I think Guy has the tools to do a lot, even if he is relatively low on the tier lists. He’s a weird, technical character that can do nasty things in the corner and has several tools to place his opponents there. He also has many moves to GTFO of bad situations as well, so he’s able to pin someone down without him having to worry too much about the opposite happening. That said, I still would rather him see improvements if he needs them whenever Capcom re-balances things come time for the arcade release. I would prefer him to not to have too many up-hill battles.
I’m still gonna play him regardless, cause I really like to play him. Seriously one of my favorite SF characters now. For some reason he reminds me of Mewtwo from smash (my old main) shrug. I guess it’s the floatyness and him just being weird compared to the cast.
Edit
Screw all other buffs, the buffs Guy needs the most are to his normals. He’s a rushdown char, granted he has great options but his normals should at least be average at worst.
You know, I swore the elbow from the EX flip was safe on block as well, yet I know I’ve been thrown upon landing as though it was the non EX version. Chalk it up to lag or slow reflexes but it made me wonder what was so special about the EX version other than the homing property and the ability to absorb something like a Gouken, Sakura or Akuma fireball.
Definitely, way too many trades outside of c.:mp: range.
I don’t know about others but I’m actually having trouble linking j.RH to ninja sickle. the opponent often blocks ninja sickle even in training mode. I tried doing it a bit faster or slower but I only connect it a few times. Anyone having the same problem? I tried it in the corner mostly. Funny thing is I can link j.HP to ninja sickle consistently so I don’t know whats going on lol
Yah if it isn’t super deep it seems like its missing, so if the j.HP is more reliable we should use that I guess. I would of thought there would be more hit stun with the j.HK??
aside from being really random and throwing them out in block strings instead of lp hozanto to bait an even later button press, not really. They’re just too slow for anything else as far as I know.
I have been having Issues with Juris air based normals, particularly her J.MP. They seem to beat pretty much anything I throw out and the people I play against use it on reaction so well that they can beat out flips and others on reaction. Also, I have had issues punishing Juri’s moves in general. One friend uses her dive kicks to move forward and nothing seems fast enough to catch her. I also would like to know the best options you think Guy has for keeping Juri on the ground and not being so hoppy.
After a blocked bushin elbow I usually go for grab too. i also found that if u do clp clp cmp into lp bushin flip u are perfectly placed to nail the throw. or elbow to pressure.
One thing that I’ve noticed about MP Hozanto is that it can sometimes be helpful in putting pressure on Chun Li. Hozanto will often go right through Chun Li’s st.HK and st.HP (well, I’ve had mixed results with st.HP), two of her major spacing tools, and it seems to be pretty hard for her to punish it on block. Off the top of my head, I think that she can punish it with st.LP > st.HP, but I think the timing is really tight, and she can punish it with her super, so I wouldn’t use it when she’s got a full super bar. A good Chun Li will usually fall back on st.MP once they’re locked out of st.HK and st.HP, and unfortunately st.MP will hit you out of Hozanto during the start-up frames, but you can somewhat alleviate it if you’re only using Hozanto at max range.
I need to do more testing, but I was using it against a pretty decent Chun Li last night, and it made the match-up a lot easier, at least on that particular match.
After fighting almost nothing but Juri yesterday, it’s starting to seem as though you should just let her go airborne, and punish her a few times (especially after blocking her air dive). Afterward, she won’t be too quick to take to the air, and you can start your shenanigans. In anycase, you shouldn’t be predictable, and Guy’s elbow goes a long way to baiting things out.
It seems as though you should be a decent distance away most of the time too… Juri’s tend to like closing distance with air dives, which = free punish if you’re blocking. Try not to focus too much against Juri’s. Asides from throwing slow ass projectiles, Juri’s don’t seem to do much from a distance… Wait and see, because Guy’s got tons of options while Juri SEEMS limited… (Yup, employing the Guile mindset here lol)
It becomes Guile quality air-ownage =] (If you don’t know, that means it practically snuffs everything except for Blanka’s air ball… and that’s an exception only because its hard to react fast enough most times)
I’m glad somebody is on the same page with me out there. I’m sitting here reading some of his frame data posted up by Cicada, and somethings are just not adding up. If Guy is a rushdown character, he needs more than just light punch pressure. On all of his Hozantos, he is at least -10. That means just about anybody can punish him with a good LP start-up combo in the game. That’s not good :sad: . He is a pressure string character that has few options for laying down pressure. OMG. Even if they don’t give him any new strings or anything else of the sort, at least give him more frame advantage on his normals and make them just a lil bit quicker. I should not get out jabbed by most characters for two reasons:
One, I AM A NINJA! Since when were ninjas not some of the best on fighting games?
Two, this is not Virtua Fighter…lol
Either you’re reading the frame data wrong or it is flat out wrong in the first place. LP Hozanto I believe is -2 on block. So don’t freak out over nothing.
It actually doesn’t need to be deep at all, just very late. Aim to land the jp.rh around the waistline and you can easily link it into sickle or ultra 1.