AE Rebalance Patch: Guy wishlist

Just realized, Guy should be able to hit U1 after Ninja Sickle anywhere on the screen now. Just hope it launches all crouching opponents now.

edit Nvm…forgot the hits push them away. This ultra needs a vacuum effect…

I was thinking that Ultra 1 will be a better punisher now. Like against T. Hawk’s condor dive on block, Cammy’s up-kick on block, Juri’s dive kick on block, Honda’s head butt on block in the corner. Counter Hit crHp or close stHk into Ultra 1 could be more viable.

You guys have to remember unless his start up data changed opponents will have to be -11 also for the distance he travels may make mid combos possible… but have to see more.

does anyone actually know how much they increased the range?

Hopefully they return the shortcut motions for Ultra 2 as well. Trying to execute 2 full half circles in an instant is pretty frustrating and it mostly results in shoulder rather than Ultra 2. Then you got someone like Abel or El fuerte who can easily do 2 qcf’s and get crazy range for a grab Ultra. Just ridiculous.

ono thinks this game is balance in term of damage he is right but he is not in term or executions and frame advantage… my opinion since super…

why viper balrog yun yang fei akuma gouken vega bison sagat knee etc i may forgot many has that frame advantage to be safe?

we only got tc xx lp hozanto to be safe and there is a gap where opponent can mash 3-5 shoryuken?tc or s.mp xxx slide doest count ( fadc back dash)

cmon ono please make Guy a good character omfg…

you can’t mash inbetween TC, lp hozanto. but outside of that you can mash. its a bother, at max range i would understand but upclose they should allow it at the very least.

To me, and I bet that to all of us, walkback speed (footsie game ladies and gentlemen) and increased throw range (kara throw is gonna be a MONSTER now) are the most significant BUFFS presented, unless the reduced recovering on landing bunshin flip (when nothing is pressed) proves to be what it looks to be from the description they are giving us.

Like stated here before by Flexov and others, if the recovering time here is reduced to an extent which allows further mix -up, like the example of throwing after landing, that Capcom itself gave, or maybe some frame-traps or even an Ultra 2 and so forth, then we would have a whole new Guy mix-up/pressure option in Guy’s game, added to run-stopping and etc.
Imagine, the opponent would not have any clue about what are you doing after landing, and I bet that would make many of them confused into getting their asses grabbed more. One thing is for sure, lp bunshin flip would become a solid part of guys pressure game, since you can keep going for it after landing using cr lk or lp. The possibilities are many! will he try the drop elbow? will he land and try something? XD That would force them into DP reversals, which is exactly what we want, so next time we get em with mp bunshin flip. Believe me, if this is almost instant recovery, we have gold in our hands. Otherwise, you will just get jabbed out of your landing, and it would worth nothing.
Not to say anything about a more solid lp bunshin flip pressure on the opponent’s wake up, if you miss and land on the other side, you should be safe, or at least safer than before. Moving around the screen and baiting stuff with bunshin flip (like focus attacks) are also better options with that.
I am really excited to see the outcome of this buff!

About the fixes, the hitboxes increases are good, the EX bunshin hurricane kick fix is something we have been hoping for since super version, as we were hoping for the running OH not to fly over peoples heads, so, my biggest thank you for Capcom on those ones.
But I would like to remember that the target combo scond hit still whiffes sometimes on hit, and I would also like the running OH to actually get two hits on some characters focus attacks, those are flaws, and I would not see them as buffs. So, for the mother love of God, FIX IT!

Putting that aside, I think Guy, with the walkback speed increasement and increased throw range + fixed ex hurricane kick, has a better footsie game and a better defense, which will make him a much more stable and solid character now. His mix up options were already awsome, and if the bunshin flip recovery time is reduced enough to enhance it, I promise a lot of blood will be shed in the name of the Bunshin Ryu.

Wake up Guys! SSF4 2012: Guy is gonna get more awsome and fun to play with than he has ever been!

Of course, the Ultra buffs can prove to be somthing too!!
I am hoping to test U1 agains fireballs!

@ bushinryu

I agree. Damage isn’t everything and I think that’s where Ono fails in his thinking. Sure, even I know Guy can create alot of damage and has really good damaging combos even without meter. But that damage doesn’t mean that much if you can’t stay in on your opponent. “Its easy to get your opponent in the corner, but very challenging to keep them there.” What would help Guy have frame advantage is giving him less recovery on Run Stop, give Running Overhead more stun or making it safer from max range and finally make Normal Slide safer on Block to help with Footsies. I also would like Capcom to add some more juggles just for the fun of it (Neutral Jump Hk buff, Ninja Sickle buff, more FADC options, etc.). I’m curious to see the new changes in action, (Bushin Flip recovery and Ultra 1 range).

I just got finish playing this Rose player and was winning with no problem, until he started turtling. He would sit in the middle of the screen and do nothing but taunt me to come to him. I beat this guy like 4 games straight and all of the sudden he starts manipulating the cheap ‘down back’ game mechanic. He didn’t even want to fight me, he just wanted to get cheap wins off of me because he knew how to ‘expose’ Guy. Guy needs more than these ‘Fixes’ he’s recieving in the update. Guy needs the ability to cross-up Rose mid-screen and the ability to stuff Cammy’s Up-Kick somehow. It’s almost impossible to jump-in on Cammy, even on her wake. I train hard against these characters, but what good is it if you can just manipulate the system or have unfair advantages? Capcom needs to wake up and fix these problems we’ve been dealing with since day 1… And I just found out that a raw Super doesn’t combo all the way on Rose, I thought they fixed that?

oh man, I guess you should stop jumping so much? As for Cammy she’s got worse footsies than Guy IMO, so she’s gonna have to come to you. Bait out those Cannon Spikes when possible, I don’t think you can safe jump her.

Ok now that we know that there will be a second phase of locktests, I think it’s safe to think that there will be another change list.

MADma3str0 and I have a discussion about Super against Rose (and others) in another thread starting from this post.

When I first recorded this video, I’m pretty sure I tried the setup on Cammy, and it worked:

[media=youtube]TO3m7_DNdIk[/media]

If I’m not mistaken, Sagat and Cammy have the same wake-up timing.

Cammy is a headwreck though. Adon was too untill they increased his wakeup speed.
Just have to play grounded. As for Rose… I hate Rose. She bores me.

Streak you’re right. Cammy, Fei-Long and Sagat’s reversals come out in 5 frames, so they can be safe jumped. Shoto’s are 3 frame and cannot.

You have to empty jump for shotos do anything else you’ll be hit… or take the risk in EX izuna orr EX Bushin flip,

Last two options are of course for anyone that doesn’t know, high risk/reward.

With EX izuna, they can delay their SRK so it won’t be caught, and also you’ll have to delay your jump a bit to be at the right spot to catch the reversal.

EX bushin flip, strict timing to catch reversals and the 1 frame they are standing, can be avoiding with low profile moves that are mashed on wake up… if the player knows about it.

Oh, I was implying that it was difficult to safe jump them because of their different wake-up timing. I know I had a lot of trouble with it before.

@ e1j1

I see what your saying but I don’t jump in on Cammy that much. I said what I said about Cammy because in ‘Training Mode’ I can’t never find nothing against her cheap wake up. All she has to do is Reverse with Up-Kick giving no thought about it, (its to easy). She is probably the few that doesn’t have to think, it will just auto correct or I’ll get hit by that big or weird hit-box. I have a beast of a Cammy player on my friend’s list and I generally don’t have a problem beating him, its just her wake game can be so annoying and unfair. I don’t jump alot but i do bait alot. Most set-ups I use work fine on the rest of the cast but her. So I did come up with some set-ups recently after a long struggle to come up with something…

  1. Forward Throw; Fierce Hozanto, Forward Jump into Mk or Elbow Drop. (streak used this)

  2. crMk; Forward Dash, Back Dash, Neutral Jump into Elbow Drop. A bait to beat Up-Kicks.

  3. Bushin Flip; Forward Dash, Forward Jump into Mk. Doesn’t work in the corner, her Up-Kick will auto correct like most of Guy jump-ins.

  4. Super Combo; Forward Dash quickly 3 times then Forward Jump into Mk or Elbow Drop. (I posted this one in profound punishment)

Some of these are pretty good but I still need to come up with more…

That Forward throw, forward jump, cr.Hp, forward jump Hk setup won me two matches against a great Cammy today… its awesome and I never knew it existed.

The Bushin Flip, forward dash, crossup I use a lot. Once they get used to it its amazing how you can Bushin flip, forward dash then just walk up and throw them on wakeup.