SSF4 AE Guy Changes

Only 3 things:
1- walk speed
2- close hp (on target combo) not whiffing anymore
3- I want a damn real neutral jump kick or punch move that doesnt always whiff when safe jumping on grounded opponents. Why guy jumpins moves always whiff on crouching or even standing opponents that’s crazy. Give us at least a real nj. mk or hp. Can you believe that kiryu is forced to use nj.lp for his safe jump because the other whiff stupidly?
What saddens me most is that most of our demands are to make things works the way it should. we are not asking new things.
PS: Oh and I was thinking that there is something that could really help non zero frame grab ultra like guy’s but also cammy/fei counter ultra. Make it be like what they ve done with vega ultra 1 in SSF4: freeze and zoom (the it’s time to jump warning) should only happen after the grab

At this point i just hope capcom fixes his normals… not just TC, but so many of his moves are susceptible to lows its just ridiculous… his jumpins , elbow, bushin elbow, EX tatusu… There are even some lows that go under the almighty St.MK …

My wishlist
1)Make him less vulnerable to lows and fix some hitboxes (Mainly jump normals)… There is no reason EX tatsu should whiff so much… Am ok with Bushin elbow whiffing but Regular Down.MP and Crossup J.MK whiffing on lows is just stupid…
2)TC fix or St.MP->LP Houzanto comboes…
3)Better walkspeed

Make Neutral Jump Hk better at Juggling. Give it less push on hit and make it combo into more moves after the second hit like Ex Hozanto and Ex Run Slide. For a juggle move, it’s does a bad job at juggling outside of the corner and even in the corner it’s not that good. Also give Ninja Sickle ‘Faster Start-Up’ and more ‘Active Frames’, so it can be more useful on someone’s wake and be used for Frame Traps. Ninja Sickle would also be a better tool for ‘Baiting’ on wake as well because of the faster start-up.

[LIST=1]
[]s.Mp can combo to Lp Hozanto
[
]Improve nj.Mk hit box (active frames?) so it can be used in safe jumps.
**Edit: I mean, to make it easier to use in safejumps extend its active frames so the timing isnt so tight. After a run slide I use either nj.Hk or nj.Lp depending on the character im against. Guess Im wanting to be lazy and have a general go to neutral jump attack :oops: **
[]increase speed or fireball invincibility on Mp Hozanto. So many times Ive Mp Hozanto on reaction to fireballs and got hit on the back after passing through.
[
]Sickle (df.Hk) forces stand on first hit, so if you hit a croucher you get both hits and the launch. (They should be blocking if they’re crouching, most times I land the Sickle on crouchers they were either mashing or teching, they should’nt get a free escape.)

Wishfull thinking list:
[/LIST]
[LIST=1]
[]Ultra 1 sucks in after first hit and full animation afterwards anywhere on screen.
[
]Sickle to instant Izuna grab… please. twould be awesome looking.
[]slightly buffed range on s.Hp
[
]elbow (only izuna to elbow) is an overhead. Could possibly make his pressure game too good, but It would be awesome.
[*]Walk speed buff

To be honest I like Guy in AE, he suffers a little too much when you come up against downback warriors, hes a little unsafe and has to do unsafe things to get in, but thats why I like him. I hope the changes are minimal at best.
[/LIST]

I don’t think he needs nearly as much as you guys say, but i’ll contribute my never going to happen dream list.

1: add 1 frame of advantage of c.short on hit, don’t change on block.
2. take a frame off of the stop in run > stop
3. for the love of god just make ex. bsk have a godlike front hitbox so people stop falling through it, i get beyond annoyed at correctly reading unsafe jumps and watching people just stare at me while i spin upwards. watching people jump through this is like watching someone stand in honda’s handslaps and not get hit, it shouldn’t happen.
4. fix c.RH, a well spaces but still blocked slide(and in some cases hit!) should not mean you’re getting pile drived against grapplers, it’s hard enough to outfootsies them they shouldn’t be able to 100% turtle us without really thinking once they get one hit.
5. u1 really should have vacuum properties for how little damage it does at the end of combos, this wouldn’t be broken in the least as you would have to A: spend 2 meters to fadc a bushin chain mid screen, and it would still be scaled pretty badly B: still have to be in the corner to get a not so terribly scaled version. C: actually make it able to punish somethings and therefore USEFUL.

not related to the list but to everyone saying the nj. mk whiffs, the timing is a bit more strict than everyone else’s safe jumps but i’ve never seen a character it outright whiffs on, is there someone?

This… you explained it perfectly.

Ill be honest, I never ever use nj.Hk, what moves can juggle from it? Im pretty sure you can land super but I could be wrong.

The most likely reason why EX BSK whiffs against jumping opponents is the inactive frames between each hit. I’d like that window to be decreased too.

I don’t think it whiffs on anyone except with characters who have delayed wake up timing. People being people, I guess.