Yeah, I mean when Guy is on the Player 2 side (meaning, he is the second player). The uneven sides allow Guy to cross up during juggles and with his special moves, allowing him to bypass the corner juggle limit even more. It also allows him to end his combos with the Bushin Flip, which bypasses damage scaling caused from combo count.
Got a chance to play a bit more exstenivly heres some other random things off the top of my head…
For whatever reason even if you tech a throw, you can still be juggled. Thus, you teching guys throw doesnt mean anything cuz he can still punch super you or what have you.
You can kara cancle a1 -a2gold guys HK from the bushin combo allowing some pretty cool stuff. Now you can get stand lp, mp, hk launch combo etc. Also depending on how you time it you can acctualy “teleport” and go through the opponent. Pretty tricky. Ala ken from ST. Bushin combo blocked, just kara cancle the fierce to roundhouse go to the other side then throw or do another combo what have you. Also note if your second player this also crosses up in the corner. Also on big character when you do the “teleport” it can also hit from behind.
A1 guys roundhouse bushin run is soooo much slower then it was in a1. Its deffintly noticable by a large margin.
Again the whole run stopping thing isnt the same.
F+mp, seems to be waaaaaay more powerfull, does a hugeeee chunk of damage for what it is, and seems easier to link after.
stand foward seems slower. A lot of the old dizzy combos(not that they dizzy anymore anyway) involving the whole stand roundhouse link foward, are just much harder to time. And I dont think its the roundhouses fault as im linking pretty easily after it. Even with a punch super, which I dont recall being possible before shrug.
On cody with a1-a2gold you can acctualy juggle more after hitting his hurricane kick. Jump hk, stand mp, hp, hurricane kick, punch super. Takes just about no timeing ethier. Its pretty brain dead. You can also get hurricane kick hurricane kick but its muuuuuuuuuuuch harder. Strangely enough this doesnt work on sodom… maybe it works on other characters but I only tried a few…
Anyway yea just a few things off teh top of my head shrug.
Hrmm guess I was wrong, you can in a2/a2g you can get super after the qcb+p on just about everyone it seems. Also vs cody you can link a hurricane kick after it instead of the super… much harder though…
Also I was wrong as well, you can super after hurricane kick on other characters then cody… But its pretty distance specific. Gotta make sure you wiff the first hit of the hurricane kick etc. And even then your super will usualy only hit once. However if your a1 guy you can hit a level 2 and 3 punch super since you can delay the first hit to bring you higher.
Also a1 guy can redizzy after all I guess, jump hk, duck lk, stand mp, hk, hp, slide redizzys a fair amount of characters…
Also for some more uses for that “teleport” roundhouse from bushin could be, say after a meaty f+mp, then bushin combo usualy you wont be close enough for the hk to hit, but if you do the kara cancle thing you can get it so then then whole thing would be f+mp, stand lp, mp, hk, then say super or something. Or another distance you might use something like this is maybe say after a qcf+p, p… Though speaking of that it seems much harder to link your next attack after landing then before… hrmm…
I also tried to get the super after bushin combo on a1-a2g characters some more. But even the one way I knew that could get it to work trying to get the hk to hit as late as possible. The super will just pass right through… So cant even do any tricks to get it to work vs them it seems… Bummer.
Also the knee bash to throw with a1 guy is deffintly easier… I use to question myself if the move even acctuayl exsisted in a1, but in hyper I can acctualy get it once in a blue moon shrug.
A2gold guy and a3 guy still seem wierd to me doing something as random as mp, hp chain… its almost like you have to time it with them… Its strange… Also with a3 guy you also seem to be able to get stand mp, FAR stand fierce… I thought it always automaticly did the close stand fierce no matter what when you chained it… But apperently im wrong??? Unless this is a hyper only thing. Shrug I hate a3, so my knowledge on the game is iffy at best lol shrug…
Guys level 1 rush super is indeed different the move no longer causes a automatic roll, UNLESS only the last hit, hits… umm bizare?
Also on a obscure note, in alpha one I remember say rolls soul throw, you could roll it and then punish her before she landed. But I went back here and a lot of guys combos were punishable even after he hit you. I dont remember this… Hrmm… Say bushin throw, to super is rollable??? I dont remember that… Also guys level 2, and 3 supers dont work period with rolling on… WTF?? Like I said I remember the rose thing but not these guy things… Hrmm strange…
Also this is somewhat the case in hyper as well playing vs A1 characters. level 1 super is no longer a combo, and level 2 and 3 punch super are rollable…
Also in case its not obvious YES your guy rolls out of A AIR COMBO they just drop out of it if you roll in the air and you miss everything. WTF?
Thankfully in hyper bushin combo to super still works so its not rollable, but the moves as a stand alone do not work. WTF very strange… I almost feel I should put in my saturn and test this with A1. I dont trust this game lol. First the guy run thing is diff, now this… Hrmm yes… Bizare…
Guys level one combo on block doesnt look to be throwable in the middle of it anymore. You can still reversal etc between the 3rd and 4th hit but looks like now you cant throw anymore. I assume cuz it counts as in the air now?(maybe it didnt before)Beacuse also now you can pass through downed characters with it, where as before you use to just press up against them. shrug…
Also alpha one characters can not roll a3 guys punch super.
How are you doing re-dizzy? you can’t inflict stun during dizzy, so it should be impossible?
Is Guy’s s.mp a better poke than his s.mk?
must be a dip switch setting cuz I can when I play shrug…
In which game …, I’m only playing Guy as a side char in A2 and A3. In generel the reach of s.FK is better but s.SP beats out more stuff and so get’s more use. In Alpha 3 this move is a lot more important then Guy’s s.FK, because it beats some of Sims limbs for example, has a better recovery and so get’s more use up close in blockstrings. Also the s.FK can’t be canceled into a qcb+JP …
A thing I really liked is, how much Capcom improved his throws up to Alpha 3. Btw, in the arcade version of Alpha 3 you can’t PP throw in his KK one, but strangley it works on the PSX version and does very little damage. Why did Capcom add something so useless is beyond me, you got great follow ups already for example with a Super, Bushin grab or even FF Chain in the corner …o_O
I thought someone touched on it a bit, but I couldnt find it… so maybe it wasnt said. But guys f+mp can go through downed opponents as long as they arent A1-A2 gold characters(though note it doesnt seem to work on any version of birdie or m.bison). You can get some pretty sneaky stuff. Probably most likely after a command slide, then f+mp to cross over there body pretty misclenously. It varies a bit from character to character. Some characters you can acctauly cross up, then walk back over. Where as other characters you can only cross up if you did the f+mp as soon as possible.
Also obviously if you are player 2 guy it also crosses up even if the opponent is in the corner.
Also level 3 super in genral seems to combo from farther away in genral then it did in the orginal game(speaking of a1 that is)… So a lot of close to max range stand mk, you can still get the level 3 beat em super to all combo for pretty damaging combos… Also the damage seems to be randomly… random on it. I know A1 characters do random normal damage etc. But it seems supers also do it sometimes, as ive seen the level 3 do as low as 77 and as high as 94 before. shrug
It was said… but not elaborated. :wgrin:
So who do you think is the best Guy? A1 seems strong… throw on the A1 roll thing to boot, but I’ll always have a bias for A3/Blue/Green.
Who would be the worst? A2G?
I dunno… Id have to think A1 guy… Theres really not anything he doesnt have that out weights his advantages that ive seen…
A1 guy…
Just seems to much more versitile then every other guy. Super dizzying, powerfull combos off overheads, lots of new tricks with f+mp, teleport roundhouse, powerfull throw game anywhere on the screen. Especialy considering you cant really tech his throw, and you can combo off knee bash teched or not anywhere on the screen. You can roll out of combos that the other guys cant. Lk hurricane k still really good.
A2…
If it isnt the worst id be pretty suprised… Slower in genral yadda yadda. Only good thing he gets is techinquly he has a pretty powerfull bread and butterish combo since you can now super after his qcf+p. Shrug And he has I guess those instant gaurd crush CCs now if you vs A3 characters shrug…
A3…
shrug better then 2 by leaps and bounds… but still now you can be juggled by shit the other guys cant be. And I dunno A1 guy just seems so much better… shrug
Blah I dunno… A1 guy just seems to much more versitile… Only thing that sucks is it would be nice to have the qcf+p, and some of his combos dont work on A1 characters, and considering im sure there will be a lot of A1 akuma, ken, and guy… That kinda sucks.
Oh yea, qcf+hk, k can no longer go over fireballs like it could in A1… Not a big loss I guess since I cant say how many times you would want to counter a fireball with something like that when you have lk hurricane kick… but still random it doesnt work anymore shrug…
Or FK Hurricane Kick, which is anyway better for A3 Guy. It hits also crouchers, which the SK version doesn’t and seems to got a bit more range.
short hits crouchers in alpha 1. It was alpha 2 where they took that out. And alpha one is the one I was talking about.
Heres something random I never noticed before… Normaly a1-a2gold guys flip kick knocks you in the air but you recover. However, if you flip kick someone when there dizzy, its untechable… Pretty strange. Same thing for chun lis neck breaker… Doesnt seem to really do much besides though.
I also randomly somehow got the flip kick to combo after the bushin combo. Not sure how it happend… But unless I recreate it all assume its the stupid alpha 3 combo meter, since that thing can be iffy. shrug
Interesting, but like I said, I just got real SFA2 and 3 experience.^^ Btw, seems Guy didn’t had the qcb+P in A1.
A3 Guy is still an option, thx to huge damage combos (comparable with A1 even if harder) and better blockstrings, but well I guess A1 Guy is still better. Just get a c.SK to connect and all the other great stuff, which is mentioned aready …
Btw, anyone noticed that Guy’s c.FP can’t be canceld anymore in A3, just like his c.FK.
Yeah, they took those out. I think the c.FP more of a loss because in A1 you could use it as an anti-air and cancel into his punch super.
More guy redizzy crapola…
Vs rolento,t.hawk…
jump in/cross up whatever, then duck short, stand roundhouse, stand strong, stand roundhouse, stand foward, slide.
You can do of course duck lk, stand hk again or you can flop them around stand mp, hk, then the duck lk, stand hk… but I found the above to be the easiest…
Also note I didnt try vs every character, but it didnt seem to work on most. So it may only be these 2. Also im sure it works on other characters ducking… But of course you arent really ducking when your dizzy. So yea.
You might be able to get it to work vs more characters just doing duck lk, stand hkX2, however I didnt try to much, and plus the lk to hk is already really iffy on timeing… So I figure this is more plasuable. shrug.
Heres some other random combos vs T.Hawk…(with a 1 guy of course)
stand lp, mp, hk, stand lp, mp, hk, stand mk, level 2 or 3 punch super…
Jump in attack/cross up whatever, duck lk/stand lp, stand mp, stand hk, stand mp, stand hp, qcb+mk, level 2 or level 3 punch super. (level 1 punch super works as well of course… But it wont get all the hits… Also if your mid screen youll have to subtract a hit or 2… Of course as well this combo does waaaaaaay more then its fair share of dizzy so he has to be dizzyed all ready or something… As just a jump in hk, stand lp/duck lk, stand mp, stand hk, stand hp, qcb+hk would dizzy.)
For a combo video type combo maybe something like…
Jump in attack, duck lk, stand hk, stand mp, stand hk, stand mk, level 2 punch super(dizzy), Jump in attack, stand lp/duck lk, stand mp, stand hk, stand lp, stand mp, stand hp~hk, level one punch super.
Anyway strangely enough allthough T.hawk is jobbing it up in these combos, stand foward to level 3 kick super from around max distance just doesnt combo vs him. To bad.