I suppose scaling does take care of it. If I’m not mistaken, the combo goes jab, strong, fierce, then roundhouse.
So the damage should be something like 30+60+80+70=240 damage, which is not crazy.
Plus a potential EX 'copter after would add approximately 96 damage for a total of 336 damage, assuming EX copters cause a total of 160 damage unscaled if every hit connects.
So yeah a total of 336 seems about right for a basic punishment combo but I don’t know how it’ll work out considering you can get that out off a standing jab.
But then, this guy is supposed to be a deadly rushdown ninja so something like this would fit his playstyle.
Yeah, let’s hope they learned from CVS2 Kyosuke about making normals that chain do abysmal damage. Of course, even if they make his normals have lower than average damage (which they may), it wouldn’t be nearly as bad as Kyosuke since he wouldn’t have to depend on a shitty launcher that beats nothing.
Also, provided you aren’t kidding around blazeu25, I’m pretty sure Guy should be able to punish blocked Blanka Balls with his dash elbow or his run slide quite easily, so, yeah, smarter ones probably wouldn’t Blanka Ball you much.
depends who u are fighting. if ur fightin someone that cant crouch his st fr then his footsies is godlike. if they it does whiff then its alo harder. but his st mk helps alot
SFA Guy was pretty effective with his run > poke or throw pressure but since throws can be easily teched out for no damage, I don’t see how Guy in SSF4 will be as good as he was in the previous games.
Guy has chain combos that people were psyched to see, but I’m just curious to know why. It just seems to be a more prohibitive rekka system to me. (SF4 being my first SF game so forgive my lack of knowledge).
Looks like EX hurricane currently goes straight up like in FF and his jump got floatier, but on the bright side EX Houzantou is crazy fast, you probably have all day to react to a fireball with it.
Boring demo otherwise, only the bonus games were made any justice.