and that’s another story, Yes he would definitely the same gameplan of redundant projectile daily like Guile but they would be not the same with neutrals or they differ alot on close range encounter. While Sagat would still have the best range among the two.
Guile should lose any projectile and vacuum type super to be distinct with Ryu in a certain level. His better having Anti-Air Super like he does. For SF6.
The problem with SFV Guile is he can projectile game so good and had better V-Trigger for projectile battle.
The problem between Ryu and Guile is just in SFV because of Guile’s projectile tools that made him better than Ryu in that kind of game. So losing those in SF6 would make Guile be another like he used to in previous SF title.
As for Sagat we can’t deny why his always the practical choice among the rest in previous title. They could change Tiger Uppercut to something not very responsive as for an anti air but still more damaging and better invincibility, making him bad in close range and againts jump ins.
Making tiger uppercut like Akuma’s X-ability in XCOTA
here’s what I mean
So it would be starting with the post like this, which is like SF4 Angry Scar
Then does a Tiger Uppercut when hit.
Another similar example is Takuma’s
The thing is Capcom should keep and maintain Ryu having the best projectile super in the game while the rest having no-option to have it even in sub mechanics power-up like the EX versions, Vskills and Vtrigger.
This is the problem in SFV between Guile and Ryu, which wasn’t a mainly a problem before. Another thing to consider is that SFV had very minimal insteresting neutral compare to SF4 which is distinction that was also present before.
projectile game + projectile super + average = Ryu
projectile game + best anti air super + good close range = Guile (like how the SVC Guile is)
projectile game + better normal range + bad anti air and bad close range = Sagat
No projectile game on ground, needs to always stay on air and no super projectile, slow SRK/anti-air response SRK other than a better follow up used after doing a tatsu = Akuma
projectile is only useful for countering a projectile, slow projectile and had bad recovery, always needs to do tatsu, best anti air range and damage = Ken