i noticed the links thing back when they had the stream in vegas, i also think they increased the plus frames on c.jab. honestly to me almost all of guiles normals look faster… namely sobat and low forward PRAYS
Ya, he definately chains all three of those jabs then links the EX flashkick, that much is certain in that video. It may be that they gave the window to link a special/super off of normals a similair window as the vanilla SF4 reversal window. It also does seem that c.mk and flashkick are faster, but it’s hard to tell due to how choppy that video was.
Why does it seem like every piece of footage from SSF4 with Guile in it involves a player who knows jack sh*t about how to use him properly? It’s like they handed the controller to some 3 year old and told him to go wild… it was painful watching the amount of suckage in that clip lol.
edit: Holy crap, did Cody just say “You suck man!” after he won? Best addition to the game right there by far… :wgrin:
**Based on the video above (thanks for the link, it was a pretty smooth video) I think:
c.hp still doesn’t combo into FK, or anything else
j.hk range did not change (was hoping for classic range)
no new specials
FK Ultra motion is the same
(pretty sure player tried it & messed up :55-1:15. LOL or I think Guile thought he had Sonic Hurricane, then after the EX srk, he got crossed up. wtf?)
FK and SB damage seems unchanged (2 cr.lp’s do more damage than a SB!)
cr.mk does seem to recover faster
no easy combo for punishing whiffed normals (srk)
Sonic Hurricane will be the most damaging move against whiffed moves & much more useful than Flash Explosion
Hurricane Kick will still travel over SB (weaksauce)
If the release date is still 3/23/10, then I going to be a very sad panda.
Most games start production packaging & shipping a month before street date, so that leave less than a month left to balance the game. That pretty much guarantees no new moves/ animation, just frame data adjustments & hopefully hitbox changes. Sigh… I was hoping for longer ranged normals, combo potential or damage buff to compensate for Guile’s lack utility & mixups. There’s still time Capcom!
EDIT: Juri’s 2nd Ultra is a timed buff! 5:17. What can it be?
**
Juri’s second ultra is the one we’ve already seen; her first ultra is a custom combo variant - looks like much reduced recovery on normals and she can’t use specials. My guess is it puts her into “development” mode as Capcom seemed to really enjoy playing her while she was still broken. There was a pretty good write-up/video some time ago - I think Seth was dropping the science.
crosses fingers with the hope that flashkick doesn’t flip him forward like he’s on a slanted trampoline
Hell, not even crossups. I just want to hit attacks on my wakeup that clearly get blocked as non-crossups. I flip under waaay to much dumb crap. I’m looking at you boxer, viper, dictator, and gief!
Ryu’s hp srk is 2 hit now, second hit does the knock down and cannot be FADC’ed into ultra. Instead lp or mp srk will now be used resulting in slightly less damage.
edit: after reading the translation it says the mp srk is also two hit
Side note, Ryu can still srk FADC into srk ultra but it doesn’t fully connect.
My sentiments exactly. I guess the only thing they could do with Guile is to make his hitbox a little bit weird like boxers so its not so easy for others to land cross ups. I think this is quite justifiable since he is not getting a third special move. My brother believes that he doesn’t need another special move since his defensive game is pretty strong if you keep your opponent at certain distances. I tend to think that certain characters have a far more superior footsy game have an advantage up close.
Thats not suggesting that they should make him invincible to cross ups. For now, when playing at bluehouse or boxhill it is simply guessing and anticipating what the opponent will do on your wake up (vortex bullshit from akuma, tick throws from shotos and others etc). If the range and speed of the C MK and S HK is improved that would satisfy me somewhat. Clearly flash kick must surely be refined since it is so shitty to the extend that I almost exclusively use it as a combo finisher or hitting people who stick out ground attacks.
I hope that some double hitting normals (eg sagats s HK up close) will be provided to stop FA happy players. This is all pie in the sky stuff which is unlikely to happen
Better normals and footsies is exactly what Guile needs. Combine that with a comboable Ultra, a flash kick with PRIORITY, a way to deal with cross up, and a better cross up than his J.LK and we are in business fellas. Can’t wait to get my hands on that game.
Updated the intro to include the new videos with Guile in action!
Included some analysis and results from my testing based on the videos of SSF4 vs SF4.
Not that I’m not crazy happy like the rest of you about SSF4’s Guile having improved normals, but I’m holding back my excitement until I hear that they’ve made the original Ultra better and/or I’ve seen at least three or four good set-ups into the new Ultra. There are a lot of characters in SF4 that are already pretty solid, but they don’t do as well as other characters because their comeback potential sucks (Ex: Dictator, Chun, Blanka).
Still, a high to mid tier Guile with not that much comeback potential but solid overall is way, way, way, WAY better than what we’re working with now.
Justin Wong said that it seems Guile’s FK takes him further forward than it did in SF4. Not sure if this is just for the hk version but I wouldn’t hold my breath.