umm from what i see… most of Guys combos are pretty damn flashy lol. his flashyness in alpha 3 was damn near broken due to the damage he could do. in SSF4 i have most people who have mics go. WOOOOOOW OOOOOH!!, I DIDNT KNOW GUY COULD DO THAT!.
Guy broken in Alpha 3 Nooo… Guy broken in Alpah 1 HELLL YEAH, All Guy needs to do is land one combo, and repeat that same combi and it was Over.
Though his combos were a bit flashy in Alpha 3, they arent incredibly flashy in SSFIV, most are as K1 said, variants of common things, most will either be from FF Chain/Throw, TC or st mp.
Alpha 3 was a flashy game in general because everyone started off with either level 3 super bar or full V-ism bar.That meant you were definitely going to see some supers and some ridiculous v-ism combos.
Anyway I still think TK EX Izuna,ff chain combos and cr.hp>st.mp combos are all very flashy because they feel so damn satisfying and do good damage to boot.
damage=/= flashyness. just look at ssf4 long flashy combos don’t do any damage due to scaling.
the only person i know of that makes good combo videos of guy is dialupsucky.
[media=youtube]lwi8SFNpfjs[/media]
he has more like 4 or 5 more in his channel so look at those too. like i said you’re not gonna see anything crazy… it’s pretty much just all links and a juggle here or there. guy’s mechanics just don’t allow him to do crazy stuff like other characters in the cast.
regarding a3… the reason guy’s combos are flashy in a3 is because of that games mechanics not because of damage. the juggle mechanics in a3 are weird so it lets guy take advantage of it. guy’s combos don’t let him take advantage of the ssf4 mechanics so you’re not gonna see anything crazy from him outside of links.
lol in A3 if you put your opponent in a juggle state you could practically do his AA super from half screen and connect. A3 juggle physics are broken as hell
a3 felt liek a mugen game lol
that video you posted were some hella flashy comboes imo lol. some of that stuff i didnt know Guy could do!!. Now i cant wait for the arcade version hehe.
Getting back on topic a little… has there been any word of change to the hitbox for Guy’s cl.HK? I’m fine with it whiffing a ducking character, but I hate that it whiffs a lot of characters “hit in the gut” stun animation. As it is, if you know you’re gonna land a jump in you have to be dead certain you hit your opponent in the head with jf.HK or go in really deep with j/jf.HP to get the correct stun animation to be able to follow up with cl.HK to link into whatever combo you want.
It even whiffs T. Hawks gut stun animation! But not Cody’s or Zangief’s… it’s so damn random.
Anyway, I’d love to hear if this got fixed/buffed/whatever!
^Gotta agree there stu.Hopefully it gets fixed because its so inconsistent you can tell its not meant to work like that,it should be hitting everyone.
It’s pretty aggravating to see shotos/sagat whiff big uppercuts, then see your st.hk whiff and miss good punish opportunities.
I was hoping I wasn’t the only one hoping the st.hk hitbox or something gets fixed.
yeah its a bother but sometimes its better to do cr mp FFChain
^^ I love it. the timing is a bit more strict than cl.st.hk ~ bushin though
I felt Guy normals are somewhat weak, I an footsie battle, I usually tend to eat too damm many counters. :S
footsie isnt Guys kinda of battle
This is unrelated but k1, were you at a houston 3v3 tourney somewhat recently? I remember seeing a Guy player on one of the austin teams place well, iirc.
Anyways, haven’t heard anything about the hk so might as well practice the cr.mp link instead.
close hk is pretty consistent against uppercuts as long as you can get in range quickly enough to hit with it early, ie. before they enter that post-srk crouching state. online i guess you’d have to press it before they land, but you should be able to develop some good instinct in deciding whether or not to go for it. it’s not random enough to give up entirely.
dont ever try to cl.st.hk~Bushin chain vs Ken. just dont do it. 95% of the time you will either reset him because you did the kick too early, or youll eat an SRK > whatever.
I have to ask… has the flip grab damage REALLY been nerfed as badly as reported?
I’m fairly sure most of us have seen the videos of Justin Wong trying out Yang. Now I know this has already been addressed, but when he faces Guy, the Guy player lands two flip grabs - one of them takes off more than a level 1 focus > MP hozanto.
MP hozanto by itself does 130 damage.
Do we have any video footage that shows the reduced damage of the flip grab?
you have to keep in mind… yun and yang have really low stamina. look up the yun vs guile vid on youtube. there’s a part where yun has a huge life lead… gets hit by st. rh and a j. rh by guile… and loses a TON of health. they’re both counterhits… but it’s still a lot of damage regardless. my guess is yun and yang might have around 850 health. i’d be surprised if their health was 900.
I get that. But then wouldn’t the level 1 focus>mp Hozanto take off a massive chunk of health? it takes off less than the flip grab (correct me if I’m wrong - the flip grab is the next attack after the mp hozanto).
The first flip grab took off about as much (I’d say a little less) as the 4 attacks that landed before it - jumping mk, cr.jab>standing mp, far standing mp. That has to add up to more than 120 damage, imo. far standing mp does what, 60? jumping mk does about the same as well.
I’m not looking at how much health Yang lost, I’m looking at how much the flip grab did relative to the other attacks Guy landed.
If I’ve made a mistake somewhere please tell me. But the flip grab looks to be doing more than 120, from what little I can make out.