Anyway, I don’t know how the Stinger nerfs got in there, I definitely do not want that to happen lol.
EX Air Raid hitstun nerf was to slightly offset the damage/stun buff (20 damage and 50 stun is pretty significant considering it is the start of the combo). This way he can still do most of his links after it, but it will actually take timing instead of just hitting the button and it always comboing.
Also, if only Capcom would add Scouter Jump…A man can dream.
Ok point taken the other reason i wanted HP version to be 25 frame startup so it combo on counter hit with Cr.HP or St.HP.
hmm i see the reason for ryu Jump m punch buff cause i read in forums that is not as good as gouken or bison etc others and that it trades or gets stuffed. I could see your idea is good as well. Just want to make it a bit better without making it too strong.
Considering that crMP was Guy’s main anti air since he was first created in Alpha I’m PRETTY sure it was intentional. Maybe not intended to be AS GOOD as it was but intentional. However sometimes that is a hard statement to be sure about. I can usually tell when something is intentional or not by HOW it was setup. Guy’s crMP I’m PRETTY sure but I’m not like so confident I would say it was unquestionable.
Cr.mp should be made useful for anti-airing again, maybe not quite as good as it was before but close enough to it that it can still be reliably used for anti-airing.
Tons of examples of that in the game. Graphics and animation don’t have to make sense to have intended gameplay mechanics. Cody’s entire leg goes through some characters when he does F+HK. It’s not intended to hit crouching even if it looks like it should. Gouken’s EX Tatsu can’t be low profiled anymore yet the move still looks like it should be able to, unless he is hitting you with his old man balls.
It can still anti air unconventional and situational but viable. Not nearly as good as it was before, esp given the fact it’s still low active frames. If anything, the active frames are the biggest issue now because you have to be more precise in your timing due to the smaller hitbox.
IMO that’s not the point. Guy now has an amazing 110 dmg/ 200 stun 7 frames far.hk anti air, how can you be complaining about this change.
Look, I’m playing chun I anti air with my st.mk all day and I would LOVE to have Guy st.hk instead. Sure, he can’t anti air as late as he used to, but he’s not free jump at all. Get used to it Guy players, st.hk is an amazing anti air.
Yeah I know, I shouldn’t have quoted you I guess.
I was saying that intended or not wasn’t worth talkin’. I often see people asking for the 2mp anti air back but the st.hk buff is more than enough to compensate this change. It was a general post more than a direct answer to yours.
Revert back the advantage of hit for crouch HP from +6 to +7. The reason for this is Cammy lost one of his hard BnB combo which is Cr.HP > Far.MP x Spiral Arrow that works on every cast. Either this or reduce the startup of Far.MP to 6 frames from 7 frames.
Another thing that needs to get revert is her crouch LK startup from 4 frames to 3 frames. Cammy only other normal moves that have 3 frames is Close LP, Far LP & Crouch LP but all three of them doesn’t hit low. By granting 3 frames startup back in the AE 2012, it grants Cammy some offensive movement for empty jump into hit low.
All other changes regarding stun and damage is fine.
Rose because asking stuff for her will make people rage Kappa
Increase height of her projectile hitbox of her super
Increase height on all hitboxes of all her spirals from 0 to 0.2
Focus Attack hitbox either moved at further distance or increase hitbox size to near the end of her scarf
Focus Attack (release) speed increased
cr.HP recovery decreased by 5F
Far HP: either increase height of hitbox or increase damage to 110
Invincibility on her U1 back to 12F
Oni
FADC on block removed
1k health OR stun
1st of shoryuken leaves opponent on ground
Rakan Dantojin MP: projectile invincibility comes out 2F faster and ends 2F earlier
Rakan Dantojin HP/EX: travel speed slightly increased, Slightly reduce startup when in range changes in cross up. HP version damage increased to 130 when hit on front, 110 damage when hit cross up
Air U1: Fireball travel speed greatlyincreased
AA U1: Hitbox expanded horizontally
LP Air Dash: landing recovery decreased by 5F
MP Air dash hits as overhead, Landing recovery decreased by 5F
HP Air dash: Landing recovery decreased by 10F
Back motion for Rakan Dantojin changed from LENIENT to STRICT
Yes and no. far HK only works far. Also Guy’s overall hurtbox size is larger and the hitbox is high off the ground as it’s a standing normal. This makes it worse vs dive kicks and fast jumps like Adon/Blanka/Seth.
crMP doesn’t have a distance restriction and is much lower to the ground. This makes it better vs dive kicks which typically aim for the feet/legs and come in at an angle. It also is more effective as it worked vs close neutral jump or in some situations, crossups. It also could beat moves like Adon’s IA Jaguar Kick. Far HK doesn’t do any of those.
He traded a universally good anti air for a better anti air in specific situations but not as effectively universally. Guy now has to rely on riskier and less effective tools to cover the spots crMP used to cover that far HK does not. Things like closeHP and closeLP for instance. Or using EX Tatsu more often. All either higher risk or less effective.
Change the first hit of his HP SRK to not cause launch on counterhit instead it leaves him +6. Second hit still launches and gives full animation Ultra 1
CH.HP SRK xx FADC xx cr.HP xx HP SRK would do 333 damage
HP SRK xx Red Focus xx Ultra 1 would do 463 damage
CH. HP SRK (2 hits) FADC Ultra 1 would do the same damage it has since Vanilla SF4
I’m perfectly aware of the awesomeness of the 2mp (previous version). The thing is, it’s not fair to point out this change without talking about the overall change. He has a better offensive game (that’s great for an offensive character) and he should have his universal, I beat everything 2mp too ? Give great anti air to defensive characters and I’ll be fine with this.
It’s like complaining about makoto tsurugi nerf somewhat. Yeah if you focus on the nerf, and just the nerf it really sucks to be makoto ; But at the same time she gains the ex.fukiage… so you know, we’re talking about balancing a game, not giving everything to everyone.
Inb4 : eternal wrote : “I was just saying why 2mp is better”. Thanks god you’re there, I didn’t know 2+2=4. Man… I enjoy your dedication to this forum and this game, but you don’t have to explain obvious things, no offense ;).
ps : We should continue this in the general topic don’t you think.
Make all tatsus forward movement before active much farther, and increase the active period for the first hit to 3F. Also, make Lk tatsu +2 on hit, Mk +1, Hk 0.
Increase Hitstun on cr.mk (not blockstun) by 2F to make comboing off it more reliablr without having to change frame data.
Far Mp can now be canceled into a forward moving version of his target combo. Increase damage to 80. Make active frames to 4F, recovery to 7F.
crMP - counterhit - crMP becomes possible. Move is no longer punishable if not canceled as it’s now -2F/+1 Also it makes crMP - LP Spark, crMP - EX Spiral, and crMP - LK Spiral all true block strings
LP Spark - adds new FADC combos. Makes it the best fireball for meaties. Makes it way more advantaged on trade. Are you forgetting that hit/blockstun affect more than just frame advantage from raw fireball at point blank? For example, Cody’s badstone - FADC gives him less frame advantage than Ryu’s because Cody’s has significantly lower hit/blockstun (6F less). Cody can’t even combo out of a regular badstone - FADC unless it’s spaced so that the badstone hits AFTER the FADC. As a matter of fact, at a certain distances Ryu’s fireball starts having MORE frame advantage than Cody’s because Cody’s is only after for such a limited time.
Examples: crHP - LP Spark - FADC - U1 (534dmg) becomes possible now. crHP - LP Spark - Level 2 focus becomes incredibly easy.
In the corner it’s possible to do LP Spark - U1 no FADC.
Just want to make sure that you aren’t only thinking of “I want crMP - spiral to combo at all ranges.” and “I want LP Spark to not be so negative when comboed into” because I’m guessing that is your train of thought.
Far st. LP - Hitbox size increased downwards. Characters low profiling under your one frametrap normal is garbage. Activation range decreased so cr.lk then cl.lp hitting on the 2nd active frame isn’t a thing. Cl.lp is worthless anyways.
Far st. MP - Hitbox size increased downwards and horizontally.
Cl. st. MP - Activation range increased, increase active frames
Cl. st. HP - Actually anti air above his head, be special cancelable, or just not exist. This normal is frustrating in how you wish it was just far st.hp for anti airing, and it’s only use is for easy rfc combos at this point
Cl. st. HK - Actually anti air consistently above his head or not exist.
Cr.HP - Increase blockstun/hitstun by 4f, 0 on hit, -6 on block. First active frame hitbox positioning moved to be more in line with rest of active frames.
Far st.LK - Increase active frames, hitbox sized increased
Far st.MK - Increase active frames, reduce total move length 3f
Cr.MK - Undo pushback nerf. Would allow cr.mk x3 on more characters, and would prevent some situations where cr.mk xx ball does not combo.
Electricity - Increase hitbox and hurtbox size of extended electricity, preventing mashing it defensively to be strong but also allowing multip chip electricity to be consistent. Could also adjust the physics.
Electricity - Increase Chip Damage Done for first hit but not extended electricity
EX Electricity - Limited invincibility. It’s pretty much a divekick anti air at this point, also give it the other electricity buffs. Am cool with blockstun nerf+startup increasing+damage nerf for invincibility added.
HP Horizontal Ball - Add ex horiball fadc properties, ex horiball fadc is fairly pointless with red focus now. let him use 2 meters effectively
EX Horizontal Ball - Increase stun to 250
EX Vertical Ball - Float style knockdown on ground hit like air hit. He’s only +17 on a successful ex horiball and it has minimal pushback. Hard to break up momentum with the low damage and that.
Backstep Rolling - Armor break? Make it drop Blanka close to the opponent on block/hit? Speed it up? It’s a really bad move with little use.
EX Backstep Rolling - Revert to SSF4 version
Cowards Crouch - Cannot be FADC’d, can cancel with a non down direction that is not neutral
Surprise Forward - Airborne and hurtbox like in SSF4
Super - MP Super is worthless. LP is used for comboing and HP is for anti air/chip. Just switch it to LP Super properties in case of execution mistake.
U1 - First invisible hit adds to combo counter, and hitstun is longer allowing for easier confirm if you realize the dropdown part of the ball will miss.
U1 - Crossup U1 more consistently gets all hits
U1 - If negative edged U1 does not instantly lunge forward after the drop down part, if holding buttons after ultra flash can still “hold” ultra.
U2 ground - Increase range on first hit of the 2nd wave of electricity. 2 hit u2 as a punish is weak and surprisingly common.