As a huge Guy fan, this is my favorite version of Guy in any fighting game. Really cool ideas and changes here, his move set feels almost fully realized here, although a few of them are a bit half-baked such as the Run > Teleport specials. Although I don't understand why they made his crMP in Omega so insanely busted and stronger than it has ever been in any game. They carried a few of the ideas here into Zeku in SFV such as how the LP Hozanto was changed, and the new flipkick follow-up from bushin flip. Even the new sweep animation. Although if I got to design my own Guy, I would still change a few things from the Omega version, such as: Revert the jump arcs back to the floaty ones. Revert d+MP so it halts air momentum again. Change the trajectory HP Bushin Flip travel faster and go a bit further / higher. Make non-EX Tatsu's grounded for a few more frames so it can be FADC'd on first hit. Make the new teleport specials not as wonky and awkward in use. Maybe even change their behaviour completely to fit Guy's toolset better.
Cr. MP before AE 2012 was one of Guy's primary pokes and his main anti air, that was a homage to that normal in Alpha. that move was always amazing until 2012. as for your changes I don't really see a need to make tatsu a fadc. you shouldn't be using it for anything but a combo ender anyway. also most ex moves in omega are negative on block even with fadc. back before I dropped the game for 5 I was the #1 Guy on pc (not counting cheaters). I loved omega guy but no one played omega and that made me sad.
@@geoffreytasker2097 His non-EX tatsus actually have invincibility properties and can be used to counter specific things. For example LK is throw invinc and mid body invinc, it even beats some chars core moves such as Dudley's stomach blow and overhead. And MK Tatsu is proj invinc and lower body invinc from frame 1 so it goes clean thru projectiles and low pokes, example in shoto MUs you can buffer it and react: clips.twitch.tv/TransparentUglySushiArsonNoSexy - BigBird also did this in some other MUs like against C. Viper seismos. HK tatsu is strike invincible on the head but that one doesn't change much. But giving his non-EX tatsus an FADC option would just open him up for a few more combo possibilities from tatsu starters, when using them to blow thru certain things, as I just mentioned. And it would make them safer oB, maybe even safe, which wouldn't be bad considering it has some invinc properties. Of course I would never make his EX version FADC-able, that would be silly, it's already a strong reversal and doesn't need any buffs.
a lot of what they did with Omega guy was split between Zeku and Lucia. My understanding is, before they settled on zeku at one point guy was going to be in the game but they wanted to do something different (the stance changes) and didn't want to change guy. so he got canned for a new character that eventually became Zeku.
I wish they'd brought back his six-way teleport from Hyper Street Fighter Alpha (Shadaloo-ISM A). Input is down down + any attack, and it works like Pyron's Galaxy Trip in Darkstalkers.
I think that is contingent on how Kimberly works. Will she be more of a menat to rose or will she play more similarly to guy. Personally who ever I main (most likely Kimberly) is drop for guy immediately
4RH-->RH has another property. If the flip kick doesn't hit and only the the dash kick does, its a juggle. You can use it for reset. EX run --> HP teleport always track the opponent's front hurtbox even if you switch sides. Say you get a anti air HP then EX run under the opponent and switch sides. If you let Guy run all the way to the other side of the wall and hit HP he teleports back to where it was considered as the opponents front hurtbox prior to switching sides.
Always liked Guy and Ibuki because most of their combo and punish routes involve tcs and I always messed up links. Always appreciate a Baf upload,even if it is a video I've seen dozens of times👍👍👍👍👍
Guy’s light hozanto and ex run hozanto can be focus cancel into ultra 1, it’s one of his best ultra setups if you do jump light kick into crouch hp into stand mp then ex run hozanto focus cancel into ultra 1 remember to back dash instead of forward dashing because the second hit of his ultra is a juggle, and guy’s light hozanto has bad range and is inconsistent for some combos.
@Bafael there’s more to omega guy, he can do medium punch after heavy hozanto on Akuma, Oni, Balrog, Sagat, M. Bison and occasionally Zangief. This allows to do mixups like run overhead, run stop and bushin flip. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-4ddtPDfBrw8.htmlsi=pp3bH-W1Ln3_JR2n Combos I’ve found
Close LK got buffed to +6/+3 so it's a useful starter now. MP shoulder is -3 on block so it can be used for safe-ish chip I guess. cr.MP is a war crime with 4 startup, 5 active, 6 recovery making it almost as fast to whiff as a light normal. Its low profile is so good that Guy can use it as a pseudo-reversal in some blockstrings that involve standing normals to make them completely whiff. The cr.MK knockdown gives some cool uncrouchable LP/EX Bushin Throw setups, but the knockdown hit doesn't reach very far so you can't get a strong confirm into it. The low trajectory of Bushin Throw also makes it way easier for guy to land a "crossup" throw if they try to walk underneath it EX Run+Slide can combo into Lv. 2 Focus on either of the first 2 hits, not worth comboing into from a hitconfirm but it's good damage if you catch them with a surprise low
How is meter gain in Omega? Seeing how wild combos get with it, and how many additional moves were added that use meter, does this version have better meter gain that’s a typical SF game?
We know what was used to test Zeku (light Hozanto, the run changes, the sweep, Bushin Flip). My question is, what will be used for Kimberly? I think the teleport might be a precurser to her teleport, but otherwise who knows? Also, I'm wondering if Kimberly will be the first character who's Tatsu has real invincibility. It's possible, all of the DPs we've seen in 6 seem to be legit.
Changing his Bushin Grab super to qcb, qcb +PPP is a great improvement, as formerly there was basically no reason the pick that tra even in matchups where it was clearly the better choice, simply because for some reason the decided to make it hcb, hcb + PPP with absolutely no shortcuts allowed in the hcb motions. This made it extremely difficult to land in the best punish situations, even when it was obvious they were coming. The hcb had to be performed perfectly or the Ultra wouldn't come out. Although it may be a bit late for the kinds of things it could punish, like a blocked dp>FADC>Dash forward which by ultra had it's frame data altered so that it would always be punishable, leading most players to FADC backwards. But still, there were tons of special moves, regular moves, super/ultra moves that left a player at at least a minus 1frame disadvantage that guy's Ultra 2 could put ish assume he could actually execute it. By making it far more lenient, this becomes a huge asset for Guy who does not have a traditional reversal that can be made safe. Itjust would have been nice to have this from the beginning as it would temper your opponents aggression, and give Guy the opportunity to do 50% damage off of any mistake that left them at plus 1 or worse. With this new much faster and more lenient version of the ultra, it could now be used even in footsies ad a whiff version. Though he did receive a number of unnecessary nerfs, this one buff seems to make up for all of them by itself. And that in addition to all of the higher damage buffs he received. At seems that it's turned him from a weaker version of a dive kick character, to a more solid all around character with better footsies and amazing punish options.