yea bushin flip will have less recovery if you don’t press anything… i don’t see how this could be viable in any way but i guess we’ll see. Bushin Flip is fast across the screen yea but the recovery would have to be extremely minimal to make trying to use it to close space without the elbow drop even remotely viable.
Well if it has the recovery of something like Demon flip Palm whiff… then its srsly a huuge level up to his game… The blog themselves stated that bushin flip->dont press anything->throw is a good setup…so lets see how much they reduced…
It can also be a nice way of setting up some safe jumps of techable KDs too…via MP or HP bushin flip
• Neutral Jump HP hitbox increased
Better air to air in your already best air to air normal.
• Jump MP and Jump HK hitbox AND hurt box increased
Jumping HK sometimes whiffed when I tried to land a combo in a dizzied enemy, looks like that will take care and I’m not gonna lose my >100dmg hit. lol
• Hitbox tweaks are mainly to make it easier to hit downwards.
Probably is easier to land the crossup? I assume this is referring to jumping attacks. More normals hitting crouchers will make my life. xD
• Normal throw range increased (similar to Ryu).
Much appreciated, but I’ll still plink that xD
• Elbow can be performed not just by holding down, but df or db too
THIS IS OK, but I wonder why so many people asked for it in the first place. I had so far ZERO problems with elbow as is now. Switch to octagonal restrictors Guys…
• Command Jump/Izuna drop (all versions) – reduced recovery on landing if no buttons are pressed, so you can get in and aim for throws etc
WHO - HOOO
No kidding here, this will mindfuck people at maximum with lp version, run -stops PLUS elbow, and now is safer AND meterless, this little change is probably the most (or the second in importance, see walkspeed) of the entire character. You will see.
“Izuna > Throw is a good set up” looks like elbow recovery to me.
• 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
Finally they closed the gap between hits. That was very WTF when happened back then. Very Much Appreciated.
• The run overhead kick (kubigari) – tweaked so that it wont go over crouching opponents if performed at close range/point blank
Very Much Appreciated but… I hope this change BTW will 2-hit focus more, because they ignored my “slash kick” suggestion once again. lolol
• Finally walkback speed is increased
[SIZE=15px][FONT=Helvetica][COLOR=#141414]Without further confirmation, I’m gonna say they had put it even with forward walkspeed. Even if is not, this is TERRIFIC. And the biggest (and appreciated) change in the character. :yay:[/COLOR][/FONT][/SIZE]
[SIZE=15px][FONT=Helvetica][COLOR=#141414]I totally like the changes. Rock Solid Mid Tier Now. Fear the Bushin. Feel The Rewards.[/COLOR][/FONT][/SIZE]
Well, my main is Rose and I am not sure which one is worst… In fact, I will not say our setof buffs is bad. They are not terrific as Cody( Maybe next Momoch’s main ) but they have no nerfs and some buffs.
For guy, I think we need to wait and know how the hitbox have been improved and how this will affect our game.
Also less recovery on en empty bushin flip ?? I fully agree with FlexoV, that could be very good, it all depends on how much frame the recovery will be ?
But so far, we can not say it’s bad, No nerfs, No more Elbow drop missed, and the Throw range increase means that a throw after a Run stop or run overhead will be less likely to whiff…
As for the twins, I agree that this might be too much nerfs!!
I dont even care about air-to-air, Safe jumps with NJ.HP are possible on all characters maybe,
I really dont get the increase to his walk back speed. He already had a great backdash to compliment his defense, what he needed was a good forward walkspeed to compliment his offense and footsies.
Jumping HK change is nice.Neutral jump HP change means we can probably safe jump with it now which is good aswell.
Throw range increase is one of his biggest buffs. Guy will be in range to throw alot more now, and that is where he starts his best mixups. That being said, he should have had this throw range from the start of super. There is no reason to give him less. Increased throw range will also increase the threat of frametraps.
Being able to use downback for elbow drop doesnt change anything. Maybe it’ll be easier for scrubs to do it consistently now but Guy has never been a character for scrubs.Get a better arcade stick if its hard for you to find the down direction.
Bushin flip being safer if you dont press a button is a weird one. Its good that you wont be able to be punished upon landing, but doesnt that just mean you have more time to get anti aired if you dont press a button? Maybe guy falls faster to the ground now after bushin flip.
EX hurricane kick buff doesnt really matter to me. I never used it as an anti air because guy nearly always has better options that dont cost meter. I used it sparingly over the last couple of months, so that when I did finally use it to get someone off of me, it hit for sure.Thats the way reversals should be, a big risk, so its always better to block things out.
Can someone confirm faster walkspeed? Eventhubs doesnt have that listed so I’m not sure which is more accurate. Also please post this thread to ono’s twitter so we might get more buffs
So happy to wake up to buffs! Im interested on the bushin flip I wanna see that! Down elbow change? Meh learn to hit down. I like the throw buff alot! I believe we all use throws to get that knockdown and then its all 50/50! Any buff is fine with me! No nerfs everrrrrrr.
If empty Izuna flip has recovery similar to Akuma that is an absolutely HUGE buff IMO.
Jumping HP never works on dizzy Gouki and some other chars. I hope they fixed that.
[]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
OK, maybe I’m not reading this right…but as I understand it, this buff means that if you do Guy’s QCF + P from the ground, let him flip through the air, and DON’T press anything else so that he flips to the ground, there’s NO recovery? Like Akuma’s Demon Flip Palm?
…that’s nuts.
Everyone who keeps bringing up zero recovery on empty Bushin Flip needs to read HFX’s post:
However, in his translation of the blog post, the devs mention that Guy can go for mixups and throws after the empty Bushin Flip, so maybe it’s possible. We’ll only know for sure when people are actually able to get their hands on the patched game.
I can think of mp Hozanto, whiff standing jab, HP flip.
You would land right beside a waking oppenant ad with little to no recovery be at an advantage.
Some of the buffs seem more like fixes (ex bsk) and helping newer Guys (down back/forward for elbow), the rest Im excited about tbh.
Still my dream buffs are:
Faster Taunts (yes taunts)
Removal of TC (lp,mp,hp,hk) adding to juggle number. So that you can tc, ex Hozanto, HK bsk in the corner etc. (see earlier post)
regarding footsies. back walkspeed is just as important, if not more important than forward walkspeed. as i stated above… his forward walk is ok. it’s his backwalk that is really slow. i mean REALLY slow. it makes it difficult to get in and out of an opponents poke ranges to make their normals whiff. i promise you… whiff punishing is going to be a lot easier with this buff. walk back whiff punish with cr. strong xx ex shoulder all day. the spacing aspect of his footsie game is going to be greatly improved with this. although i would still like his forward walkspeed increased as well.
as for command elbow. i agree with you… i never had any problems with the input. input leniency on this was asked for by a bunch of people way back in super… i never really cared about it. as flexov said … if you’re having problems with it… try an octogate. i’m a little oldschool… i really hate square gates.
overall guy’s changes seem more like fixes than buffs(again). his only real buffs being increased back walkspeed, increased throw range, and reduced recovery on empty flip.
empty flip, depending on how much recovery was reduced from it, is interesting. in alpha 2… empty flip could be used as a mixup after a knockdown. you could knock an opponent down and do empty flip crossup to land on the opposite side of the opponent before the opponent recovered from wakeup. it’d look like you were still in recovery so they’d try and do wakeup something and just eat whatever you threw out to continue offense. this has potential… you could do empty flip crossups to make characters lose charge. maybe even get gimmicky and do empty flip > U2. it might give guy more 50/50’s. empty flip > throw… condition the opponent to it… then empty flip > short/EX hurricane.
agreed… some people got some major overhaul changes that totally change them…Guy got fixed.
It’s a new player helper. I’ve whiffed some inputs in the past and lamented that I got nothing out of it. The way this seems is that if you don’t press any follow up, you recover faster. So, technically, you could use LP Bushin Flip empty and use that recovery to do something else. I doubt it’ll be very useful.
You… Guys… Like… my posts?
:tears of joy:
I have to agree. What about a nice mixup, cr.lpx2 >> FF Chain >> Ex Hozanto THIS Taunt

when your enemy is still flying through the air? +1,000,000 coolness points.
Jnana:
Don’t know what tier 4 is all about but chip damage on Bushin Flip Elbow should be placed in tier 3 as a needed fix
None of those things are buffs. All i see are fixes for things that should have been that way from the get go. And changing walk speed for only one direction is almost a troll. Just giving guy the mobility he frankly deserves would be a significant improvement.
Got to read over his changes properly, so I’m gonna have a ramble
Ignore if you like good spelling, or if you get bored easy :oops:
• Neutral Jump HP hitbox increased
Capcom Unity translation:[Vertical j.HP]: Increased size of the square hit box.
This sounds good, more damage of safe jumps with a better normal, and possibly a great air to air… Yum
This could replace Mk/Lp/Hk after run slide, I suppose Ill have to hope it has enough active frames to do the job too as I’ve never really tried Neutral jump Hp.
• Jump MP and Jump HK hitbox AND hurtbox increased
• Hitbox tweaks are mainly to make it easier to hit downwards
To be honest I would have rather seen Jump Mk get a hitbox extension downwards/backwards to aid in crossing up some characters. Dhalsim comes to mind, and other small frame characters with crouching normals that make them impossible to hit with a crossup. But then again a buff is a buff and I may have a new tool in jump Mp which i rarely use.
• Normal throw range increased (similar to Ryu)
Glad we finally have a resonable throw range, and its something that could help improve Guy. Maybe he should have had it from the start but this is a Buff and a good one.
• Elbow can be performed not just by holding down, but df or db too
Capcom Unity: [Elbow Drop]: Can now be executed by holding down forward or down back and MP as well. Now it can be executed more swiftly than before.
This isnt anything really, anyone who plays Guy past the curious stage can do his elbow blindfolded upsidedown one handed on fire.
If I used jumping Mp I would actually see this as a hinderace. If Im jumping in and using Mp (which has been buffed) I must avoid any direction that aims down which is a bit counterintuitive. Could feel like the greatest change in the world hands on though… time will tell.
• Capcom Unity: [Bushin Izuna Otoshi]: Regarding all versions of the move (including EX), Guy’s landing stun has been removed when the attack doesn’t come out.
This way you can choose to land right in front of the opponent to go for a normal throw, or try to bait out an attack to go for a counter.
We really need to see why they made this change, something, anything in action and it could be proven to be a great new tool.
Or a pile of nothingness… profound nothingness. But no recovery whatsoever sounds like it has to be awesome.
• EX senpukyaku is [COLOR=#000000][SIZE=4]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[/COLOR][/SIZE]
Capcom Unity adds: … or specific characters who have a low crouch.
• The run overhead kick (kubigari) – tweaked so that it wont go over crouching opponents if performed at close range/point blank
I would have preffered if they had made the second hit (or both) armour breaking, when do you use run overhead at point blank??
Maybe I’ll start now that I know it wont whiff.
• Finally walkback speed is increased
Good. Any increase is good right? and usually Im wanting to retreat to a nice poking distance not walk to it, if Im walking anywhere its up for a throw and unless Im close enough to do that Im poking anyway.
Edit: tried to make it a bit easier to read.