akume walkspeed) isn’t necessary. Yun/Yang walkspeed? Sakura?
-Fix the hitbox(grabbox) of Target Combo into grab or autocorrect into the hit if grab whiffs: The grabs whiffs with hit-confirms and smaller characters. What characters specifically?
-Fix the hitbox on EX Hurricane Kick: Guy should not have to run the risk of his opponent simply falling straight through his only reliable reversal that is non-fadc’able, costs meter, and easily punished. Make it hit both sides like a hurricane kick is supposed to?
-Increase Ultra 2 range;Input issues and leniency?
-Allow Guy to cross-up Rose and Dhalsim mid-screen…WHY IS THIS EVEN A PROBLEM IN THE FIRST PLACE???
-Add more blockstun to far st.mp, allowing far st.mp xx lp hozanto to be a true blockstring and improving the viability of far st.mp xx run xx stop
Tier 2 (Considerable Demand/Discuss-able):
-Properties and Functions of Guy’s bushin flip elbow/grab: Bushin Flip Elbow to do chip damage; Bushin Flip Elbow to be an overhead (unreasonable); To allow combo-ability off of Bushin Flip Elbow, atleast on counter-hit or crouching; Two Separate commands for Elbow and Grab?
-Properties and Functions of d+mp in air (elbow): To be an overhead.
-U1 faster Startup; Consider making it combo-able mid-screen (vacuum property?), but give no animation (izuna drop); To parallel with Fei-long’s Ultra 1, one hit into animation; To scale less
-Run-Overhead to hit twice more frequently (Make the time between both hits shorter, fix the hitboxes so they will connect more often, or make the move a 1 hit armor breaker) To hit all crouchers, including female characters and Rufus (in most cases, Guy just leaps right over them.)
-Properties and Functions of EX Hozanto (Safer/Faster start-up); To give fireball invincibility…but he already has EX Run-Slide/Overhead
-Properties and Functions of non-EX Hozantos: Faster HP; Easier ability to go under fireballs with Light and Medium
-Properties and Functions of C.RH (Slide): To always knockdown; To make safer and closer ranges; To be an overall more use-able tool
-Properties and Functions of non-EX Hurrican Kicks: To make for a more viable reversal; Invincibility properties/Fix size of hurtbox so it does not extend out to spaces that Guy isn’t actually occupying; To make MK lower to the ground; HK to have upper-body invincibility to make for a better anti-air
-Improve hitbox on jump-ins, specifically j.lk and j.mk so opponents cannot use a low profile ability causing it to whiff. (Lower hitbox, or raise collision/hurtbox)
Tier 1 (Other things):
-To make first hit of c.mk cancellable (seems random, but this would open up a lot of doors for Guy)
-To give Ex Izuna Grab throw invincibility to other throws.
-More hitstun on Bushin Flip for some potential to combo, counter hit at least (not too reasonable since Guy already gets in for free from full-screen if this hits or is blocked)
-nj. hk to juggle on both hits instead of just one.
-To make any part of his FF chain cancellable
-Faster taunts