edit: thought i posted this response from roughly over a week ago, but anyway,
i’m in total disagreement w/ the two above statements, my opinion differing here based off of an informed assumption i’ve recently come to, stemming through my years of being an invested fan more so than me being any kind of worthy tournament player of the character
1st one already mentioned being that he requires highest level of skill, dedication and understanding to excel in through the higher end/tiered character using competitors of top 16/8.
2ndly a game engine/sub engines that relatively allows more than 50% of itself into being beneficial to the character and his game plan/moveset. as i understand it, for a long time guy was considered bottom tier during A2’s arcade life cycle until the character was further explored well into a2’s after life for entertainment value. character/move/engine specific glitches aka the gimmick technology has at some time or another played some type of roll in just of how strong or consistently viable guy was in the past titles at the highest levels, (whether they’ve been character specific corner juggle supers out of special throw bugs + vcc’s A2, or kara cancel into specials+supers & air recovery restricting crouch/walk cancels of A3).
3rd and last of all the developer should have designed guy’s moveset to function in a practical fashion going by what was established as his mainstays in both design and function to the his character prior to now.
i can point out 3 instances where his move set is off currently,
edit: i’m not as gifted with words as some other members on this forum so bear with me here, as i’ve lost my train of thought on where i was going with these.
I think it was 4:53-5:05 in 1st vid, my point here is not how cool a video this is but what it was that this was and should be doing now
disclaimer the tactics seen here in this 2nd video do not accurately portray the kind of tactics guy would gain from properties of far 5lk in the SF4 engine and merely suggest the possibilities to his footsie game of acquiring pressure. this video is being used for educational purposes only
point here being is i suspect it took a combination of his moves designed properties and discovered glitches of the games engines and time to be
that two of three key components are actually required for guy to even be considered even mildly CONSISTENT in viability or competitive at a top 8/16 environment first. capcom appears to finally be going the right direction for changes but in my eyes seems to stop just short of the mark.
suggested requests for final balance changes are:
Bushin Flip has gotten to the point where too much emphasis has gone placed on the promoting of the Izuna Otoshi (grab) and players attempts at landing this move, to the point that its now forgotten what BF Eblow drop was suppose to do.
Lets return the BF. Elbow drop back to form keep its current hit/hurtboxes, give him back the soft knock down(at a forward trajectory), damage on guard properties.
convert his far 5lk to have cancel into special frames. suppose if you will, that these changes fall inline to going toward the characters strengths. confusing movement, gaining corner pressure