- O.GUILE - |
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GOAL OF THE CHANGESMake him a hybrid of HF Guile and SSF2 Guile. I'll be copying most things from HF Guile, including the smaller hurtboxes on the neutral stance but I'll keep the higher damage on normals from SSF2 (HF Guile, just like all HF characters, do way less damage on most moves if compared to SSF2/ST, and SSF2 Guile also do more damage than ST Guile). Yeah, he will have HF range on his Crouching Forward, but he will also receive his 5f slower Sonic Booms from HF. I think these balance each other quite nicely, so it's OK, the Crouching Forward will not be OP (I hope!). As for his special cancel window, on CE/HF/SSF2 he has a special cancel window of only 4f, O.Guile and N.Guile have a special cancel window of 5f though. The only difference that this gives is making Standing Short cancelable. This would be a loss on some of his worst match-ups since it would hurt his combo potential (Chun, Claw) or just by canceling it into Sonic Booms (Blanka) so I decided to keep this as is. |
ColorsNew Legacy colorsOriginal colors |
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MISC |
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Neutral stance:++ Priority buff: body and leg hurtboxes like they were in CPS1. REASON: just giving something he had on HF. This affects most of his standing normals, the recovery on his Flash Kick, as well as the hit-stun animations, this means that Guile will be a little less vulnerable to some long combos now. This doesn't affect his Sonic Booms though, since on HF CPS1 he already had a bigger leg hurtbox during it, and on SSF2 he also received a bigger body hurtbox while doing it, and that won't be replicated. |
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Gut Reel animation:- Behavior tweak: 2nd frame 1f longer, 3rd frame 2f longer. REASON: so Fei's combos work properly against him. |
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Throws:o Behavior tweak: ground throws can't be activated with up anymore. REASON: I think this is a bug. o Behavior tweak: aerial throws can't be activated with down anymore (diagonals still work). REASON: I think this is a bug. + Damage buff: Throw damage increased from 32 to 34 (if behind in rounds, increased from 34 to 36). REASON: I'm buffing the damage of all ground throws (but not holds) of old characters so they get a small compensation for not being able to tech throws. That means that the base throw damage is 34 points now, like Dhalsim's Fierce throw in ST. Also, there will be rounds in which the behind in rounds damage will be 38 instead of 36 and thats just how the game is coded to be, the same happened with Dhalsim's Fierce throw in ST. |
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GROUND NORMALS |
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Far Standing Forward:o Priority tweak: same priority from HF. REASON: Just so it's more like how it was on HF. SSF2's is just a worse version of ST's Sobat (same hitbox but bigger hurtboxes), now it's actually different enough (smaller hurtboxes but also smaller hitbox). - Recovery nerf: 3f slower, like in HF. REASON: Just replicating HF frame data on O.Guile. |
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Crouching Forward:+ Recovery buff: 1f faster, like in HF. REASON: Just replicating HF frame data on O.Guile. This compensates the nerfed Sonic Boom recovery, zoning-wise. ++ Priority buff: hitbox expanded 7px forward, like in HF, but decreased 4px downwards. REASON: The extra range is just to give a vital characteristic of HF Guile. I know, this sounds like an absurd buff, but calm down, at the end it's OK, for 2 reasons: it will still have the expanded hurtbox on startup (which he didn't had on HF) and he will also receive the same recovery nerf on Sonic Booms that he has on HF, so they somewhat compensate each other, at least zoning-wise. As a Zangief mainer, I actually think it's OK that way. As for the downwards change, it's just so it can't reach Blanka's new and very low placed hurtbox during his Beast Roll landing frames, and also so it doesn't reach O.Boxer's TAP leg hurtbox during its last startup frames. That change on N.Blanka's Beast Roll was made so Claw could have a decent counter in case the roll is blocked, which is now his slide (Standing Fierce doesn't work anymore because the roll was made safe from Honda's Headbutts). It worked as it was intended on most match-ups, the only exception was Guile, since he could walk up Crouching Forward as a punish. It was hard to do but was certainly possible (specially with O.Guile, since his Crouching forward has the buffed range from CE/HF), so this is why this adjustment is needed. As for the change on O.Boxer's TAP, please red the description change for O.Boxer, but to summarize it, it's because in HF this is a 2-8 match-up (if not worse), so a significant change had to be made to it for O.Boxer to have a chance. Don't worry, this has absolutely no impacts anywhere else. |
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Close Standing Roundhouse:+ Startup buff: 2f faster, like in HF. REASON: Just replicating HF frame data on O.Guile. |
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Far Standing Roundhouse:- Priority nerf: bigger head hurtbox last startup frame, like on the 3rd recovery frame. REASON: So if wrongly spaced it can be beaten cleanly instead of getting trades. This is done thinking about Zangief. + Priority buff: smaller hurtbox on the 2nd recovery frame, like on the 3rd recovery frame. REASON: it looks really out of place. + Priority buff: smaller head hurtbox on the 3rd recovery frame. REASON: it looks really out of place. o Cosmetic fix: proper shadow sprite on the 3rd and last recovery frames: REASON: just to make it animate more smoothly. |
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AERIAL NORMALS |
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Diagonal Jumping Jab:- Behavior/Priority tweak: now animates as a 'chop' and have HF priority. REASON: making him behave more like HF Guile. |
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Neutral Jumping Forward:- Behavior/Priority tweak: now animates as a 'high kick' and have HF priority. REASON: making him behave more like HF Guile. |
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COMMAND NORMALS |
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Knee Bazooka:o Behavior tweak: can't be activated with upwards anymore (diagonals still work). REASON: I think this is a bug. |
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SPECIAL MOVES |
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All Specials:o Behavior tweak: Input window is no longer random and is fixed at the minimum value. REASON: The input window on all special moves is now fixed to the minimum value of 7f instead of being random at 7~14f. Having random input timers makes no sense. |
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Sonic Boom:o Bug fix: recovery amount is now set properly (value was being set based on the strength of the last normal used, instead of the button used for the special move). REASON: Bug fixing. The bug is present on the code but it has no effect since all strengths are set to have the same recovery. I'll fix it anyway. + Priority buff: projectile hitbox expanded 4px downwards (like in all HF/SSF2). REASON: just giving him something that he had in all other SF2 iterations. Yeah, he even had that in SSF2 (NC), but for some reason he had it nerfed in ST for O.Guile too. The reason is because new and old characters share the projectile data, so when they decided to nerf N.Guile's Booms so Blanka could slide under them, they ended up nerfing O.guile's Booms too, indirectly. IMPACTS: Blanka's slide will not pass under it anymore (which is OK, O.Guile's Booms have the HF slower recovery so Blanka can jump over them without many problems, as he could in HF). Also, it's now impossible for DeeJay to slide under it too. It can also reach O.Fei's Crouching Fierce too (N.Fei's Crouching Fierce was nerfed in NL for the Zangief match-up). This would also fix the Dhalsim match-up due to it reaching his Crouching Punches properly, but I already nerfed both Old and New Dhalsim's moves so that's not a problem for New Guile too. I'm sure there other smaller impacts, but what I listed above should be the main things to keep in mind. -- Recovery nerf: 5f slower, like in HF. REASON: Just replicating HF frame data on O.Guile. This will compensate for the HF range on Crouching Forward. |
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Flash Kick:+ Framedata buff: 'flashing' part stays active for longer, from 1|1|1 to 4|5|6 (Short|Forward|Rh), like in HF. REASON: Just replicating HF frame data on O.Guile. The 2nd and 3rd active parts will stay as is since SSF2 guile got a new active part at the end. + Damage/hit amount tweak: Rh version changed from 32/22 to 18+18 (is now a 2-hit move like in HF, on HF is 16+16). REASON: Just replicating a HF characteristic on O.Guile. This is actually really cool for combos. + Random damage fix: Rh version "flashing" active part now uses the proper random damage table, like the other active parts. REASON: Its strange that all active parts of the Rh Flash kick does more damage than the Forward Flash kick minus for this one. I believe this is a bug. |
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