Is the air throw range really reduced? I thought it was just a +1 to make it 4 frames and that’s all.
Capcom has never said anywhere that the range is reduced but my god does it ever feel like it’s been nerfed slightly. It seems like a few players have had this suspicion including myself due to the curiously high number of wtf-I-had-it whiff moments. It could be a slight side effect of the +1 frame change but it’s hard to say.
Weird. I can understand getting beat because airthrow is slower, but whiffing against a character on the same height/distance? In fact, if your opponent’s jumping towards you then your opponent should be closer than in super to grab them because of that 1f delay… Obviously it’d work in reverse if your opponent’s jumping backwards… or something like that.
Hey, can you neutral jump mk Yun/Yang’s dive kicks if they do them up close or will they land behind you and you’ve got your big foot facing the other way? Specifically if you’re trying to neutral jump mk and go into a combo on an anticipated dive kick up close. It would probably be tricky and very dependent on the height of the dive kick and strength used.
idk, I’m just trying to be a progressive thinker atm.
I’ve tried this and imo, it’s hard to punish unless Guile jumps first before they jump, which means you have to pre-empt when they’re gonna nj, divekick. If you wait for them to jump before jumping yourself, they’ll probably land behind you and can SRK you. You can also do s.hp which will at least trade if you see them nj and guess that they do divekick. I think nj is a lot riskier. Yun is a lot harder to AA due to his divekick speed. But Yang, on the other hand, can mixup between divekicks, crossups, and non jump-in normals, therefore forcing Guile to guess which AA to use.
I haven’t had the chance to try yet but I’m guessing that both of Guile’s s.mk and cs.mk might keep them out which Guile can at least trade.
Upgrading arcade boards takes very little effort nowadays…
Can some one confirm or deny that backfist range has decreased as well???!!? I havent played much super b4 but when i played AE it felt as though the range on backfist got nerfed to vanilla backfist range
There hasn’t been any mentioning of Guile’s hitboxes being tampered. From the AE videos I saw, I didn’t see anything different. The only thing I have been hearing that is really weird was the frame startup on Guile’s airthrow.
Technically the Reverse Spin Kick (UDK) adjustment was a hitbox adjustment… well removal of the lower hurtbox sooner and I think they moved the hitbox downward slightly to hit crouching normals a little better.
Nope, they didn’t touch the hitbox to hit lower, it is ONLY invincible to lows sooner. I saw someone ask when they were releasing the changes before AE came out. Someone asked if UDK’s hitbox got moved to better hit lows and all we got was a simple “Nope.”
Has anyone else been playing around with it though to find out whos crouch techs it IS good against? Might as well squeeze whatever little potential the move has. (And actually doing a tick throw setup into UDK, tagging a c.lk, then comboing into c.mp xx hp boom feels sooooo good.)
UDK would be complete and super effective if it was throw invincible or airborne, but it is still a very nice anti-crouch tech.
Looking forward to play whatever is left of Guile in AE.
the thing is, i could kinda take all the nerfs if this were the case. at least he’d now have an attacking “mixup” so to speak. the fact that dhalsim and co can still throw him out of it is infuriating. i hesitate to use it sometimes because i’m so scared of the throw. it works fucking great on bison though.
Ohh… bison loves crouch teching doesn’t he? And he has a big hitbox.
Probably something that should be in another thread but has anybody tried the following OS option?
J HP / J HK > C LK —> slight delay > Flashkick > FADC > Sonic Hurricane
I know that the scale back in damage is an issue here, but I find that this has worked on crouch tech happy players too. this should be used sparingly of course of part of a mix up so that opponents dont get used to a certain block string pattern
Depends on the situation. The damage nerfs make it seem not worthwhile, but it can still win a round. I always said in vanilla that Guile was bad because he lacked random, safe 50/50 nonsense… so here it is!
You know, with Nerfing Guile so badly, I wonder if they’re trying to set the stage for Charlie? I would never have really considered using Charlie other than as a novelty but if his options all of a sudden become better than Guile’s…
Then again, Guile does have his Charlie tribute costume as an alt but that doesn’t mean that he’s not in the game at all.
Point of discussion/possible new thread, if Charlie were to now show up in the game, how tempting would it be to switch to him? Would there be enough of a difference to warrant the change if, say, his super was Somersault Justice, and his Ultra’s were Sonic Blade and Crossfire Blitz?
I would switch to Charlie in a heartbeat if his options are better. Guile’s sunglasses should have X-Factor properties.
If Charlie is not in the SF x Tekken roster then I’m pretty sure any hope of Charlie showing up in any game in the next 5 years is… practically zero. Capcom clearly does not favor charge-fireball-character designs at all right now and with a flooded roster they aren’t about to add any more clones either (Evil Ryu and Oni being an exception due to story/cool factor). Charlie in any form true to his character would be far too similar to Guile to add him to SF4. Deejay was basically the only chance we had at a Guile-esque character alternative on the roster.
As someone who wants to try a character similar to Guile but slightly different, I would absolutely switch to Charlie. Do I think that there is a chance in hell of him being added to the game? Absolutely not. Pretty sure it’s not even worth talking about these days.
please dont ruin this thread with talk of what ifs and charlies and such
keep on topic. do we have any official damage readout changes? if someone could post the official damage numbers on the bnb combos as they are in AE compared to how they are in super it would be greatly appreciated.
im sticking with him. prob gonna pick up adon on the side but i think im going to stay true to my soul and play guile in tournaments exclusively.
Yeah I remember Slinkun saying fk was 100,120,130 now. I am interested to see the official numbers on ex.
It still looks like it does pretty good damage. I posted lk for comparison.
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