It’s Japan, Big Bird and Kim1234 let the confirmation out, mostly legit players complaining, I still don’t understand the 2 frame as that makes jumps dangerous but hey Capcom wants some success to Guy.
@keetro: My reasoning behind the ex flip variations was determined by the nature of the engine in which it functions under and Capcom’s skittish reluctance to make certain changes in general which maybe they nearly tapped out their investors funds if not already gone over budget on this project may have played a roll in that regard
outside of adjusting some normal moves I’m of the opinion how guy could be balanced with out radically altering the match ups would be by looking at how some of his ex specials work. my input on the ex flip here reflects this opinion. and as you stated about the negating effect of delayed wake up on the use of EX flip, it now trivializes this move in its current form in AE2012 to the point that by adding these new properties to them would give them even less situational significance. By which case if i was in control of balance changes to guy being implemented here i would unify these properties as a solitary EX SP move albeit minus the overhead amongst a few other changes to bring something old of interest to the table to the ones that stuck it out up until now.
I’m para phrasing here but I think the Capcom said somewhere that the effort here, at least initially, was meant to remove as much of the 1P auto pilot as possible, in the interest of once again bringing back a 2P contest that the solid ground fundamentals were built around. So then hence why i settled for the command variations approach, that cost meter to use in situations that likely won’t happen all too frequently in highest level of play. discussion/argument that would spawn from the members unfamiliar to Guy
Of the Ex moves that received any changes, 2F EX BSK is the last thing I’d ever expect out of these guy’s, while i was wishing for 1 framers of some sort to be able to play around with this wasn’t what i exactly had in mind. but i guess no other choice but to just run with it. Though still it gets me to thinking there could be an decision behind this was to be able to deal red focus in “Guy” fashion.
edit: i was watch some video in which it then occurred to me that, to expand on the notion of EX flip. since its gonna track either way this makes that implementation flawed. in this sense that it should be handled like command run in this instance. and if you’re doing this then, might as well apply these properties to the normal versions as well as the EX one.
from the QCF+LP(236+LP) command the follow variation would be given the following properties of
LP: Chip/guard damage
MP: Soft knock down from air to air collisions
HP: High guard/overhead(to visually distinguish this elbow from the others, simply have guys model in reverse during animation of the move his back facing the forward performing the flip elbow drop)
command for EX Flip would act much like how his EX run command would then be QCF+any 2P but the follow button determines which elbow you get while the same properties apply to each respectively
im sure with enough bitching guys 2 frame will go back to 4 frames for console. according to one of my friends javitz arcade isnt final and there is going to be some changes when console comes out depending on how things go. rememebr when they said “testing waters” ? yea thats def gonna go back into 4 frames as much as we dont want to :(.
Lp Bushing Flip: hit-box moved downward to beat low profiled moves better. Since Low Bushing Flip beats Lows, it will help condition the opponent for Mp Bushing Flip. Mp Bushing Flip: crosses up in the corner only (only if it hits the wall, it will gain a bigger hitbox behind Guy’s Elbow Drop, but lose to lows). Hp Bushing Flip: does 10 chip damage to help deal some damage against turtlers. Ex Bushing Flip: cancels faster to the ground to be a better tool for Baiting. Example: Target Combo ~ Run Slide, Ex Bushing Flip cancel into Elbow Drop to Bait a 3 frame DP or a low profile move such as Ryu’s crMk.
Actually the times it misses sprites notable on generic setups against the likes of Juri/Sim/Rose you have to delay the setup, but considering how Ultra seems to be very ground based on paper, jumpins may not be so heavily used this time around
I think we shouldn’t obsess over anything about 2f ex tatsu, obviously it won’t stay. But it’s cool, the far HK, target combo range and walkspeed buffs are all i need.
Not the greatest display of Guy but a valid effort, could have used his super or Ultra at the end there instead of having to do EX tatsu into the corner.
again not sure why people are automatically assuming guy is going to lose his 2 frame ex hurricane kick. Again now this gives him a combo off his f+mp overhead which is already stupid in the game anyway since it doesnt hit twice for some reason from realistic distances or vs every ducking character. So I take it as throwing him a potential bone there for some more damage. And since running over head from the sounds of it hits twice on ducking opponents. So you can no longer get the duck lk, links off. But you can link a ex hurricane kick after it… So a trade off…
Anyway also can we assume as well now that with 3 bars guy is going to have a lot of dizzy combos off red focus?
Maybe on some characters, But that may involve full bar rather than 3 bars for a guaranteed stun. Also it does hit twice on most crouching characters (f.mp) besides one or two, But you can still late frame hit the f.mp and run overhead for combos.