The not so obvious choices for buffs but should be placed high up the list
in order of highest to lowest
the slight advantage gained by a counter hit close fierce that allows for a 1 frame link of a stand/crouch jab or crouch short, should be given to regular hitting close fierce. The merit of this change is small yet significant enough to say that this should be placed high on the list; which we need to be striving for quality changes over quantity of changes.
Consider the fact that this version of Guy is still NOT Alpha 2 or Alpha 3; who had the ability to special cancel from various points of his Final Fight Chain, dependent on which game you where playing. There’s doesn’t seem to be any significant reason for him to lack the option to cancel from the 1st hit of crouch forward kick. If so could some one in the know possibly enlighten me on this point.
-same goes for bushin flip elbow not causing guard damage. No reason for this being so, as far as i can see here; otherwise again enlighten me on anything i may have missed here regarding this properties’ possible Over Powered nature.
that hit box for crouch forward kick needs to be extended to the base of his foot like it should have always been
I hate to say this but Lk tatsu is throw invincible… putting MK as throw invincible will more or less likely cause them to take away the projectile invincibility. Just have LK tatsu hit lower, and also Mk tatsu can lose to low profile lows as well,
Was it changed in AE at all? The LK tatsu I mean? Because I just tried and was able to reverse throws also was able to beat meaty throws too with it, in super it seemed so iffy if you were going to beat those or not.
Dream buffs for guy. Run stop now is plus 45 frames on block. Give guy 200000 health. both ultras should have 0 frames of start up. ALL Normals should hit high,overhead and low at the same time and have 0 frames of start up and link to ultra. Focus attack absorbs 50 hits and gray life recovers in .00000003 seconds. Izuna otoshi should connect on grounded opponents. All bushin flips should track and be able to grab crouching opponents. Both ultras should do 2000 damage also. His tatsu should be an instant proctectile and connect with the opponent regardless of where they are on the screen and be armor breaking. In fact all his specials and normals should armor break. his normals should also chip damage. At least 150 points of chip per hit. Guy should also have a teleport.
It wasn’t changed to my recollection and I’ve seen the hitbox data for Guy cause someone had it for AE, and he still had throw invincibility, I think maybe it takes a frame or 2 to go into it… but HK tatsu is also throw invincible… but that doesn’t really matter…
I actually like the teleport idea. It could be something like Yangs, that’d be awesome looking. Hey correct me if I’m wrong but didn’t Guy actually have a teleport in Alpha 3 in one of the grooves or something.
I haven’t been at my place for the past few days so I’m not organizing the first post all too amazingly but I’m still getting the better things in there.
-Chip damage for bushin flip elbow would be a solid buff, I would shoot for 15 chip damage. It’s probably the best and most fair thing we can ask for in regards to this move
-Cancelling the first hit of c.mk is also a good idea considering it’s the second hit that gives the knockdown. Guy would have a whole new set of OS’s
-Edit: misread properties for close st.hp
I wish Bushin flip worked better / there are certain frames during the flip when you input punch for the elbow or grab and nothing happens, even mid air. I think the move should be more responsive / then there are times when I do a bushin flip elbow real low to the ground and the elbow doesn’t come out. (usually from the lp version) I think the elbow should come out faster because of this, or at least have it set so he doesn’t fall toward the ground until an elbow with a hitbox comes out
his 4 hit target combo should connect all the time. if I catch you standing with a st.lp? the mp follow up should never whiff ( see this alot against abel, especially after hit confirming with 2 cr.lp’s) / also the throw follow up (D+HK at the end) shouldn’t whiff either. in A3 when you did the target combo, each hit i his sprite up towards the opponent so then this was never a problem
I don’t like to see people falling through my EX tatsu either when I guess or react correctly for jumpins. that needs to be fixed imo
HK tatsu needs a buff. its no good outside juggles imo. as an anti air it gets stuffed alot. and the thing that really urks me about the move is that it doesn’t
hit grounded opponents. you should be able to hit standing opponents with it.
his super needs bigger hitboxes or something / the last 2 hits still whiffs on Balrog in certain situations
Fix his Cr.HK!!! I should not still be able to be punished on hit even if I connect with the last couple frames of the move. another thing that really urks me!!!
things I don’t care too much about, but would still like to see:
I would prefer his command for U2 be an easier one… it’s already useless as it is, why give it a hard command to do it with? lol I’m not good with 2 HCB’s
or maybe just give it a shortcut command, like QCF, HCB +PPP
U1 needs to do more damage! even by itself it doesn’t do to much, let alone in a combo… either up the damage or make it more useful. make it faster or somethin lol
let him cancel more normals into special moves, like he was able to in alpha 2. increase his run stop game
Also I hate to mention it here… but in Alpha 2 Bushin Chain was almost useless, unless you timed it correctly the HK would whiff, and in Alpha 3, if you hit HP at the max range, HK would be blocked because of the distance you were at. And his U2 has always been HCBx2 it’d be a miracle for them to actually change it… but It’d probably come at a high price of lesser damage, they could at least make the input easier for those that use it…
But Bushin Flip Elbow should have a bigger hitbox or elbow in general a tad bit bigger hitbox, and more hit/block stun on both. After all bushin flip elbow doesn’t hit overhead, and when it does hit at best leaves guy at +1 or +2 unless it is hit on its very last frame or CH which gives Guy +4 from the shape of things. And that is if they are crouching.or hit on wakeup if they stand.and don’t block.
make tatsu (especially ex) hit on both sides and give it full invincibility, it its current form its useless
_ run>overhead: make it safe and combo-able on hit, and hit twice more consistently, fix the whiffing on airborne opponents. and fix it to where he is considered airborne during active frames. should be lower body invincible
-Mp should cause force stand on hit, thus erasing any random target combo whiffs. problem solved.
-increase run slide dash cancel window
-bushin chain into ex honzanto (in corner) and Bushin chain throw (into corner) should be able to be followed up with ex hontanto > EX tatsu or even a FADC ultra one. in game it appears that it should work, but it doesn’t. and in BCT’s case the honzanto still whiffs. something I thought would have been fixed come AE.
seth killian said in an early interview that target combos will be treated as specials. guy with his final fight chain seems to be the only character this actually applied to. since it is treated as such, make the 3rd hit FADC-able (perferably into ultra 1 thus giving guy a out of corner a combo that can land Ult 1). in bushin chain’s current state it is unsafe on block and ultra-able after the third hit
I would also like to add:
bring back Hp launcher on counter hit, and make where it can by linked to izuna otoshi a’la Alpha 3
and fix the neutral jump Hk juggle state currently you can bare juggle anything off of it.
give jumping command elbow over head properties. and bushin flip elbow chip on block.
-Run-overhead is already combo-able (on crouching)
-Asking for FF chain (the 4 hit TC) into ex hozanto to connect with another ex hozanto and/or ex tatsu fadc ultra would be asking for another juggle potential which would be asking for more damage. Guy doesn’t need more damage
run over head is unsafe on hit, and only combo-able on counter hit, and only into light kick. if I’m wrong I’d like to see it done. also I’f I’m wrong, on crouching isn’t good enough imo.
also ff chain into ex hozanto into ex hozanto,tatsu, OR fadc ultra 1 is a meter burn (3 bars minimum depending on which) and ultra would still be scaled, with scaling it would do roughly almost as much damage as the ultra buy itself. which says a lot when most character combo into ultra and do almost 600+ damage guys highest damaging combo known does 588 and that.s with his super in corner. off a clean jump hk or hp
-Wiki.srk says run Neck Flip (Run-Overhead) is +2 on hit (safe)
-Run-overhead combos into c.lk, non-counter hit crouching, which can lead into st.mp…(follow-ups) I would show you, but I don’t have the materials to record.
-Combo’ing on standing hit would lead to ridiculous meterless damage consider run-overhead does 170 on non-counter standing.
-The only way someone would realistically get hit by his overhead standing would be by focusing (which is considered a counter, meaning more damage), jumping (which gives juggle potential, more damage)…heck, let’s say they get hit just-because, you just did 170 damage and you’re in at +2…this tool is already very advantageous for Guy in every way it hits.
FF chain stuff:
-Adding the extra hits would only scale it more, which would make the benefit very minimal and there are already people complaining about the scaling from Guy’s attacks into ultra…another issue that may or may not deserve more attention.
-Most = atleast 51%. There are 19 characters that can do a 600 damage combo into ultra? I’m not too sure about that one…Guy being 12 damage away from this list is not worth addressing; just because a small chunk of the cast can do something doesn’t mean your favorite character has to too.
What you say does make sense, but it is not necessary and if I were Capcom I would spend my time on so many other things about Guy than the things you talk about. But of course I am only 1 person meaning you are hearing only 1 opinion; this is a community effort and I don’t want to be the sole voice in this discussion.
In General:
I made this thread so that, as Guy players, we can point-out, discuss, and agree on serious and necessary fixes and buffs that Guy needs in order to easier-ly be played the way he is meant to be played…in an organized way.They made a very progressive step from Super -> AE, but if they say they are going to do a bit more, then we should point them in the right direction. I would love for Guy to have a teleport and touch of death, but fairly, realistically…and by considering his other high priority concerns, it probably won’t happen.
Most likely, this game won’t be completely balanced and I don’t mean to offend anyone, but before making a request and weighing in on a suggestion, consider pointing fingers at your own game-play and skill rather than at the character. I’d rather have this thread not be like the others where people are asking for their character to be A tier or asking for things that would do very little to no justice for Guy when placed next to other things.