I hope they give him a BushinRyu Bazooka so we can destroy anything that stand on our way.
Actually, changing the command elbow so that the player can have total control of it in air would be really awesome. Sort of like Balrog’s, Honda’s, and Seth’s neutral jump attacks. It would really up his game alot.
yea… even only one direction would be cool…i really hate it when people just walk behind you and throw…stupid elbow isnt treated as a normal air move so you cant even tech it…
Im surprised nobody mentioned the fact that Guy’s FF combo is probably the most unsafe move in the game on block. Not only is it unsafe on block but before the 4th hit lands… you can get ultraed or srk/ reversaled out of it.
I don’t think that is true, I don’t recall every being hit our of his FF combo.
Then don’t do it if the opponent is blocking!??
I always do cr.LP, cr.LP and react to see if my opponent is being hit while standing or crouching. If standing, go into the FF combo (with the throw if my back is against the wall); if crouching, link to Guy’s TC or st.MP and cancel into special of choice.
With his TC being fixed though, I’ll probably always go for that when my opponent is crouching.
Fix Super start up and hitbox on balrog.
is there a difference between the punches?
just dont press rh if the ff combo is being blocked. the hp is safer than rh. and mp is safer then hp.
It should just be safe all together like how the alpha series when it pushes the opponent back. This would tremendously improve his rushdown game.
I think it’s pretty balanced as it is. It’s fairly powerful on it’s own and there’s a number of things you can do if you land all 4 hits:
- Follow up with EX shoulder
- Cancel into Super
- Follow up with qcb.HK in corner
- Follow up with Ultra 1 in corner
And if you manage to end the FF combo with throwing the opponent in the corner, you get a whole bunch of hijinks options available to you (my favourite being to follow up with HP, cancel into LP Flip).
I honestly don’t feel it needs changing. The TC being fixed is probably the best news I’ve heard for Guy so far. Gonna miss the damage on the Bushin Flip though!
perhaps… but i reeally wanna see some more combo videos of Guy. Guile is more combo heavy than him
[media=youtube]ceb2jTDD0Hk[/media] mmmm
guy has never been a combo video type of character with the exception of maybe a3. his combos have always been very practical. guile on the other hand… has always been a combo machine, in every game he’s in. his recovery time on his SB allows him to have long combo strings. so there shouldn’t be any surprise that guile is more combo heavy than guy. don’t expect to see anything really spectacular out of guy in terms of combo videos in ssf4.
@zangief2000- there is absolutely still reason to use that move. just because the damage has been nerfed doesn’t mean it’s not useful. to me… one of the best things about landing flip grab wasn’t just the damage… it was the safe jump followup afterward that let you pressure and run guy’s mixup game. not to mention landing flip grab also sets up a 50/50 crossup situation as well as an ex flip grab loop if you’ve got the meter for it.
never look at a character’s tools as useless just because it’s damage has been nerfed… every move that every character has has it’s uses in some way or another and comes into play at some point… whether it’s matchup specific or not. i think all of us guy players know that everything guy has …literally everything… normals… special moves…etc, has it’s place at some point. for example… nj. rh may not be that useful against sagat or ryu because they’re not in the air a lot … but against rufus… nj. rh is an amazing anti air.
nah id say Guy is pretty combo combo reliant, all of my punishes are chains or multiple hits. As for the flip dmg nerf i dont really mind it much, i dont really need it. i say his HK tatsu needs to hit opponents who are on the ground lol.
all characters are combo reliant when it comes to punishing mistakes. that’s what optimizing your damage is all about. it’s just easier for guy because he has ff chain and his TC is cancelable. what you were asking in your previous post was that you wanted more COMBO VIDEOS with guy, implying you wanted to see something flashy, as is the case with combo videos… and that’s just not gonna happen. guy, like i said, with the exception of a3… is not a flashy combo character. his combos are about practicality, so you’re not gonna see anything too spectacular out of him in a combo video. his mechanics just don’t work like that. the only reason his combos in a3 were flashy was because of that game’s juggle mechanics. pretty much all the combos you’re gonna see from guy in ssf4 are gonna be links and a juggle here or there. his lack of being able to do FADC combos will prevent him from having flashy combos as well.
by saying guile is more combo heavy than guy… you’re implying that guile’s combo ability is weak… and that’s not the case. since ST guile has always been very combo heavy because of his recovery on his SB.
You dont necessarily need to rely on combos to punish your opponents mistakes, characters like chun li or bison can just used st. roundhouse to kick fools all day long. as for guile i never said his combo game was weak… im saying he dosent need combos to get wins at all, whereas Guy you need to learn your combos to do some damage
of course you don’t have to combo to punish mistakes… but like i said… it’s about OPTIMIZING your damage so generally you do want to combo unless something doesn’t permit you to combo them i.e. not being close enough/within range to do so.
and i didn’t say you said guile’s combo game was weak… i said by saying “guile is more combo heavy than him(guy)” you were IMPLYING guile’s combo game is weak. as if guy’s combo game should be better than his.
and you never said anything about using combos in matchplay… you said you wanted to see more combo videos of guy. so saying guile doesn’t need combos to get wins is moot. that’s an entirely different aspect of the game.
however, i do agree that a lot of guy’s wins come from landing at least 1 or 2 good solid combos per round. he’s definitely not gonna win rounds poking people to death like bison/guile/rose etc. one of guy’s strengths is definitely his damage output on his combos for sure.
Heres how I see it:
In order to do any real damage with Guy, its a necessity to perform combos. However, those combos are:
-
Not very flashy unless its a risky reset combo
-
Lacking variety. You will see small variants on his three major combos during matches, being:
A) Bushin chain (variations including jump in > bushin, cr.lpx2 > bushin, cr.lk >bushin, etc)
B) Target Combo (variations include hit confirms in target combo / cancelling into a different finisher (run/slide, hozanto, tatsu)
C) Cr.hp ~ st.mp xx follow-up (Variations include jump ins leading into this, changing the finisher, adding EX tatsu if in corner)
other than that, you will see VERY little in terms of variety in Guys combos. Even if you include his resets, they look flashy and all, but if you dont reset into a bushin flip, youre going to be resetting into a hit confirm > option A / option B, or throw (which doesnt count as a combo)
Guy doesnt really have any fadc combos to speak of that arent a part of, or variation on, options A or B.
Guy’s combos are needed to do any real damage as he doesnt really have much at all in terms of zoning / footsies.
First and foremost, mixups will win you matches with Guy.
technically in SFA3 you could literally poke the crap out of your opponents with guy and score some wins, unfortunately capcom said" Guy with Pokes pfft surley you jest" they probably thought his flip doing 200 dmg was gonna be high priority.
What’s Google translate Bushinryu to again…
God of Military Style Arts? There’s a reason it’s called a “military style:” he won’t waste time on all that flashy crap when he can just knock you out.