I think B+K for that would be nice. I mean, allocating three spots for a st.hk is silly. CoughRyuCough But, then again, St.hk isn't that bad. Whose side is I on? Oh gawd.
NOOOOOOO Change input for Guile, because d, d, Sp will lose charge/swag! Guile can't lose swag, not when he's coming home to be a family man!
I'm 95% sure the juggle points allow it. However, they just don't fly up high enough. I don't think the combo is that swagtastic. Taunting mid combo is pretty sick
Dhalsim (I like the already suggested changes) -New normals? Add dhalsim (st close hp) headbutt for best damage combos. Move his stand far hp to forward+P. OR Change his Current st.hp, for far st.mp. Far St.mp has a faster startup/recovery but a bit less damage/range. E Honda (The other changes without a ? mark are good) -Overhead and kara throw? Overhead + kara command grab, awsome. -Light Headbutt? Hell no, honda needs the current headbutt. -Slightly more range on ultra? Hmm i dont know about this one. Gief Style Ultra? Grab from 100 miles? If its just a slight change than is ok. Fei Long (all other changes are good) -+1f hitstun on Tenshin? Agreed -I still think he should also have stand jab. EDIT: (@Varo thx now i know the name of that move) Guile (all other changes are good) Knee bazooka = Agreed
@Capt Dhalsim's close st.MP is one of his best AA, if not the best. If you want to make Dhalsim more about ground play instead of runaway, that's a must. b+P in SFxT. Knee Bazooka is the move where Guile moves a bit forward while attacking with his knee. Cool for getting close to a spammer and moving forward while charging. b+K in SFxT.
So any of these would be fine: Either Forward + P = far st.mp OR far st.hp OR Neutral or Back + P = close st.mp OR headbutt OR Just Far st.mp
Yeah, Taunting mid combo is, but how do you hold the charge for ultra if the input for Sunglasses is d,d+sp?
OR Forward + P = far st.mp OR far st.hp Neutral + P = headbutt Back + P = close st.mp Some characters already have 3 different moves for forward + p, p, back + p, so this wouldn't feel out of place.
Makoto: back + P -> st.HP. P -> st.MP. forward + P -> Kaoruna. Yun: back + K -> close st.MK. K -> far st.MK. forward + K -> Turn Kick.
Just a reminder that sim doesn't actually have close and far versions. He has a standing p/k, a standing back +p/k, crouching p/k and crouching back p/k. with that seems like we could give him a fair few nice normals. I really like the look of that b+mp and I like the idea of st.MP due to the similarity of his current volt moveset of cr.HP and st.HP. I guess that means it would make sense to have these 'slots' for normals: neutral/forward+p back+p neutral/forward+k back+k down/forward+p down back+p down/forward+k down back +k
Fei proposal: Improve hitbox of 3rd hit of (EX) Rekkukyaku so that the link to ultra is less likely to be dropped
One more thing for Guile: Flash Kick needs to autocorrect (or whatever you'd call that considering there's no lateral input for it.) Every other SRK type move in the game autocorrects except his FK. It migh be a bit much but it'd be nice if he had his sobat kick too. Maybe it could be b+k leaving f+k for knee bazooka. Df+k could be GHK like it is in AE, d+k could be sweep and DB+K could be low Forward kick.
Damage Comparison and Additional notes Ken -2nd hit of Target combo from 50-->70 -cr.HP stun from 180-->200 -cr.MK from 70-->60 -cr.RH stun from 200-->100. 1f faster startup Tatsumaki Senpukyaku (air) from 30-->70 -Super from 400-->370 -Ultra from 520-->500 Makoto -Oroshi to be +1f after hit M. Bison -st.RH from 120-->110 -st.HP from 120-->100 -cr.RH from 110-->100 -j.RH from 120-->100 -Knee Press from 120-->130 -EX Knee Press from 160-->140 -Psycho Crusher from 150-->140 -EX Psycho Crusher from 180-->150 -Headstomo from 140-->120 -EX Headstomp from 220-->180 -Somersault Skull Diver from 130/150 to 120/100 -EX Somersault Skull Diver from 180-->160 -Devil's Reverse from 140-->110 -EX Devil's Reverse from 180-->160 -Ultra from 540-->492 -Throw from 150-->140 Ryu -st.HP stun from 180-->200 -cr.HP stun from 180-->200 -cr.MK from 70-->60 -EX Hadouken from 130-->100 -Shoryuken from 150-->160 and not special/super cancelable -EX Shoryuken from 180-->140 -EX Tatsumaki Senpukyaku from 180/250 to 160/200 -Ultra damage from 398-->369 -Throw from 150-->130 Sagat -st.RH from 140-->120 -st.HP from 130-->120 -cr.LP from 35-->30 -cr.HP from 130-->110 -cr.MK from 80-->65 -cr.RH from 120/160 to 100/100 -High Step Kick from 110-->100 -High Tiger Shot from 75-->65 -Low Tiger Shot from 70-->60 -EX High/Low Tiger Shot from 140-->120 -Tiger Knee from 140-->110. Late hit from 60-->50 -Tiger Uppercut from 160-->120. Late hit from 100-->160 -EX Tiger Uppercut from 220-->200 -Ultra damage from 551-->500
Flash Kick has problems autocorrecting in AE too. But it has a bigger hitbox to compensate. Do you mean his b/f+mk move from AE where he hops?