AE Rebalance Patch: Guy wishlist

I’d add that to the list, personally. Perhaps asking for the tatsu to hit both sides is too much, but surely reducing the hurtbox isn’t unreasonable.

There are ways to get Guy to do at least 600 damage in the corner and with Ultra might I add. But I believe there are only 2-3 methods if that and iirc they are character specific.

Anyways, Run overhead is safe on hit… leaves you at minimum +2 and if hit on the last possible frame whether they are standing crouching… or CH you’ll be at +5.

Guy’s most damaging one combo punish is 594 ( jump-in HK or Fierce > Ninja Sickle > HK tatsu > Super)… the character specific cl.rh >far fierce > far.st.mp > ex hozanto> U1 only does 588… Stun continuations , of course , would net you more damage but one single combo can’t do 600+. if he could cancel his st.far fierce punch to super/ex hozanto that would get you 600+ maybe in some setups but that would be too “Alpha-Guy like”

How broken would run- neck breaker be if it was 3 hits instead of 2??
(adding a third hit after the current two and spacing the damage out between the three hits.)

Its absolutly useless as a focus breaker, (which Im sure is the reason its multi hit in the first place)

I know its been mentioned to move the timing/active frames/etc etc of the two hits, but would 3 hits really be too much?

It would be freaking awesome though :smiley:

(also ill just say that I personally hate the low stun Guy can take… but thats my flaw not the characters)

If my stick was working I could easily go into Training mode and write down the combos I managed to get 600, this is without stun.

Run overhead has been a double hit since Alpha 1, it’s just mostly been used as a one hit because generally that’s what people would use it for.

I honestly was trying to break the 580 mark last night and was struggling, but I’m interested to see where the 600 combos are coming from (no sarcasm, I’m actually interested as to where the damage comes from) most of guys combos are the 300-400 mark for me.
Actually I was able to jump Hk, s.Hk, far.Hp xxx lp.Super against sagat in training. BUT it only works in Super, in Ae the farHp pushs you back too far. (still didnt break the 600 mark)

I know run overhead has always been 2 hits, but If I see someone start a full screen focus, I go hmmmm an opportunity to punish their stupidity, I run- overhead and get 1 lousy random hit and suffer huge damage because I used a move designed to have two hits to break Armour that doesn’t work. I’d be better of run-stopping and either cr.Mk or overhead, and thats a bit sad really.

Make run overhead hit all croutching chars, so he doesnt jump over them females/dhalsim and rufus?

Make his duck lk have the same range as it did in the first. Sorta one step one step back. Its faster which should make certain links easier etc etc, but now it has less range which is dum. Fix hurricane kick already. The change that they gave to it making the start of LK beat mids is so ridiculous specific its insane. And not realistic at all. Characters in general can still mash duck lp, and it beats all of guys hurricane kicks on start up besides EX. Really not well thought out change there. Again the mid attacks it can now beat is just to specific. F+mp is another stupid change, now hits twice, but half the time you hit a guy ducking it only hits once… So you actaully get LESS damage then you did before. Yea I guess now it can break focus and now you can combo off it… But this are pretty rare… Again another change that was no properly thought out.

I think whats worse is they did not fix his elbow drop or any jump attacks. Almost every character in the game can just duck and mash on that specific low that they have and guy has NO jumping attack what so ever besides a as low to the ground jump hk that can hit them. Guy has no cross ups or anything that actually work still vs most the characters in the game. Of course his bushin flip pretty useless still as well. Again I just chalk this up to people not really having experience vs guy, but seriously you can just mash on a characters duck low and guy has no realistic way of beating this sorta stuff. Of course you can still mash on a low and it still beats guys running over head as well which is silly to.

Meh don’t care enough to post more then that I guess… But on a combo sorta related note, making guys stand hk better they got rid of the teh stand hk duck hp link which I thought was fun. shrug Theres lots of other stuff that probably should or could be changed as well but the above I guess is the worst.

Bushin flip in general is a move used purely to test out peoples ranges, anti airing abilities and general spacing.HP bushin flip is also a legitimate escape out of the corner.You shouldnt really be using bushin flip to mix people up as it really is quite bad like you said.As I said, bushin flip should be used to test out the waters not for mixup.

Bushin flip elbow drop and regular elbow drop should be used to bait people in footsie wars and I think thats where Guys true buffs lie in AE. Baiting people to anti air elbows by doing elbows out of range of their normals, getting them uneasy by staying out of their ranges then punishing with your max range cr.Hk, St.mp and st.Mk (the last two got great buffs). Once you’ve established your ability to bait them from the air and punish them on the ground you can start your offense from something like a whiff punish with cr.Hk.Once youve got the knockdown from that you can pressure your opponent with a meaty attack and then its a 50/50 whether you throw them or do a frametrap, both of which push your opponent right back into the corner or lead into safejumps to further mixup your opponent. Once youve got your opponent in the corner it becomes much harder to defend against Guys ambiguous crossups and he has some disgusting setups to mind fuck people and destroy them.

Its a shame those combos you listed dont work but he already has 3 solid and consistent bnbs that work and theyre all you need really.Theres no need to get fancy with Guy combo wise which is why I dont mind his limited combo potential.His target combo buff makes him 10x better alone.

I agree he still needs buffs and like you said, the fact that alot of characters crouching normals make elbow/jumpins whiff is a problem. However the buffs to his footsies help him out there and hes more good than bad in this version in my opinion. Also, in my opinion he has good matchups against Seth, Sagat, Viper, and he doesnt get destroyed by the twins which helps him out in terms of tournament viability.

can i trouble you to list what these combos are? the combo thread has a whole massive list of combos, but doesn’t really do a great job (from what i could tell) of telling you which are the most important ones to learn…

cr.lk, cr.lp (to hit confirm), are they crouching?..st.mp xx st.hp (chain) xx slide/ex hozanto/ lp hozanto (if they feel a bit far, do not cancel into st. hp because it might whiff)
are they standing?..TC (st.lp xx st.mp xx st. hp xx st. hk) (throw or hit depending on situation), ex hozanto if hit

cr.hp, st.mp xx run slide/Ex hozanto (best used if you get a clean jump in HK as it doesnt matter if your opponent is standing or not)

st.Hk, bushin chain or target combo xx run slide/ex hozanto (best punish guy has and works on all characters after level 2 focus)

cr.lp,cr.lp hit confirm into bushin chain if opponent is standing or into target combo if crouching (this is the combo you want to use after jumping mk on your opponents wakeup)

Those combos pretty much cover every situation.You have a jump in combo, punish combo and a crossup combo on your opponents wakeup that is hit confirmable.

His general bnb for blockstrings and hit confirming into run slide is cr.lk, cr.lp, target combo xx run slide/lp hozanto.Check the frametrap threads/watch players to see some of Guys frametrap blockstrings.

For mixup on opponents wakeup you can swap out cr.lp for cr.lk.It hits low so you can do a 50/50 j.mk or empty jump into cr.lk. You can then hit confirm into bushin chain from it.Generally its better to start combos with cr.lk as it is a low attack and keeps peoples blocking in check.

thanks guys (sorry for pun), that was extremely informative, awesome, and timely! nice forum you’ve got here :slight_smile:

Umm thats the whole thing there is nothing to bait with bushin flips or jumping eblows. Only attacks that are baitable are attacks that dont need to be used. Unless your one of the few characters in the game that doesn’t have a low profile enough move that beats all of guys jumping attacks. This is really just a situation of people not knowing guy inside and out. Guy has no attack besides a as late as possible jumping hk that can hit most characters crouching while doing one of there said normals. There is no mix up no baiting. You jump vs ryu, fei long, any number of characters in the game. They press duck mk. Hell if they mash duck mk. You can not hit them. There is no mis timing. You literally can not hit them. If you drop anywhere close to them, you get hit by stand mk to combo. If you try to “bait” them. They wiff a duck mk. You can not punish. There at no risk what so ever. You also can’t even try to add a extra layer of a mind game to this situation by say empty jumping in into a DP or something to discourage this because in most cases these low profile moves ALSO go under your hurricane kick.

There really is nothing to bait from the air, unless the opponent again is one of the few side characters that doesn’t have an attack like this. Or if they just are unfamilar with the character in side and out which many still are. Or unfortunately are trying to use common sense, which well doesnt apply here. You just have to switch your mind set of not using normal anti airs or thinking about it like other characters shrug… And for ambiguous cross ups again im not of the opinon he has any vs someone when you know what your doing. Because they just mash on that duck attack to beat your cross up. Only ambiguous cross up stuff that doesnt include this stuff I can think of would be something like reacting to which way the characters head is facing on the ground, and then choosing to eblow drop from bushin flip etc to pick which side they are standing up on. Which only mix up there is just the which way to block the low then… Meh again at the end of the day I think people the only thing tricky about guy is when you try to over complicate your strat vs him. shrug

On a random note looking at one of my umm well notes from the game when it came out. Just because the above hit box thing on guys hurricane kick is misleading and doesnt show how it actaully changed on start up. A few examples of just how specific and unrealstic of a change they made… In Super lk hurricane kick lost to such attacks as chun lis stand mp ,sweep ,feis duck mp. Where as in now AE it could beat those. HOWEVER it still will lose to hp, ryus duck mp, close stand mp feis close stand lk etc. (sorry my notes are kinda sloppy and random I just kinda tested attacks that hit the mid section) Again just to show how fickle it is about what mid range attacks it can beat on start up. Of course now though lk version loses to lows now for free. And of course most characters can just mash on there duck jab on wake up and nothing guy can do besides ex will beat it lol.

Interesting thread! Here’s what I’d like to see:

Increased walking speed.
Slightly faster back dash.
TC still whiffs with crouching opponents on hit, especially with shotos. Be nice to see this fixed.*
Buffed attack box on EX Tatsu - either to stop opponents dropping through it, or make it hit both sides.
On that note, I’d really like to see the attack box of MK Tatsu’s startup improved as it sometimes whiffs if you cancel into it from far st.MP (happens a lot against Cody especially).*
Better throw range.
Projectile invincibility for EX Hozanto.

*May be a problem with the opponents hit box rather than the attack box of Guy’s move.

I don’t think there is much that can realistically be done about the hitbox on his elbows other than to make it active until the hitbox of the elbow hits the ground rather than the hurtbox on his body. The elbow is a small part of his body so asking for a bigger hitbox what be ridiculous. The reason every character can beat out his elbows with a mindless normal is because before dealing with his elbow, they have a chance to hit him out of it (the rest of his body comes down first before his elbow unlike most jump-ins where their foot comes down first) and based on how Guy is positioned in the air, it makes perfect physical sense. The only options there are to fixing the “problems” with his elbows are either to make them faster, or, as I said earlier, make them active until the actual elbow hitbox hits the ground (but half of Guy’s body would be underground by the time he recovers which doesn’t make sense.) I think hitboxes on his elbows are fine though.

Umm but its not just his elbow its EVERY JUMP normal he is has. Can be beaten by a move. Besides a as low to teh ground as possible jump hk. Like were talking safe jumpish jump hk that low. Jump mk cross up… Everything can not hit a characters when they do a low profile ducking attack. Which almost every character in the game has. If it was just the elbow thats one thing. But its every attack.

I play against alot of people with Guy at weekly offline tournaments/gatherings and its true that half of the people dont know the ins and outs of making Guys jumping moves whiff.However, I do have an offline sparring partner who I have run 100’s of sets with for hours at a time and he does know the guy matchup very well with Cody and he does use Codys normals to go underneath jumpins. However I still get games off of him and I’d say the win ratio is about 60/40 in his favour(hes a much better player than me in my opinion). Guy must be able to get wins even with that fact, as making jumpins whiff doesnt shut down the character.

I agree with you though, I’d like to see it fixed. Capcom doesnt really seem to know what guy players truely want though. Guy has alot of little problems with him that make him not as good as the rest.For example crossup MK whiffing mid screen against Rose and Dhalsim (this is something I dont think capcom will fix, just because in the grand scale of things its not too big, but for Guy players its huge). I believe a while ago someone asked Seth Killian a question about Gouken combos not working on one side of the screen and seth pretty much said, deal with it.

Well, almost every jump in normal can be beaten by a particular ground normal and that’s just the nature of the game. I would like some more active frames on in jump HK though.

Actually I think that Capcom if wants to fix this, all they have to do is either lower the hitbox or raise the collision box on both j.MK and jump elbow. I suspect that elbows being countered by low profile attacks is an intentional thing though.