there’s 4 big things that need to be changed
*-Remove counter hit nerf on sonic boom. *
Guile’s already penalized by having to charge for 50f before he can throw one. Guile can’t throw sonic boom faster than qcf projectiles, yet Guile/Deejay gets this nerf. If you want to keep this ridiculous nerf, add it to ALL characters’ projectiles. This nerf also hurts Guile’s low stun. Put Guile’s stun up to 1000 if you want to keep this ridiculous nerf.
*-Remove blockstun nerf on sonic boom. *
Guile is back to “not feeling Guile-y” on this one. People complain about Guile being too defensive and not offensive enough. This is one way to make him more offensive. It really pisses me off that when I have my opponent in the corner, SB > wiff knee > SB doesn’t work anymore. You can get hit out of this really easy. Something like jab SB > c.jab is a 1-frame blockstring now.
*-super gain on sonic boom nerf. *
SF4 sonic boom charge time is 55f. SSF4 sonic boom charge time is 50f. This equals 90% of the SF4 charge time. Why not make the super meter gain 90% of the SF4 super meter gain…not fucking 50%. That means 18 points of meter gain on sonic boom. If you are going to keep a nerf like this, make sonic boom deal 75 points of damage.
*-Fix the damn turning animation. *
http://www.youtube.com/watch?v=RA54bkIRvKc Desk discovered this wierd thing that happens if you record 1f on the training dummy. Notice what happens with Guile. He slides across the ground during this. That means his turning animation has translation in it. Ever wonder why Guile is the only character in the game that can’t autocorrect with his Flash Kick/AA special very well? This is why. If you’ve seen the hitxbox videos, you’ll notice these little nodes underneath the characters during any animation. These are the nodes that tell where the character is in space. At Sony for God of War, we call those zeroJoints. What I think is going on here is the animation has a tiny bit of motion in the zeroJoint. It’s probably a small oversight/overshoot from whoever animated it.
Other stuff that needs changed
*-Give us the ability to turn off his stupid new taunt. *
I have lost rounds before when I’ve accidentally brushed my fingers along HP+HK(going for AA c.HP). You can’t turn off this taunt, only his normal taunts. Better yet, remove the fucking thing. We asked for a new special for Guile, and this is what we get. It’s a slap in the face IMHO. And you Guile players who think this taunt is cute or funny, remember that shit when your Guile’s getting beat down cause he doesn’t have the tools to win. Putting taunts on the “face” buttons is a really bad design decision IMHO. They really should make it like the old console games where you had to press short+start to taunt.
-U2 damage nerf
You gave U2 a 30% damage nerf(420 to 300). Are you kidding me? Most damage nerfs for the other characters were in the 10-15% range. If you’re going to nerf the damage on it, make it do 375 damage.
-U2 startup time nerf
Put it back to 8f startup. It’s lost a lot of utility because of the slower startup time. FK > FADC > U2 is even more difficult now, and FK > FADC backwards > U2 is impossible. It’s really hard to punish projectiles with this now.
I’m really wondering what capcom’s design is for this ultra now, how is Guile supposed to use this? The best thing I came up with, is it’s supposed to be used like a “random ultra”. Just throw it out and hope it hits. Combo’ing into it now does laughable damage and it’s really tough to do compared to other characters because of the startup time. Capcom obviously doesn’t want you to use it this way.
*-FK damage nerf. *
Charge AA specials should do MORE damage than the dp-type specials, not the same. You at a disadvantage when charging for them. You can’t throw them out on a whim. FK should at least be buffed back up to 110/130/140. While you’re at it, why not fix the damage on Balrog/Blanka’s AA charge specials too, and normalize the damage on Feilong’s AA special(among others).
*-close B+HK damage nerf. *
Put it back to 120 damage. The buff you gave it isn’t really that good. Go ahead and revert the buff you gave it if you want.
*-backfist damage nerf. *
Put it back to 120 damage. Got a problem with backfist? hold down on the joystick. Forward isn’t the only direction on the joystick you know.
-Airthrow startup time.
You guys nerfed this but it still works. Put it back to 3f startup. The proper way to nerf this move would be to give it more startup time than most character’s j.MP/MK/HP/HK. The reason why Guile’s airthrows are so good isn’t their range, it’s their startup time. It would need about 7f startup to get it where you’re trying to nerf it.