I’m all for a comboable air throw for all the characters that can air throw.
The way to Strenghten Guile is to play like this guy:
[media=youtube]7iqAbwXB67A[/media]
PS: Just a joke I can’t wait to see what Hiko will do with the new SSFIV (assuming Capcom will release SSFIV for arcade, which I think they will) improved Guile.
LOL why are you trying to act so pretentious when you type? You sound like you’re trying too hard.
Why are you complaining about something almost all the guile users want? It’s not a bad idea, would be easy to program into the current game, and do decent damage.
So please, stfu.
At least you present your arguments with ample use of logical fallacy and hostility.
Who cares? He’s right.
Almost every character can follow up a FADC’d reversal that hits, even Dan. Why not give Guile, a struggling character, the same benefit?
Exactly.
Some people just don’t get it.
It’s weird that some people don’t understand this.
guile dropped on the tier list LOL
Present arguments with ample use of logical fallacy and hostility?
If you knew anything about sentence structure, or the meaning of what you just wrote, you would know that makes no sense whatsoever
What are you, a 1st year philosophy student trying to act smug?
Guiles worse than you guys all thought.
Maybe in super he’ll be higher than Sakura
Rugg just be quiet dude you have ZERO knowledge of the character so how do you know he “sucks”. Btw, sent you a friend request on Xbox live to so I can show you how Guiles get down.
Hmmm Guile is way down on the Tier List now but his best matchup is against Dictator… well that’s depressing because I get raped by him… stupid short short scissor kick pressure in the corner >:
I’m down with the FADC backbreaker idea simply because:
a) others get to tack on extra dmg after FADC so I don’t see why Guile shouldn’t have this option (as mentioned above)
b) I kind of see Back Breaker as Guile’s ‘third move’ since it’s he’s the only character with 2 air-grabs (correct me if I’m wrong), so I think it’d be nice if Capcom put a little emphasis on it by giving it special properties… actually I think it should be the most damaging air throw of them all. -_-
It’s a generic air throw, it should deal generic damage, it’d be a little odd seeing it do more damage than a special move throw like roses soul throw or hooligan.
Yea guess you’re right. I was thinking they probably wouldn’t allow FADC Throw because of it’s generic nature, from a design standpoint it would be pretty odd for only 1 character to be able to grab someone in juggle state with a non-command air throw. I guess I just feel like back breaker is missing some ‘omph’
They could at least let him follow up his flashkick fadc into df.hk. Kinda like how Sagat can hit you with f.hk after a tiger uppercut fadc.
That would be a good idea actually, scores a knockdown.
Hmm… I like it… might be able to squeeze in the EX FK juggle on top of that… /salivate
I think that’s feasible, maybe not an extra FK afterwards except in corner maybe, if they were to allow d/f.hk, it might hit them too far from mid screen for any followup.
Then you’d be out 3 meters and you’ve done next to nothing damage wise.
Comparing some of the frame data for older games, the following is the changes I would prefer to see in SSF4, but probably never will…
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far HK range increase
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bring back old school j. HK
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b+HK, f+MP recovery frames -1
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cr. MP recovery frames -2
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cr. LP start up to 3 frames, recovery frames -1
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cr. MK start up to 5 frames, recovery frames -4, slight range increase
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df+HK start up to 9 frames, move the hitbox to start lower
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b+LK recovery frames -4, lower body invincible from 4-16f
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b+MK with lower hitbox, lower body invincible from 4-19f
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j.MK a cross up
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cr.HP increase hitbox overhead, always do 100 damage (who let this shit fly in the first place? sakura is the only other character with damage reduction on cr. HP)
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sonic boom all same recovery as jab boom
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ex sonic boom recovery frames -7
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Flash Kick landing recovery frames should scale from 9(LK), 14(MK), 18(HK, ex, super). All normal flash kicks should have 1-4f invincible, and 5-12f upper body invincibility. Increase the kick hitbox.
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EX Flash Kick 1-6f invincible, and 7-12f upper body invincibility. Increase the kick hitbox. damage change from 100:80 to 80:120.
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Ultra1 change command to d,f,b,u+KKK. Change start up to 5 frames, and landing recovery to 0. There is no fucking way an ultra that interruptible should have landing recovery frames, let alone the worst in the fucking game. any of the first 8 hits should lock the opponent into position. 45 damage increase on final hit.
This to me would be the perfect Guile… I’m not greedy(at least I think I’m not), I don’t need top tier bullshit… I just don’t want fucking moves failing on me anymore… :sad:
*note: couple popular ideas I disagree with.
a) changing df+HK to db+HK - a change of the ultra1 command would be a direct buff already (which would also give incentive for people to use it over Ultra2). i think sweeping on reaction will become slightly more difficult if you change the direction.
b) knock down on ex boom - it would help his zoning, yes… but unlike shotos who can juggle easily with various different moves, Guile being a charge character can not. reducing the recovery frames not only makes ex boom safer to use at closer distances, but would also enable to use it as a combo extenstion, which would lead to some beefy damage situations(and is that not what everyone is asking for?). besides, i think the move will be more in line with the spirit of regular booms this way. would be nice if the move had a big push back on block, but a vacuum effect on hit. lol
c) buffing b+HK - might not be used the way it used to, but it’s a combo staple move. it has a restricted role, but its used everytime the opportunity arises. just make it easier to link, and the move is fine.
just my opinion, don’t rip me.