AE Rebalance Patch: Guy wishlist

how the hell does cody get faster walkspeed and bad spray fadc-able to damn ultra but Guy doesn’t?

i’m always gonna stick with you Guy but they doing you bad my man.

says j.mp, not j.mk

yea sry about that… trying to make his floaty jump ins better with bigger hitboxes under him.

[COLOR=#000000][SIZE=13px][FONT=Verdana]• EX Hurricane Kick got a hitbox adjustment so that the opponent gets juggled into all of the hits easier

Hmm. If the opponent can be juggled into all of the hits easier, this means there are more active frame between the kicks…which means people probably won’t be able to fall through it anymore.:wink: [/COLOR][/FONT][/SIZE]

yea that’s like the only thing that got fixed that we complained about… better then batting .000 i guess.

One of the worst set of buffs I’ve seen compared to all other characters and it just had to be guy…

Just to put in perspective, Guy’s (AE) grab range was .84 and Ryu’s is .9. Now that he has the same grab range as ryu, would anyone be able to point out the significance? I don’t know much about grab ranges, but in AE, you can jab x2 into kara grab (st.mp). I guess doing this would be easier. Any input?

its not set in stone things are likely change… I mean look at what happened to Yun and Yang… nerf isn’t even a word to describet here shit.

That’s all I really wanted. I’m glad they came through.

His kara grab will reach farther as a result, almost like Ryu’s kara grab which is really good.

Apparently Run>Overhead doesn’t go over crouching opponents from close ranges, and his walk-BACK speed is increased. Why not buff his forward walk speed too?

So they fix Guy’s throw range which shouldn’t have been below average to begin with - and maybe now he won’t whiff so much and get anti-aired easily on his jump in attacks.

If I was fighting against Guy, I still don’t have much to be afraid of.

it’s not so much his forward walkspeed as much as it is his back walk that makes him feel so slow. when spacing to cause opponents normals to whiff… you walk back and forth, in and out of an opponents range. his slow back walk made it difficult to do this effectively. his forward walk… while not great… is decent. i’ll gladly take increased back walkspeed over no increased walkspeed though.

overall… glad they address people falling through ex hurricane. although i don’t use it often as an anti air… i mainly stick to cr. strong and ex air grab anyway. the hitbox adjustments to j. rh and his other air normals is good to hear also. losing to low profile moves needed to be fixed. would’ve liked TC hitbox to get a slight increase so it didn’t whiff on some characters on hit. overall… i’m content with the changes. i’m not ecstatic with them… not like i’m sure the cody players are with their WALL of changes. but i’m ok with guy’s changes.

hopefully they’ll decide to fix a few more things after the loke tests. maybe they’ll end up giving him increased forward walkspeed as well by the end of the testing.

• Neutral Jump HP hitbox increased
• Jump MP and Jump HK hitbox AND hurtbox increased
• Hitbox tweaks are mainly to make it easier to hit downwards
• Normal throw range increased (similar to Ryu)
• Elbow can be performed not just by holding down, but df or db too
• Command Jump/Izuna drop (all versions) – no recovery on landing if no buttons are pressed, so you can get in and aim for throws etc
• EX senpukyaku is fixed so that itll hit easier (where it might whiff before), easier to use against opponent jumping in, easier to not whiff against small framed opponents
• The run overhead kick (kubigari) – tweaked so that it wont go over crouching opponents if performed at close range/point blank
• Finally walkback speed is increased

my bad, its not “no recovery” but “reduced recovery”… i misread one kanji lol

YOOOO, if Guy’s command jump is like bison’s devil’s reversal where he recovers instantly, this will fix the problem with people using low profile moves to go under him. He may even be able to punish those whiffs with c.short.
That, or I’m just trying too hard to pull things from his buffs.
Edit:nvm

Run->OH and walk back speed increase is good …otherwise not really great buffs… but with top tier chars getting nerfed soo hard , id say guy is much better now…

New Nj.HP means it can be used for the safejump of Run->slide … since it doesnt whiff on crouchers awesome…

where the hell you guys read run > oh and walk speed buffs???

^^ Just go check the blog… there are two lines that have still not been translated… am guessing they mean those

Am also curious about the Jumping normals buff…http://i.imgur.com/ytd2u.png http://i.imgur.com/57tnI.png…depending on how much lower they have increased , can it be compared to the likes of Feis j.MP??

Assuming if the Dev team gained access to the requests here, then maybe its safe to say it would appear to be like they’ve ignored this thread… especially after see what some of the suggestion and priorities have been placed to. “Taunts!?” is this a Dan thread?.. We’d never be taken seriously this way…

From whats been stated so far, this is a decent start… they have addressed 2 of the main issues that being requested here so far; walk speed(careful what you wish for, you just might get trolled) + Ex Bushin Senpukyaku. Meanwhile the central theme of these balances changes here seem to be that of an increased defense in nature

Faster walk speed backwards is a good thing here, especially if it can be worked in conjunction w/ a better defensive posture(very much needed). Hopefully this buff helps to achieve this aspect of his game.

now take walk speed and combine this with an enhanced EX Bushin Senpu and you should have now potentially leveled up his defensive game somewhat. That right there I’d consider a buff in itself.

Increased throw range similar to ryu’s is a good buff too. Combine this with walk speed and overall good ground normals in theory means increased pressure mix up game from from further distances and stronger footsies

Additional air command elbow inputs… Buff speaks for itself

The adjusted hit boxes to his a normals are also substantially great buffs(particularly the former non existent jumping strong). If they also address his jumping forward kick hit box whiffing issues, then together with air command elbow, these make for huge buffs where concerning his air game

If empty bushin flip command reduced recovery is similar to that of an elbow recovery or less, also would make this a good buff

would have proffered command run overhead to have had reduced recovery frames on whiff as opposed to this, to each his own. If this means more ways being able to land damage, Chip or otherwise, then this is a good buff if it. So long as it maintains its attribute to cross up a knocked down opponent…

Good beginning effort so far, and i hope to see mainly more buffs of viable substance rather than non useful additions. Dev team should keep heading in this direction they’re going right now.

The Guy buffs are pretty basic and were needed for a long time. And what did they mean by command jump? (Bushin Flip?)