1.Higher Priority On Command and Flip Grab
2.Increase Range On Ultra 2 or Make It Instant
3.EX Senpuu Hits Both Sides
4.Frame Advantage On Elbow’s
5.Normal Shadow Slide Is Fireball Invincible (I Don’t Understand Why EX Is,It Already Absorbs So Its Safe But Your Still Losing Meter)
His regular command Elbow how lower body invincibility from the hit box data… so his hurt box starts… just outside of his Elbow hitbox rather than his feet. so more like just below his waist. However bushin flip elbow its a different story. his, his feet can be hit.
Make Run -> Neck Flip either be a 1 hit armor breaker, make the time between both hits shorter, or just fix the hitboxes so both hits connect easier.
Far Strong with less disadvantage on block, maybe even 0 or +1. This makes Far Strong xx LP Hozanto a true blockstring, makes Far.Strong xx Run -> Stop viable, etc.
Fix the hitboxes on Senpuu, especially EX. All versions seem to be extremely inconsistent to when they hit or whiff.
Jumping forward whiffing (Rose/Dhalsim) needs to be fixed.
EX Senpuu hits both sides. It being extremely punishable, and the inability to make it safe justifies this.
Other changes that I feel would help, but aren’t crucial
Increased Walk Speed. Depending on how much faster you want his walk speed to be, this could help put Guy’s footsies in the right place. But, I don’t think this should be crucial because I think Guy was garnered to be a more rushdown, in-your-face character. He already has a great Close-Up game, with good frame traps, Run -> Stop mixups, Corner mixups, elbows drops are decent (although risky) for getting in, and they already buffed some normals like cr. short, far forward, and his overhead. If they make his walk speed really good, having good footsies + a great rushdown game seems too much.
Ultras buffed a little bit. U1 should be faster, or have better damage/scaling to make spending meter to combo into it worth it, and/or U2 increase range and/or make it a 0 frame grab.
Bushin Flip -> Elbow Drop easier to combo on hit. Make it at least possible to hit on standing, and/or always combo on crouchers. I seem to be able to combo against characters who have small crouching hitboxes (i.e. Ryu) but seems inconsistent on everyone else. But, pretty content with Bushin Flip how it is.
better run stop should be 0 or+1 on block, more blockstun on far mp
better u1, need to be more faster or connect midscreen or less damage reduce but they must do something
better walkspeed
and please finish to fix the tc, super, cross up on rose and sim that whiff too often
Imo guys needs nothing else and he should return to the category of good characters even with one of the first two changes I proposed.
Bonus:
Before talking about the best range for ultra 2 Give it the shortcut tolerance existed before AE. It has become very difficult to punish reaction now (I’m getting very little and I see that I’m not the only one)
buff the normals versions of hozanto, give more invincible to projectiles for example be able to pass under sagat’s low tigershots
more hitstun on flip’s elbow dops to make it more easily linkable
But when I read some of the ideas I understand that the wishes of players is not taken into account. Are you really serious when you ask for a safe run overhead in block , ex tatsu hits both sides (wtf)… Guy is a rushdown character, he doesn’t need to have great defence imo. I would just it to be viable,not broken.
Sry for my poor English, I’m French I suck =)
I been thinking about this for a while. Since Low moves like Ryu’s crouching Medium Kick whiffs on all of Guys jump-ins, why not make Guys Jumping Hk have the ability to cross-up like Seth’s Jumping Hk. That will help lock the opponent down and add more pressured block strings. Guy’s Hk can cross-up in the corner, but I would like to see it cross-up any where on screen with out any weird timing. I do agree the hit box on Jumping Hk also needs to be improved against low moves that make Guy’s jump-ins whiff. I rather have Elbow Drop as an overhead, but if that isn’t possible Capcom needs to at least consider Buffing Guy’s Jumping Hk.
So I finally got my stick back up and running, and went into training. Of course most damage combos require counterhit or a jumpin, Guy does indeed have a setup for 602.
In this case its a Counter-hit, Close St Hk, or Cr HP, Ninja Sickle, EX hozanto, FADC U1.
Also if U1 ever… gets a faster start up… I’m sure 9 will do it…and if its even possible… you could switch out Super with U1 in this Combo, Jump HK/HP, Ninja Sickle, HK tatsu, Super. (also if you manage to get a CH it turns to 616 Damage.)
It’s also not that hard to get that set up, if you know how to Frametrap your opponents but there is a space requirement you have to be right next to your oppponent for the Ninja Sickle to connect… Also this was done on Sagat.
Also if you’re feeling ballsy you can go for a slight walk up to get Cl St Hp instead of Ninja sickle.
Dude, I feel you completely. I always pick taunt 7 (I actually run 7/7/7, color/taunt/quote), and that ish is so bad ass, but I can hardly ever pull off even half of it in a match against a whiffing ultra with expectations to still punish. I’ll update first post pretty soon; been seeing some good posts and some other things readdressed.
Thing is all his taunts are good… its just he spends an age ‘getting into posistion’ to do them, like taunt 2… why does he spend so long folding his arms??
Just fold your damn arms and say what your going to say Guy Jeez.
Taunt 5 is still the pick of the bunch, *activate taunt - Guy stands straight up… 3 seconds later… guy begins taunt 5.
come to think of it that was the one I used for a long time because it has a resonable start up (sounds like Im talking about a proper move :rolleyes:)
I started using #2 because if you bait Ultra 1 / ex headbutt from Honda its awesome to use it as he sails across the screen.
“I recommend fasting”
Got a few laughs from my friend today… and a few beatings… stupid Honda
Somewhat updated; doesn’t seem like there is much to add since it seems like we covered most things already. Always room for discussion and reasoning though.
I personally don’t think he needs all THAT much changed, he is a pretty unique character as is already, but here goes:
Increase Walk Speed
Give non-EX versions of Hozanto more frames of projectile invincibility, Sagat and Guile’s projectiles hit you in the back of hp and mp hozanto all day.
Make far st. mp 0 or +1 on block to make far st. mp>lp hozanto a true string, and to make far st. mp>run stop viable, smart players punish all special moves cancelled from far st. mp.
Let the Bushin Flip Elbow Drop do chip damage…you can already link from it off a non-counterhit if the opponent is crouching, and off a counter hit if standing (character specific), but special moves do chip, this move should not be excluded from such rules.
Let his cr. roundhouse go under fireballs…Dee Jay’s does…Dhalsim’s does…Cody’s does…are those characters really more adroit than a ninja? No.
Lessen the damage scaling on Ultra 1, making it actually viable. Make the input for Ultra 2 qcb>qcb>all 3 punches or qcf>qcf>all 3 punches (qcf>qcf might be a little too god-like tho)
That’s really all he needs imo, his anti airs are fine, (cr. mp, cr. mk, st. rh, cr. hp, st. lp, EX Tatsu) they are just very spacing specific.
As far as “moves that feel useless,” perhaps change the juggle state on neutral jump roundhouse to juggle into roundhouse tatsu or some non-ex move (personally, I think neutral jump roundhouse, land, non-ex aerial command grab would be AWESOME), or perhaps allow the juggle to initiate some form of reset mixup? The move feels like it was designed to punish more effectively without using bar (corner juggle and dash forward> super combo aside).
And yes…make his taunts faster >.< lol
Thanks in advance for taking the time to read my opinions.
If I could only choose one improvement, if would be to fix the active hit box on ex.bsk. Anti-airing an opponent watching them fall through has happened to me on countless occasions. Luckily it hasn’t happened to me in tournament yet.