Wish they’d scrap the antiair super in favor of the kick one from a3. Buffering super from standing strong gave guy reason to play footsies.
^^ agreed
I dunno, when Guy has full Super he cannot be safe jumped, I like having that extra security.
His Super has shitty startup, he can be safe jumped the same with full bar or just 1 stock. That and all 4 hits of ex tatsu is basically 1/2 the damage of a super. The choice seems clear to me.
Good god that sounds beautiful.
why do people want Guy to have a faster walk… the guy can RUN-STOP! use that! i dont see the need in having a faster walk…
If this is a serious suggestion, then you obviously have no idea how to play Street Fighter.
run stop doesn’t effect footsy game. guy’s run is used to cover ground and to pressure people with run stop when you get in their face and for feints. that’s it. having a fast walkspeed allows for a character to get in and out of an opponent’s poke range. example… vega has a good walkspeed… he can bait ryu’s to cr. forward and walk in and out causing it to whiff and walk up for a throw. part of the reason guy’s ground game is weak is because he can’t do things of that nature in ssf4.
if you honestly think guy’s walkspeed doesn’t have an effect on him… watch any guy vids from any alpha game. guy can win entire rounds with footsies alone in the alphas.
Agh. I swear, anyone else that asks that question… bam-boom, straight to the moon.
Lulz…Guy with a faster walk speed + fixed MP xx HP target combo issues + A BETTER U2 = gg. Capcom won’t be that nice to us. Couldn’t you tell by the alt costume they decided to go with?
I’ll trade my U2 for increase walk speed. Any takers? I’m tired of being poked at…
i’m with you on that zyx. i want to be able to play footsies again.
Guy having faster walk speed won’t matter if his normals aren’t good for footsies, which they aren’t. If MP had better range and active frames then his footsies would be loads better. But his normals suck for footsies, so theres no point in complaining about walk speed.
i don’t know about that one his cr. lk is amazingly good. Not saying it’s the best in the game, but it plays a major part in my pressure game.
guy’s normals are actually pretty decent. but each one is used based on certain matchups and for specific reasons. guy’s standing and cr. forward in my opinion are his best ranged normals. despite st. forward being kind of slow… it stuffs a ton of shit and rarely trades, not to mention it’s hitbox is far outside the tip of his foot and is great at keeping opponent’s out. if your spacing is good and you’re good at counterhitting the opponents limbs… cr. strong is really, really good… huge hitbox and it comes out fast and is bufferable. cr. strong is something i use regularly in the dudley matchup to counterhit his st. fierce on reaction if i see it thrown out there, and then i buffer to ex shoulder to push him into the corner. i’ve also used cr. strong against chun st. fierce and st. rh often.
i do agree though that st. strong needs more range. if it had more range it’d help a lot, especially if his walkspeed was sped up, but walkspeed will help a shit ton even if you think his normals aren’t good enough to play footsies. being able to dance outside of an opponent’s poke range is a huge advantage to any character’s ground game.
dont forget Cr.RH that shit is awesome… walk speed + more activeframes/range on MP is all he needs… i hope this is what was modified in MP in the arcade loketests…
Heh, what’d make it even better is if Cr.RH went under fireballs. I won’t bitch about the walk-speed if they just give Guy a billion ways to get in, hahaha. Wishful thinking, though.
…but seriously, give us our damn walk-speed.
His normals are decent on their own, but I’m saying for footsies. If you get your opponent to whiff, what can you punish with? His options are either too slow depending on the whiffed move or they dont have the range. Slide is the only move I can think of, but outside of poke range its not gonna knock down.
I hope slide really is faster because it would help a lot. Also hoping his st.RH has better horizontal range, because that would be a big help as well.
it depends on what normal you’re trying to punish. like i said… dudley’s st. fierce… you can cr. strong xx EX shoulder… and if you push them into the corner you can throw on a rh/EX hurricane at the end(i opt for ex hurricane against dudley… guy doesn’t need meter to anti air him)… if you go for the EX hurricane as the finisher… that’s about 300 damage… 310 i believe? however you can also use guy’s sweep against his st. fierce as well, it’ll go under the st. fierce… guy’s sweep will knockdown even from max range if it’s a counterhit.
i think you’re underestimating how fast cr. strong is as a normal, it’s range also isn’t as bad as it looks or seems. if your spacing is good you can punish quit a bit of shit with it. as for a fast ranged poke… yea you’re right… guy is missing one. but if you can stay outside a certain characters poke range… say…vega… stay outside his cr. strong range… you actually can punish it on reaction with guy’s cr. strong. not to mention guy’s cr. strong can completely stuff vega’s cr. strong to begin with…clean.
also… try using st. fierce as a poke… has pretty good priority and is pretty fast …especially for a fierce and it recovers pretty quickly so it’s hard for an opponent to really counterhit your limb.
i also agree that if guy’s sweep is faster it’ll help a lot so i’m hoping that stays in the final build of arcade edition. that sweep is great against people like dhalsim’s far st. rh to get closer to him… and it’s really good against dictator’s st. rh as it goes under it as well for a knockdown.
I hope they give Cr.RH…some projectile invinc in the top part… so that it can go under Some projectiles… right now it can go under seths…but if it just has that little invinc it could proly go under say Rose/Chun …