hey everyone. i haven’t been here in a long time. don’t know if anyone remembers me. i was here when guy was first put into the game. i still play on and off just not like i used to. anyway… on to what i think about the changes.
so st. rh looks great as an anti air from what i’ve seen so far. it looks like a great new poking tool option outside of st. forward and st. strong. i understand taking away cr. strong as an anti air as long as it’s been compensated with st. rh as cr. strong WAS his best anti air and in my opinion his best normal before ultra.
i’m glad that after guy being in the game since super… it’s taken them 4 iterations of the game to finally realize that “hey… guy’s slow…he wasn’t before… maybe we should change that.” the MUCH improved walkspeed is a welcome addition. i was very pleased with what i saw in that regard. this alone changes a lot about the character in terms of footsies, whiff punishing, throw game. great to see he’s finally got this back.
reading some of the previous comments… i really hope they don’t take away the change in his target combo from the 1st ultra trailer. i don’t see how making something work the way it should work is broken. they change this thing every game saying it’s fixed… and then we play it and it’s not. it doesn’t have to be as ludicrous as it is in the ultra trailer because man that thing hit from far away… and leading into untechable knockdown? that’s pretty dirty. but for the love of god… make the hitbox so it doesn’t whiff on a crouching ken twice because that’s what i saw when i watched the super arcade loke test on sunday. just please make it work correctly.
if the hitbox on his elbow is being removed that’s unfortunate. you really shouldn’t be jumping a lot anyway but it’s still sad to see guy get blown up by something as simple as hitting cr. forward(looking at you shoto’s).
something i’d like to see is less frames in his jump. guy not being able to jump over fireballs to punish on something like anticipating a fireball is quite a disadvantage in the long run. i think a lot of people forget that jumping is a part of footsies when used correctly. baiting a sweep or a fierce or fireball or anything that stays out long enough to bait or anticipate and jump over to get in, is something a lot of characters have that guy doesn’t and forces him to do things like focus or burn meter with ex run to blow through it. him staying in the air so long gives opponents a ridiculous amount of time to react or even recover from a move and anti air him. i pretty much only jump when i’ve set up a safe jump situation now because of this.
just my thoughts. other changes to him currently aren’t really going to mean much. i think to make him feel “complete” his TC needs to work right and keeping the walkspeed must stay. no telling if this is gonna be the final update of the game or not and i’m just hoping that they get this character to work right before that happens. i know we all want to see guy do well in more tournaments.
Apparently the last 2 hits are only active for 1 frame each, so there’s no sense in doing an early meaty. Even more so because the 3rd hit whiffs on crouched opponents. But even if they were to block it, you would still be at -18 so it’s a terrible idea lol
I ment to comment back earlier too but, is it really that big of a deal if guy has good aa buttons? C.mp was a great tool, if they dont want it to be so free as an aa, they could just adjust it to where he could use it up close aa primarily (like sim b+mp).
Its not like guy has some monster tools and he his going to be able to control the whole screen without any thought.
Part of what gives a characters a strong footsie game is knowing that the other character will eventually jump and there is an answer for it in many situations.
Hang on a second. Sorry to be pulling up a post from a page back but I think people (including myself at one point) were suggesting hk TATSU was invincible up to a certain frame against airbourne not standing hk. Standing hk would be fecking ridiculous.
see there goes crapcom with their bullshit again… giving and taking it away cause “omg it will break the game”… so we as guy players have to suffer cause of ur lack to fix something that we’ve been asking for since super… FUCK THIS SHIT… im with pedro. if this crap of TC and elbow holds up, im out! what i dont understand is “WHY” is it broken or op when it comes to guy, but when ryu’s cr.mk got nerfed… all of a sudden “oh no… thats too unfair for ryu players”. All we want as a guy community is for his move set to work correctly and they still cant get it right. TC should stay the way they advertised it. how else can we whiff punish something? cant cr hk cause its unsafe and it doesnt knock down from every distance. far st mp xx run slide takes very high execution cause u might get the overhead (which i still get n im pretty good at doing but still fuck it up every now and then). SOMETHING HAS GOT TO GIVE. either make elbow (regular) plus on block and bushin elbow no recovery or vice versa… I dont know? i guess time will tell, but that TC bullshit HAS to be fixed…
“SOMETHING HAS GOT TO GIVE. either make elbow (regular) plus on block and bushin elbow no recovery or vice versa” yup I agree on this we should be safe if they low profile it or make the move better for offense.
First of all, I want to apologize for my English guys.
I am so disappointed as everyone else whenever I read in forums the word “ nerf “ for Guy.
I never understood the reason why, the character has good combos but he has some pokes that are useless ( cl. LK that it seems like they are not gonna make it usefull like the alpha version) or pokes that do not connect in some characters ( target combo) ( chain combos) such as Abel, etc.
However some characters got many buffs ( Ken, Balrog, Chunli, Makoto, Blanka, I don’t understand why.) I don’t mean to make Guy OP, but at least make him so that he can have more options and new ways to fight in this “Ultra” version.
Unfortunately, If we don’t do anything now, they character will be like the other versions AKA Super / AE /2012 where he was changed just a bit, adding one little thing and not addressing the real issues that guy has.
Now he just got back his “Ex Tatsu” and losing the 2 buffs he had, according to what I read and I really do not understand why. The thing is that they shouldn’t buff 1 little thing, as far as I know this will be the last version of the game, so it would be the best to take advantage of this.
In my opinion, it would be a great option to increase the damage a bit in general, the stunt and reduce the “Pushback” to the heavy pokes ( cl. HP, Cl HK) against the whole cast so Guy could expand his combos. We should have combos just as: Hard elbow + Ninja Sickle + ex hozanto or U1, or maybe like E.Honda where the ultra 2 is 1 frame now, so the enemy won’t have a change to jump Free.
remember the current build they testing is supposedly only 50% done and they using the feedback of this to change the characters. any changes we hear about arent concrete and subject to change.
whether they buff nerf or whatever, im sticking with the bushinryu
I asked why the nerf on ex bsk start up, cause it didn’t make sense to me. But it sounds like it was a mistake so it might go back to what it was, plus the buff on the hit box.
Then I asked for fixing chain combo on Abel, a little more range on target combo and better start up for ultra 1. Even one frame.
Then I said I liked HK as an anti air, understood that they wanted to buff guy with that change (more damage more stun) but was worried about jump ins from up close distance.
Let’s all decide what changes we ALL agree upon, and let’s all send combo fined (Facebook, Twitter) THE SAME requests.
That way he has to hear us.
Who agrees?
I think that is a really good idea, so they understand what we want and dont get flooded with spam.
So what do we agree upon so far?
MP --> FP target combo needs to be fixed, no excuses
U1 --> Slightly faster startup? Or is that just me?
Elbow --> Cant be low profiled, and if that is not possible… At least do SOMETHING better with the elbow
Hit box on second hit of f+mp overhead needs to be expanded downwards slightly. It needs to get two hits on all characters and not missing a hit on characters like Sagat.
Anyway if we can get a standard list, those at the loke tests can all refer to it. More credible that way.
U1’s start up at best could be 10-11 frame he can already do meterless ultra on most of the cast 1 frame less should be ok aka not broken and make it two frames less then shoulder fadc ultra be abit too easy overall would up his corner pressure alot.
mp hp target combo is a hit/hurt box issue I think it was buff in ultra let it stay how it is.
elbow drop should give lower body invincibility to guy during the landing abit more safe or lower ground recovery to -1 or 0.If they find this broken make this move chip or a +frame.
Make far St.mk have less whiff recovery for better footsies focus attack and a few ultras blows this poke up you have to be on point.
Nothing more guy is a good mid tier this list so fix him to be even with his buffs allow for ok footsies,rush down and good anti-air options while still making.