Hey Maestro you are actually right about the walk back speed being more important. The nature of whiff punishing involves walking in, and guy already has good enough forward speed, and then walking back and punishing their normal with your furthest range poke. I guess I was just annoyed that both werent buffed.
Anyways in the newest episode of Alphaism Radio (http://www.alphaism.com/?p=294) Bunkei says that Guy’s Ultra 1 hits fully when used as an anti air. Dunno where he got his sources from, and its probably just a mistranslation of the extended range on U1 buff, but he did say it.I’m not sure at exactly what point he says it so I recommend you listen to the whole thing.Its a good episode of alphaism anyway.
The Ultra 1 buff may make it possible to do Bushin Chain, FADC mid-screen more damaging. Ultra 1 may also be viable against projectile characters as well.
I hear you…yeah he can get in and overwhelm fast but as you know that comes with a certain degree of risk. I meant more as far as footsies go. He could really use that extra spring in his step.
I have a feeling that using Ultra 1 to punish fireballs will be far easier if its true.
I cant think of a definate time I use Ultra 1 to punish fireballs but I know Ive done it a few times and its risky as hell, if the Ultra moves forward more, the risk is halved.
I don’t think an Overhead Bushin Flip Elbow is a viable request any longer(see Gouki changes). So in its stead can we just all agree that we want a property request thats a little within reach of being granted? Namely a fix to an issue that never should have occurred to begin with. Chip damage to bushin flip elbow, treated as a PROPER special move this time. I ask anyone here to show me which other special move of its type that does NOT inflict chip damage? Hell, i’ll go even one further, i dare you to find even an air special move of a physical striking nature(thats NOT a command normal move) which actually does not inflict chip damage. Thats right i don’t think you can. If any of you do find one, then i’ll concede this request(even though its meant to benefit us all). What i’m trying to point out here is a rather inconvenient design flaw, that illustrates some bad inconsistency w/ the cast; w/ our Guy here being on the short end of the stick and just wish for this to finally be rectified. Again, i suggest this go in tier 3, Not only to get there attention, and show how bad of an omission this is; but also the subtly intricate game play applications that would come with this fix. I guess i also need to point the fact that BF Elbow also already has comboability from a deep hit so that request is redundant. But do you know what it doesn’t have?..
What about Akuma/Gouken demon Flip ? And in my opinion, the bushin flip is the same kind of move…
Bison head press and Head stomp does not Chip. Or I never noticed then shame on me.
Vega flying barcelona ??
Bushin Flip and Demon flip are entirely different, for one Demon Flip can grab crouchers as it always has and only people on the ground, Bushin Flip is for both and ground (only when standing), Demon flip in AE had a large mix up factor, it had an OH, divekick, sweep and grab, Guy only has his grab and elbow that isn’t an OH, can be avoided, and does not give Guy much frame advantage on block and unless spaced or CH doesn’t give him much on hit either. Akuma’s flip is leagues better than Guy’s even with the Punch not being OH anymore he has frame advantage.
But the moves you mentioned I do believe they do chip.
Yerp Bisons headstomp does 30 chip/45 for ex. Press is 27/40.
Vegas is 17-22 then 12 for ex.
Yes I am THAT bored today.
My questions are:
Why does guys Ultra 1 do such crappy chip when hes left so open after it being blocked?
Its doing like 27 chip or something under 30 anyway.
Thats lower than: We’ll almost everyone. There are a few more stinkers like Vega and Ken’s Ulta 1 and Ibukis Ultra 2 (she has a godlike chip super tho), but its seriously shite, especially when Super also does an amazing… 20. Most of the cast have a chip solution when things get really down to the wire. We have Ex bsk or Hozanto which are both terrible chip wise.
Im not looking for Fei or Blanka chip (both are about quadruple the chip damage on both super and Ultra) but something extra please.
and
Why when you use Ex run stop does the extra armour hit not activate when Guy stops automatically?
I’ve used ex run, Im obviously not planning on running through the opponent. If Im close enough for Guy to auto stop that means Im close enough to WANT the armour on the stop. Im bitter about this because if you misstime the stop by even a fraction you cannot override the auto stop and you will get hit, using ex run stop against Ryus forward HP for example is annoyingly annoying. You will either :
Get one armour hit off the run, then Guy will cancel into his autostop meaning you lose the armour of the run= get hit.
Get one armour hit off the run, and then stop in time to absorb the second hit, which defeats the purpose of ex run having two hits (well it doesnt defeat the purpose dont get me wrong, it just makes it a one armour move anywhere closer than max overhead range)
Why does he even autostop in the firstplace?
If I want to run at Ryu while he slams two punches at me why cant I if I have a move that can absorb both hits? and if he follows up with a shoryuken I can ex stop and use the absorb to cancel into ultra… that’ll teach the ****
^Yeah I’ve mentioned that before many times, about Guy’s Ultra 1 and Super not doing enough Chip Damage. The rest of the cast can at least do more to end a match or get something for their trouble. Theirs almost no excuse for Guy’s Ultra 1 not doing at least 60 Chip Damage being he’s Low Tier and seeing how hard it is for him to get in on an opponent. The Chip Damage is only 24, which is pitiful. But as far as his other Speicals like Hozanto and Run Slide, they actually do good chip. ‘The problem with Hozanto is not it’s Chip but it’s Speed’. I never liked Normal Hozanto’s SLOW speed, its just not that useful against 90% of the cast when playing Footsies. Thats why most Guy players will almost Never use it outside fighting a projectile character. Run Slide is actually pretty good but it’s unsafe on block, so you have to use 2 meters to make it safe. Make Normal Hozanto MUCH faster to play better footsies and to get chip damage off of people who choose to play lame. Guy’s Running Overhead does good chip as well but needs to be SAFE from max range in order to be viable. My hope is they make Guy the anti-downback character of the game, that would be great. Also I agree with what someone said a couple of post back about Elbow Drop doing Chip Damage, at least 10 damage, or give it more stun. Just buff it, it’s to weak.
Guy;s Run always did that the moment he reaches his opponent or Run underneath he will instantly stop… but to be frank you should never blatantly Run at the opponent any smart player will just Block wait for the attack/stop animation then counter you, When Guy does autostop you’ll be at a huge disadvantage in regards to frames because it takes him longer to stop overall which is why the armor part of it might not activate., you’re better off stopping outside there normal range than stopping within it or in front of them, Save the meter for fireballs unless you’re against Sim but even for him don’t abuse it as he can easily just teleport.
I get what your saying, and the last part of my post was a little tounge in cheek.
Its not that the armour part of the stop might not activate, its that if Guy auto stops there is no armour whatsoever. The frame he enters the auto stop animation the ex properties wear off.
I think its the fact the auto stop is the same wheather its ex run or not that annoys me. Why else would I ex run at someone other than to absorb hits. Especially if I have run close enough for Guy to autostop. I suppose its true that if Im going to ex run that close I should be able to stop in time too, but then I couldnt moan about it
Just on that point, which is true, but your assuming Im just straight up gambling on a ex run to get in for free.
I wouldnt be ex running so close if I hadnt predicted that I could get in close by absorbing exactly 2 or 3 hits and be able to attack the other guy before his move recovers. If the other player has been predictable, or even better starts every block string after a jump in with the same two normals (it happens a hell of a lot, hit confirms are rampant) I will try use ex run stop.
Because it completely throws them off guard, looks completely badass, uses only one meter and is relativly safe. Unless you miss the timing of lk and get the dreaded aaaaauto stop (said in a deep scary voice). We dont have a FADC reversal to use and I think ex run is supposed to fill that gap to a degree.
But I could just be looking for another buff to fill a hole in my game that I really should be trying to fix myself, but I can try right
guy is always inferior to the rest of the cast… slow no good footsies, no safe moves, no fadc, no good hurricane kick, no chip , no frame advantage on elbows like demon flip and twins dive kick , no throw range, no free ultra
Going far to into it there i’m afraid, Guy has good footsies the problem is he lacks range, and unlike most of the cast doesn’t have a big low cancel game, he only has cr.lk, while most characters can benefit from their cr lk and cr mk.
The only safe moves he has is low hozanto, MP leaves him at -2 yes but that;s only good for some of the cast, at least if you FADC you will be at +1 I believe. he now has a good hurricane in 2012 from the looks of it minus the FADC ability but you shouldn’t rely solely on FADC.Guy has uses for his meter respectively, Chip ehh it happens cant complain if he had his Kick super as a replacement I’m sure that would be better chip if it was safe of course. People with divekicks, have to hit at least below the waist to have any good frame advantage on block, Top of the dome and its disadvantage or even, the same applies to Guy. His throw range in super sucked, but they buffed that in 2012,His Ultra will now probably have more use both of them. I seriously hope his Ultra 2 has a bigger grab range than his Regular throw, If its anywhere near Yun’s EX Zenpou, that would be ahuge buff…
With the changes released now, I’m going to be watching this thread less and I probably won’t updating the first post very much. Ill still keep it open for AE 2013 though, unless a mod closes it or something