Guy AE v.2012 Changes Thread

Hi Guys.

Guy lp hozanto - U1 in corner for 452 / 140 no FADC.

Guy lp hozanto - U1 Works at point blank range to max range in:
Akuma, Gouken, Honda, Dee, Cammy, Sagat, Viper, Balrog, Fei, Hawk, Rose, Guile, Zangui, Vega, Guy, Cody, Hakan, Chun, Yoga, Sakura, Oni, Adon and Dan.

Guy lp hozanto - U1 managed to land it at max lp hozanto distance only, in:
Seth, Dudley, Makoto, Ibuki, Ken, Ryu, Bison, Abel, Juri, Yun, Yang, E.Ryu, Gen

Guy lp hozanto - U1 I managed to land it at EVEN MORE max lp hozanto distance only, due hitboxes in:
El Fuerte, Rufus, Blanka

It totally looks for me, a one framer.

Setup:
The first image is Guy at Max lp hozanto range. It with hit everyone in the cast but Elf, Rufus and Blanka with are even further range. In this position lp Hoz, U1 will it land 100%.

The second one is Guy after a backdash from a point blank range. As you can se, you are almost at the exact distance (Easier to land perhaps?).

Didn’t find anything like that in my early testings, but I will test it again. :smiley:

it is a one frame link… :slight_smile:

I think Guy is the only character who didnt get new combos lol

He already had a good amount of combos in Super/AE. They just are hard to do. Require CH or are character specific

Tanaka is a Guy player from Seattle, and has won some tourneys in Super before AE was released, beating players like Jason Nelson (Honda, Balrog) who beat FC Jago in Vanilla at EVO 2009 Semi Finals bracket.

Anyway, I got a chance to play him on Friday. He is definitely legit. I don’t know if this means anything coming from me, but I believe he is the best Guy player in the US right now. He doesn’t drop combos. He does all the best punishes. He has good footsies and he knows a lot about the character and he’s good at the game overall. He’s been around in the community since 2001 when SRK forums first started to become popular. He’s never been to the Guy forums. When we first played, he was on a run but I adapted and gradually caught up in games, but he definitely won a few more than me. I will be uploading some of those matches this week.

Yeah guess he would be since Combofiend is on the Oni train. I barely see his Guy anymore :l

Oh shit I remember Tanaka, dude was originally from Davis and had such a beastly ryu back in vanilla. Glad to hear he’s doing extremely well with Guy now

I think they improved the first hit of Guy’s Run->OH hitbox quite a bit (not talking about the whiffing on sakura/honda part ) … it looks like the hitbox has been increased vertically(or hurtbox has been reduced) …

Coz it works much better as an anti air now …especially against those annoying jump backs and neutral jumps…

could this be a hidden buff ?..or just a consequence of changing the Run/OH to not whiff on some chars … either way i wish we could get some hitbox info soon…

Back on the topic of armor cancels, why is it not possible to do an armor cancel into EX Hozanto? Or EX shinpukyak? Someone needs to try it on a TAC video, because in a way it is an option select on it’s own. If there is a hit on wakeup, then the move to be armor cancel’d comes out(U1, U2, bushin flip), and if not then guy will open up with an EX run which he can then make into an overhead.

Also, it seems like EX run after being knocked down stuffs option selects, because when it absorbs a hit, the game slows down a bit (I might be wrong here), and the move buffered won’t come out. For example ryu’s j.jk buffered with an EX shoryu on wakeup doesn’t come out. Is that right?

Partially correct on the last part, if they double tap it, it will result in many things, and it depends on long the buffered move lasts, so if they were to OS an Ultra, and if htey double tap the buttons then two things will happen a normal will instead come out or a special move. I’ve had this happen in training mode practicing OS U1 on Viper. it was weird as Cl st hk, (EX) Run overhead or U1 would come out depending on what i did.

Imagine if armor cancelling is the way to unlock Guy’s full potential. If he can armor cancel into more moves, especially with the way he builds meter, then the future looks very bright.

Did anyone else notice that you can combo an anti-air Run/Overhead off of 2 hits now instead of one? If memory serves me right you could only combo off of 1 hit not 2. 2 hits would make you whiff any attempt to follow up.

You could connect after 2, it was just hard to get both hits to connect at the proper height to combo afterwards, and it was mostly better for the Corner since Ultra 1 is possible for 570? i think.

More of a stealth nerf than anything.

in corner: Start Bushin Gokusaken stopping at fierce punch input - > link into crouch short kick - >…
forgot who this was specific to, but i attempted this on the typical cases (Seth, Gouken, Zangief, T. Hawk, E. Honda, Dudley and Sagat) to no avail.

Edit: it would seem it was my timing and due in part to my hazy memory of just how strict the timing was on nailing that link to. Doesn’t help that I play on one of those low end TK6 wireless stick(so i’ve read). I suppose I got what I paid for; in this case a TK6 game + an artbook.

As Blooddrunk confirms, it still works on Dee Jay and Makoto easily enough. I confirmed its still possible on Ryu, Ken and Rufus though requires the ever slightest walk forward before hitting the crouching short kick link. Still don’t remember who else it worked on before. Will attempt to try on other characters later.

I’m not sure if it worked on them, I know for certain it worked on DJ and Makoto.

I know st.hk, lp mp hp ~ cr.lk st. mp into slide works on the twins mid screen.

Those guys have huge hurt boxes

[media=youtube]U0YAXbj2nzw[/media] Yea it works on most the cast that I recall but only makoto and DJ can you get the fierce after the mp that I recall. And no it strangely doesnt work geif but again remember one of guys unlisted nerfs in the orginal AE was that his duck short has less range. So yea other wise im sure it would work on the full cast. And as said you could always combo after 2 hits of running over head. You just need to remember how the juggle system works with guy. If you hit with that second hit, then you need to have enough time to be able to hit with say the second hit of guys hurricane kick as first hit doesnt have enough juggle ability/points or whatever you want to call it.

I guess on the note of running over head, why the fuck did they still not fix the ex over head not knocking you down in the air?

Yeah the air reset is really bullshit… Its not like its overpowered or anything. but what can you do.

So its been a few weeks. I have to begrudgingly admit that some of the changes really made a significant difference. Which makes me happy. I feel like guy is a sold MID mid tier character. He has good footsies now…good pokes good anti airs and good everything else. It makes me wonder though…if capcom had the same resolve to fix him the way they did cody… Not trying to start anything…just saying. So many minute arbitrary changes could have made him a much better character. Guy’s core design (at least imo) lends itself to being easily too or not good enough. I just cant help but muse how good he could have been if they did the things they just implemented in the previous patch…and then given him real buffs instead of fixing what was broken.

What’s wrong with making Guy “too good” if there are already characters in the game who are? I’m not asking that they make him better anyway. He’s still missing some things that most of the cast has.

I’m only starting to get used to the new throw range in frame traps. You don’t have to be at point blank range to throw!