NEWLEGACY.FR

THE CHANGELOG

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- O.GUILE -

O.Guile on SRK Wiki (ST)

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Guile on SRK Wiki (HF)

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GOAL OF THE CHANGES

Make 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.

New colors
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Original colors
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Old

To select O.Guile, choose any color and then press :

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MISC

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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ST NL
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.

GROUND NORMALS

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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ST NL
ST
9/5/13
NL
9/5/16
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.

REASON: Just replicating 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.

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ST
7/5/8
NL
7/5/7
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ST NL
Close Standing Roundhouse:

+ Startup buff: 2f faster, like in HF.

REASON: Just replicating HF frame data on O.Guile.

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ST
7/4/9
NL
5/4/9
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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ST NL

AERIAL NORMALS

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

Knee Bazooka:

o Behavior tweak: can't be activated with upwards anymore (diagonals still work).

REASON: I think this is a bug.

SPECIAL MOVES

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.

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.

-- 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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ST
9/21
NL
9/26
Flash Kick:

- Behavior nerf: charge time now 5f longer, like in HF.

REASON: Just copying something he had on HF. The 4 hit combo Jumping Rh, Cr.Strong xx Flash Kick is still possible, but requires a little more precision. I don't know yet if this nerf is a good idea or if it even makes sense, we'll see...

+ 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.

- Recovery nerf: grounded recovery increased, from 5|7|8 to 10|11|12 (Short|Forward|Rh), like in HF.

REASON: Just replicating HF frame data on O.Guile.

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ST
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5/4/1/1/1/2/29/5
NL
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5/4/1/1/4/2/24/10
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ST
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5/3/1/1/1/3/37/6
NL
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5/3/1/1/5/3/22/11
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ST
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5/4/1/1/1/4/42/7
NL
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5/4/1/1/6/4/37/12
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32/22 ➔ 18+18
(HF : 16+16)