Dear capcom,
Please fix this stupid bug. I hate losing to this crap. I love that I can predict that my opponent is going to cross me up deep but there’s literally nothing I can do to beat it. I’m looking at you Abel.
Dear capcom,
Please fix this stupid bug. I hate losing to this crap. I love that I can predict that my opponent is going to cross me up deep but there’s literally nothing I can do to beat it. I’m looking at you Abel.
keep tweeting Ono. I’m gonna tweet him once everyday at least
Proper flash kick recovery and targeting… if only. The other day I was playing old SF2 versions on my PS2, and I remembered that Guile used to land from fk’s standing up with a seemingly reasonable recovery that was more difficult to punish (at least on blocked lk. fk). Why the hell in SF4 does he land crouching like he blew both his knees out? Did Capcom decide he needed a more dramatic animation to show his age or something?
“there’s alot of buffs Guile got that I don’t see Guile players taking advantage of in AE” - ski
something like that
Wtf, did he really say that. I’m sitting right by him. Want me to go smack him on stream?
please haha
can you go ask him which buffs he’s talking about? maybe he knows something we don’t know hahahaha
Capcom does not want a guile that can easily control space and zone, pretty sure every shoto player wrote into capcom to cry about it. So there is no way he will get his boom meter back and no way he will get his U2 damage back.
To tell you the truth, I never liked guile in Super, it was a total bitch to fight against him, he would just boom + st.hp + air throw to control space. Capcom did the right thing to nerf his boom meter, U2, and backfist, but should have made up for it with buffing his close up game or adding in something for a decent mixup game.
This is what I want:
i think you’re looking for a totally different characters with those mix ups. He’s meant to play defensive. I’d rather him get more C.HP and flash kick damage
If they were going to nerf Guile’s damage, pick one or at most two out of backfist, U2, flash kick, not all three and upside-down kick. Meter nerf hurt Guile in a big-way damage wise too, I think of all the times I have had to go for light kick flash kick instead of ex-flash kick as an anti-air because either I need to save the meter or I don’t have it.
They excessively did so much dumb stuff to Guile in AE we will be lucky for them to fix half of what they did, let alone add utility. Then again they gave Guile a bunch of random stuff in Super so who knows.
If he still has the boom and the fk, he is still a guile to me.
Capcom pretty much dropped the hammer making guile a much less effective zoner and boom spammer. Capcom will never make changes that enable his zoning/turtling game, so the only path left is to give guile a mixup and attacking game.
I went to the Ono panel today for SFxT. Before he talked about SFxT he talked about AE. He basically said there will be a rebalance patch for AE. There will be a loke test for it around the end of summer in japan arcades. Then the patch will be out for PS3/360 sometime around fall/winter(for free). He said the twins will be the first thing they look at. Someone in the crowd was wondering if they would nerf or bring characters up. Ono said that they want to get it right this time, and will be buffing characters instead of nerfing. I do think there will be some nerfing of the twins though.
They need to just revert everything they did to guile in AE imho. There really wasn’t anything wrong with him.
fei long needs that nerf bat too.
sick! that sounds great if they do it right
Will believe it when I see it.
fix the fucking hit stun on j.lk. the timing is too strict. this buff alone would make the sagat match a lot better (in a fair way too).
to be honest, with the nerfs that yun/yang and fei are about to receive, i don’t think guile even needs to be as strong as he is in super.
guile is kinda in limbo right now. he’s a turtle character that can’t turtle properly. if they want him to be played defensively, buff his defensive options (even more priority on anti airs, give him his boom meter back) and keep his damage nerfed…or nerf it even more if it’s really needed. if they want him to be played offensively, do the opposite (shitty boom meter build, buffed damage, fix jumping lk hit stun, upside down kick unthrowable, revisit ultra 2). that’s how simple it is imo.
Guile need his bazooka travel himself much further with much +0 on whiff and lesser negative frame on block…for creative-offensive or frame trap purpose.
make cr.lk and cr.mk special cancellable…
+1 more frame to cr.lp
increase jump lk crossup stun
remove the fucking stupid cr.RH, make it sweep once or the second sweep comes out faster (like T.hawk’s sweep) PLEASE
and as what gilley said
That’s bit too much. I’d rather have increased range on it.
Make U1 not need a downcharge - just <><>3k like U2
that would be too good. would need a big damage nerf.