braces self for Guy changes
indeed good sir, indeed
wow at some of the changes they made… making blanka ball MORE punishable. and taking away the ability to TK cammy’s divekicks unless it’s EX’d. that surprised the hell out of me… that’s what made her so scary when she got in your face. if they’re making huge changes like that… even though i know these are subject to change as it is a loke test. it means they’re willing to try out things and make major changes. fingers crossed for guy.
taking away TKCS surprised me as well. along with all the other changes, a lot of matchups may change
on a similar note, Yun is looking like a very. very good character so far. Yun already scares me and i can hear all the people jumping on the bandwagon already. figures.
agreed… yun is looking like a VERY strong character already. if people are already finding 40-60% juggles with his super… on not even day one yet. not to mention it said… if he activates genei jin… he can U1… and continue to juggle with genei jin as long as he activates before the ultra. that’s pretty crazy. i’m pretty interested in how yang turns out though. also… making bison’s U2 a charge completely defeats it’s purpose. when U2’s were added into ssf4… the majority of them were created to deal with bad matchups. like rufus U2 being used against fireballs. bison’s U2 is now just… a weaker U1.
with changes like these… i hope they do crazy things for guy… like make his shoulder faster so st. strong xx shoulder actually combos without the CH.
Makoto may be a little bit more of a threat now. People can no longer simply rape her with FA’s. I dont think Dudleys changes will make that big of a difference, also Honda’s changes will most definitely knock him down quite a few slots. the whole reason he is so good in super is because he was barely touched at all damage wise between vanilla and super. this could potentially make the matchup a lot easier due to longer survivability and it being harder for honda to perform hands combos. Also, I hope they nerf balrog in some way. Ive always hated him…hes just so…easy mode in super…
similiarly, making Adons grab range slightly less would be really nice
yeah reading the Makoto changes I’m already thinking about how it will affect the Guy matchup.Faster walk speed along with better axe kicks and unfocusable hayate could mean Guy can get rushed down properly in this match.
Whatever though,just tests at the moment.Who knows what could happen.
i dont think she will be a big threat to guy honestly…her walk speed change doesnt make that big of a difference because her dash is so good and because she can kara-karakusa. her EX hayate WILL make a difference though regarding all of her matchups. Axe kick is beat out by cr.mk for free as well.
i don’t think makoto will be TOO much of a threat. i mean… it’s only ex dash punch that breaks. plus… her dash punches are punishable on block with ff chain if not safely spaced. if pushed out of ff chain’s range… st. strong xx whatever can punish it too. and slightly improving her walk speed isn’t much considering her walk speed is complete ass to begin with.
here’s something though… if they’re willing to change makoto’s walkspeed… that means it’s possible for guy… WHO’S SUPPOSED TO WALK FAST TO BEGIN WITH.
LOL
i dont know why but i was just thinking about Guy’s sneakers…and that lead me to think of parkour…i think it would be pretty tight if they had a new character that relied heavily on parkour type movements for his specials…agile, fast, good combos, maybe a command throw (kinda like a kong vault over them or something idk), but low damage output and not a ton of health (maybe 900/950)
ugh that would be so awesome lol
Thats exactly what I was thinking K1.This is why I was annoyed when King Cobra eventually evolved into Rufus.
King cobra was originally meant to be a more athletic shoto character which is a really cool concept.How we ended up with that fat bastard rufus I’ll never know.Just think a Shoto with a wall jump!It would be damn cool.
Or they change the shoulder to the back-fist that it was in the Alphas.
I REALLY wish they add the posibility to end combos with this*.
*Coolness level breaking through the roof.
Nah I think being able to combo off Bushin flip in the corner would be much cooler.Just like Alpha 2/3 where you could follow up with Super.They could also make it so you could juggle HK/EX.hurricane aswell.Now that would be cool.
Would possibly be too overpowered though.If you have super you’re looking at 500 damage off of one bushin flip into the corner lol.They would have to reduce bushin flip damage if they did this.Flip damage is alot less in Alpha 2/3 isn’t it?
I think this can be implemented in the game…Make it such that after an FF chain we can do an Ex bushin flip and grab…if ex bushin flip is used in combos its damage will be reduced to 150… This way after an FF chain we can choose to go for either more damage(ex bushin) or push enemy to corner(ex houzanto)…doesnt really change the balance and adds a variety to his combos…(am tired of just doing FF chain and Tatsu combos)
But capcom wont give shit …since guy is “just another character in the game”
In A2, you could combo MK (and HK, if I’m not mistaken; it’s been awhile) Hurricane after a Bushin Flip Grab in the corner, but the timing was really strict. I think Flip Grab did a lot of damage in both games, but nowhere near the damage it gets in SSF4.
Ugh, Capcom constantly making me choose between my favorite characters: Guy, Fei Long, and Yang. :tdown:
is any one afraid that they’re gonna nerf guy’s flip grab damage? that’s like one of guy’s saving graces. i really hope he doesn’t get a damage nerf any where at all. i feel like his combos do the exact amount of damage they’re supposed to do.
but if they do nerf flip grab damage… i hope they give it something in return… like make bushin flip faster or something.
The things that I ve seen combo in alpha are totally sureal. [media=youtube]ceb2jTDD0Hk[/media] I´m only asking for a finisher or more ability to combo, but not going over the top 3x hits or more
I think the mechanics of ex bushin flip would prevent it from being used to grab someone after an ff chain. It isn’t like Blanka’s ex ball that gives you control, it just tracks them and goes there… but if they move, it’s WAY off… so as they fly threw the screen, you’ll miss completely.
I think I’d like to see the ability to run slide after an ff chain to keep close to the opponent. And maybe add in corner ex bushin flips.
180 for bushin flip would be ok. if we can combo u1 after it in the corner lol JK.
kidding but 200 is a shitload of dmg. FF chain fadc tkex izuna drop would be awesome.
i hope they wont nerf FF chain or im going mad crazy it doesnt alot of dmg (214) and is a pain in the ass to land if not used as a punish.
im asking for faster walking speed. more hit stun on elbow and flip elbow.TC not whiffing on crouching chars. Faster startup on run+hk(22f) discusting can be jabbed out of it no problem after target combo.how about 12 frame? :S
faster s.mk thats it.