AE Rebalance Patch: Guy wishlist

Just a random wishlist. I’ve heard that Yun and Yang (and presumably Fei) aren’t going to get nerfed in AE2012. If that’s true, it’s almost a certainty that Guy will get buffed in some way or another though I don’t expect or want all of these to be fulfilled:

Minor buffs/Fixes

  • Fixed hitboxes on Ex Tatsu (or increase the length of each active hitbox from 1 frame to 2-3 frames) so that jumping attacks don’t whiff through and it doesn’t whiff against low attacks like Yun/Yang cr.LK.

  • Fixed hitboxes on f+MP overhead. Right now against certain characters (e.g., Sagat), f+MP hits only once, more often than not.

  • Improved hitbox on jump forward MK so that it doesn’t whiff so easily against low attacks like Ryu/Fei Long/Guy cr.MK.

  • Improved TC hitbox (currently misses against crouching Sakura all day. Misses against Cody easily as mentioned before… I don’t really care about this though)

  • Fixed armour on Ex Run-stop. (Sometimes it doesn’t give armour. I dunno how or why, but something about it seems buggy, and I’ve gotten hit out of it without armour triggering at all).

Significant buffs

  • Faster walkspeed

  • Ex Hozantou less disadvantage/neutral on block.

  • Jump Elbow/Bushin Flip elbow to not whiff against low attacks like Ryu/Fei Long cr.MK.

  • Slightly increased damage on all Tatsus (except HK tatsu since it’s used primarily for combos) to make up for the fact that they are non-FADCable. It’s a bit annoying that Fei’s Ex DP does more damage than Ex BSK and is FADCable and autocorrects a lot easier).

  • 0.9 throw range

  1. U1 needs to be adjusted so it doesn’t scale so horribly, make it like Fei’s U1 were if the first hit connects, it goes straight into the cinematic. They could nerf the damage on the first hit to be as low as possible, but buff it during the cinematic to make the ultra do less hits overall for the same amount of damage as it currently does naked (so less hits but overall same damage = less damage scaling). This might be difficult to implement on airborne/juggled opponents, in which case they could increase the damage the rest of the kicks in the ultra so they do good damage but you dont get the cinematic at the end.

  2. Give LK hurriance more invincibility on startup and low enough to the ground that is can be FADC’d, Guys only good “get off me” move requires meter and cant be FADC’d. Also as others have mentioned, make EX hit on both sides.

  3. Make run stop build meter

  4. Slightly easier motion for U2. Im probably alone on this one but I could do this move no problem in all the alpha games, yet unless I do it as slow as possible or buffer it during a jump or taunt (lol) theres a 50/50 chances Ill get EX Hozanto. HCB, QCB would be cool, QCB X 2 might be a little too easy.

Thats all I can think of for now, I’m not complaining about the damage buff Guy got on his Super in AE but I didnt think he needed it, would gladly trade it for some of the above.

For me I would be satisfied with the following overall;

  1. Ultra 1 does at least 60 Chip Damage on Block (a trade off for it’s bad damage scaling)
  2. Faster Walk Speed (to compete in footsies)
  3. Elbow Drop is an Over Head (for people who like to lame)
  4. Less Recovery on Run Stop (more pressure)

-I whiff the jab from TC after st.rh too. i think that’s more of an issue with Sagat’s hit/pushback animation rather than Guy’s jab
-I don’t really know what to say about the 2nd hit of U1; I’ve never had that happened to me. I’ve never found myself in the position trying to punish someone with it if they are that far away in the first place.


-You don’t get armor from EX Run-stop if the game automatically stops for you such as running into your opponent or running into a wall.
-Run-stop building meter would be broken. I shouldn’t have to explain why, but just imagine all the times you can run-stop while pressuring your opponent and turtling full screen. It would be worse than what air-tatsus used to be.

I think Seth has a simular issue too. Something to do with his hit stun animation. I don’t remember this being an issue in Super though was it? The whiffed u1 usually comes from Ultraing through fireballs where it is possible to land the first hit but not the second.

Edit: Tested on Seth and it seems to be ok. Just thought it wasn’t working due to another vid I watched but it seemed ok in trainning.

Would FADC Hurricane kicks (first hit) be too much? Allowing him to combo into Ultra 1 anywhere on screen? I don’t think this would be too good.

Increase walk speed, forwards and backwards.

Speed up c.Hp and buff it’s hitbox to give him a solid anti air and better run stop pressure.

Far st.mp xx lp hozontou combos

decrease recovery on run xx stop (cant count how many times I’ve run into random shoryu’s trying to keep pressure)

Give run xx overheard more + frames on hit allowing a combo every time. (No reason this move should be high risk, low reward)

Ninja sickle forces stand on first hit, allowing it to launch crouchers. Also increase it’s speed.

Make U2 command into qcbx2+PPP? I dont really care but this move seems harder to do for some reason in AE. Also allow it to grab Fei’s FADC Flame kick, but I think this has more to do with nerfing Fei Long. A range increase would be cool too. Maybe slightly better than Rose’s throw range. So like 1.1 or 1,2

Fixes id like to see

  1. TC not whiffing or atleast Cr.LPx2->TC should work on everyone…sometimes even Cr.LP->TC whiffs on some characters… Max range TC whiffing is ok
  2. Ninja sickle should launch crouchers (Srsly whats the point of this move??..Its a good frame trap that leads to ultra ,but half the time you are either out of range or it whiffs)
  3. EX tatsu ,J.MK shoudnt be soo vulnerable to lows… fix the hitbox

Buffs(although not needed to be viable)
1)Walk speed
2)Faster startup on LP houzanto so that it can combo of st.mp
3)Normal 0.9 throw range and improved throw range on U2(This wasnt even buffed from SSF4->AE)
4) NJ.HK should have better juggle properties

And just for the kicks Ninja sickle->TK air grab… shit would be sooo insane :stuck_out_tongue: … and some better dmg on U1 would be nice… considering it scales like a hell…

They said that nerfing the top tiers would be the easy fix but they want to buff the lower characters to compete! So this list is indeed useful! SO expect changes definitely!

I don’t know where these suggestions are supposed to be put officially, but I think Guy needs to be able to focus cancel EX bsk (ex tatsu) and have the same juggle properties so that you can follow up with ultra 1 in the corner if it hits.

I would spend 3 meters in some situations, especially on wake up just to get out of pressure.

I’ve already gave my opinions on what I would like and i agree with most posted (and also realised that I’m a bit stupid when if izuna elbow was changed to be an overhead = broken). :oops:

When punishing with fireballs with Mp.Hozanto, Im aware that my timing could be off (a fraction too late so I’m getting caught in the ass as i pass through) but I guess what I mean is couldn’t there be a little extra projectile invincible hitbox on the back side of Guy… y’know… just because. pweeeese. :rolleyes:

Walkspeed increase: This might sound a bit stupid , but I wish they could ad in a frame or two of animation between Guys neutral stance and walking. Its horrible looking when people are trying to keep spacing as it is but if his walk speed increased it would be even more fit inducing, most recent case in point is Combofiends evo match against FlashM:

There is actually the perfect animation frames already in the Game… for those of you that are as bored as i am, pick taunt 4 and cancel it into walking forward. Obviously this would be sped up by a fecking lot.

(Ive been drinking :blah:)

i stumbled across this thread because guy is one of my alts and i don’t understand this part of your wish list. the ex tatsu goes straight up in the air and the first hit is around mid section. so why should it hit low? there are other characters with this because it involves jumping ex. viper, and balrog of the top of my head. i understand you are spending meter for it but if your opponent is smart enough to know that there normal on there character is going going to go under the move because he is JUMPING while doing the move you have to give them props for baiting you. like i said i’m just curious to this.

I agree with everyone who said the EX hurricane kick should hit both sides. It’s way too unsafe for a viable reversal. I also want cr. RH to be a little less unsafe on block (not close range). Faster foot speed as well of course. Guy doesn’t look too intimidating while walking that slow to the opponent.

  • Hurricane Buff
    Regular hurricane’s not throwable on start up, making it a better risk reward for trying to beat meaty throws or meaty lows. A frame or 2 of invincibitly would be nice too, for when you are attempting pressure with guy and all the opponent is doing is mashing on OS tech, which can sometimes be very difficult to deal with because guy has hardly any counter measures for it. This would also help in the matches vs the grapplers. They tick into 360 and you have an option out with sk hurricane because it would be either unthrowable or off the ground on the first frame.
    a. For everyone asking for the EX hurricane to hit low attacks, the sk hurricane already does that. I becomes a little guessing games weither or not you will do sk hurricane (beats low profile lows, loses to mids / throws) or ex hurricane (loses to low profile lows, beats mids / throws).

  • Run / Stop Pressure Buff
    I would love to see him + more frames after a blocked normal into run / stop. Lessen stop recovery time so he could get to maybe +1 after a run stop from TC (on block) vs -3. This would help his general pressure vs mashers and would do wonders versus the grappler match ups, being able to pressure them without fear of being thrown at every stop / shoulder / ect.

  • Shoulder
    Maybe get it to even on block? This gives him a decent safe chip option and at 0, he isn’t able just to abuse it. Again another move to help deal with the Grapplers too, pressure them somewhat safely.

  • Walk speed buff
    I am on board with everyone else with this one, I’m not talking akuma or nothing like that but, just faster.

  • SLIGHTLY FASTER c.fp
    One of his best throw tech crushers that works some of the time. Slightly speed this move up to better compliment how we have all learned to use it. Start up is currently 9 and Duration of 2, what about start up of 7 and duration of 3? Just SLIGHT buff, enough again to make it more useful in that scenario.

  • Normal throw range
    ’Nuff Said.
    Other than that, I find him to be a good mix of challenge and fun. If anything for fun would be added to guy (and still have him fair in top level play) I would like to see:

Bushin Flip:
A high option out of bushin flip, giving people a reason to stand up when he does it. I would prefer you would have to combo from it to get a knockdown from it.

Just got completely floored by Yun and Yang multiple times :oops:

How exactly can these matchups get any easier ** without **nerfing the +frames on the twins normals and the recovery/startup of some moves. (Yuns ex command grab is the most overpowered bullshit in the game in my (very humble) oppinion)
Unless Guy gets a serious change to +on block for things like his crouching lights AND another option to break defense (like a godly command grab/instant overhead etc) hes still not going to be as deadly as Yun/Seth/Yang. I love Guys playstyle, but its like it belongs in another game.

How can Guy get buffed enough to make him a valid choice?

This has been driving me mental the last few days, and its becoming more and more common. This is the only version of streetfighter Ive ever played where wakeup mash OS tech is a valid option. >:( I would love to see them make Throws impossible to tech from a crouched posistion… because throwing is braindead as is.

offtopic:
I hate the style that AE has brought to the table, now your either forced to turtle up and play as lame as possible OR go all out and take huge Risks.

I agree with the faster walk speed, if capcom were to change guy in any way, i really hope the walk speed gets a tweak. Other than that I would like to see:

  1. far s.mp - runstop safer
  2. more active frames on some neutral jump normals
  3. change input for U2 back to the way it used to be in super
  4. some kind of tweak to run-overhead. I think it should either be a high risk/high reward type move or a safe move that can be used as a good pressure tool.
  • either make it combo-able after hit but make it punishable on block
  • or safe on block, less damage, faster start up.
  1. not necessary but it would be good to have a faster start up on U1.

I really have a problem with Neck Flip only hitting once on characters that move back quite a bit on focus, like Dic and Chun. A sort of vacuum mechanic on FF chain would be nice as well. I hate whiffing the throw when I’m in the corner. Just really makes me salty when I can’t get my reset game on.

Really good stuff from everyone! Here’s some stuff right off the top of my head.

Things that should be fixed IMO.
1.Tatsu - **HK- **upper body invincibility on startup for AA’s. EX- fix the active frames so people don’t fall through it all the time.
2.St.far.fp hitbox- adjusted like st.lp was for AA’s.
3.Hozanto- take down adv.on block -1 for each punch or at least make lp even.
4.St.far.mp- bad on hit and block now (-1 and -4 respectively)… that’s his only normal that’s negative on hit and that’s the reason why lp.hozanto doesn’t link.
5.Target Combo- i’m fine with adv. on block… just fix the hitbox the way it was supposed to be fixed in the first place.
6.Run overhead- NORMAL VERSION - Hitbox adjusted to hit all character’s focus attacks… (i mean that’s why its two hits to begin with right?)… Make 2nd hit +3-on-hit against crouchers so its safe and hits those annoying ass cr.mk’s that are used specifically to make it whiff. . EX VERSION- Make it safer on block , more damage on hit ,+4 on 2nd hit to crouchers , and/or +3 on standing so the EX has a better purpose.
7.Air grab- can’t be beat by other grabs or normals if done before the them.

***Wish list


1. Ultra 2- old Super inputs since 2 qcb’s seems highly unlikely… .9 - 1.1 grab range.
2. Ultra 1- Vacuum , 1st hit animation , and or scaling adjustment… Vacuum or 1st hit would allow FF fadc > U1 midscreen , which isn’t asking alot since the scaling is awful anyway.
3. Walk Speed- Everyone’s mentioned it … please make it happen or change his costume so he wears snow boots so his current walk speed is justified.
4. Linking run slide to the fierce punch of FF Chain.

That’s all i have… good job from everyone in the Guy forums with there opinions and input… one way or another we are gonna get some change!
Keep up the great work cause it is appreciated.

I may not be understanding frame advantage notations right, but if we’re at +3 on hit against crouchers, does that mean we could link into c.LK?

cr. lk already links on overhead counter hit but its a 1 framer i think.

plz remember these are all personal opinions that can be modified to be more reasonable.

Don’t worry, I was just trying to understand something.