My Patreon: / bafael My Paypal: www.paypal.me/Bafael Supposedly SA1 also has a bit less range if used raw but it seemed very similar to before to me.
Жүктеу.....
Пікірлер: 23
@tomspagАй бұрын
so glad you're continuing the "at a glance" style videos for sf6. you put in a lot of time, so thank you Baf!!
@AggrofoolАй бұрын
Guile seems like a lowkey winner of this patch, as he got boom buffs to counteract the system changes. He's bing chillin as long as he mixes in med booms.
@Megaman.ExE7Ай бұрын
I think they're trying to make Guile not rely on Drive Rush and giving him tools to zone more traditionally; but I agree with your sentiment that they have not introduced enough changes to encourage players to make a switch to him
@Kalulosu
Ай бұрын
Honestly I think Guile was just a very solid character in S1, if he's the center of gravity for the changes I'm pretty happy with it.
@deadfr0g
Ай бұрын
@@Kalulosu I’m sure I have a bias here because I am a Guile main in 6, but I genuinely believe that Guile was the most “correctly balanced” character in season 1, as in: ideally, everyone stronger than him should be toned down to his level, and everyone weaker than him should be brought up to his level.
@viewtifuljon3783Ай бұрын
I use j MK as an air-to-air, it combos into flash kick on forced knockdown. The d HK-> df HK TC on punish counter also got a nice QOL fix, the flask kick follow up would whiff on big bodies at max range.
@invincibleloonieАй бұрын
Figure Guile’s gonna be Guile regardless, which is fine, since Guile is pretty good at the zoning and the anti-airs.
@spitfiremanlizerdАй бұрын
I think the nerf to Guiles super 1 is big... it used to punish blanka ball, rashid mid screen super 2, and i'm not sure if it still does and be able to catch fireballs far screen and long wiffed normals (useful against like dhalsim) His nerf to boom hurtbox is noticable. People can just jump in punish booms from farther away, and anti-fireball stuff works better on him. Some can probably just poke and stuff / trade with booms, with the general fireball buffs in characters like Ryu and Akuma, booms are looking more balanced. The big buff for Guile is JPs nerfs, who gatekept him. But I think akuma might be trouble for him with the air fireball.
@WoWisdeadtomeАй бұрын
Guile's cr. MP > cr. MP TC now does quite a bit of drive chip and becomes safe if you cancel the second hit into MP boom on block. Guile has been strong so far in SF6, not super top tier but just outside of that. I've been maining Guile since launch and I don't see much that makes me change how (or who) I will play. Spamming HP booms when the opponent is full screen after a drive rush extended combo ending in H. Flash Kick seems notably worse for stopping the opponent's meter recovery while I let mine recover, but aside from that I just lost some damage on my best punish routes.
@Capin91Ай бұрын
Thanks Baf!
@omgcandy16Kimicari0Ай бұрын
One aspect of the patch I'm surprised by is some of the purpoted changes from the Laguna Akuma playtest not making it to retail. Guile supposedly had changes to sobat kick and the sonic boom loops, so I wonder if Capcom is going to try to balance Guile more around boom loops in the future.
@WoWisdeadtomeАй бұрын
As a Guile main he feels almost untouched. There is some damage loss from St. HP being so core to Guile's punish game but most of the rest of his changes are either QoL changes (making Cr. HK > D+F HK XX H. Flash Kick not whiff at longer ranges) or normalization (F+HK counter hit against airborne opponents causes the same knockdown as against a grounded opp. This very rarely happens in match anyway.). Apart from this it's just drive chip changes to booms to offset system changes. Probably why this video is only 2 mins.
@meathir4921Ай бұрын
The system changes making it easier to parry fireballs and general improvements to anti fireball tools to make them more reliable on most characters received mean Guile is probably weaker relatively speaking. None of the buffs except the changes to fireballs on block are particularly meaningful though. Whilst there was very little in the way of direct nerfs, I wonder if it's enough to cause a tier placement shift. Last patch, Guile was considered a solid high to top tier, very similar to his placement in SF5 for basically its whole lifespan. I kind of predicted the same for this game, but the parry changes are mostly hurting Guile since PP got worse and regular parry got significantly better against fireballs.
@fedupwthursht420Ай бұрын
His throw
@WutTheDeuceGamingАй бұрын
Slept on? Says whom? Was good before, still good now.
@Bafael
Ай бұрын
Maybe it would be more accurate to say I would expect him to have more players than he does for how good I consider him to be
@Zwyrx_HgqfyggzАй бұрын
I really wish Heavy Sonic Blade didn't have 2 hits of durability at the low cost of slightly more startup because it completepy invalidates the Ryu matchup, he spends 2 full seconds charging in neutral only to get stuffed and then beaten by a sonic cross that's twice as fast, and jumping and Tatsu are plain suicidal
@azizkash286Ай бұрын
The drive parry change is soo stupid. Drive parry was already good vs fireballs. Idk why they want to kill zoning in this game
@eb6510
Ай бұрын
Zoners in this game have godlike close-range games for some reason, so it's not really that bad for them. Just makes it slightly less annoying for everybody else
@OccuredJakub12
Ай бұрын
Everything in this game seems designed to discourage zoning, which, tbh, is good for the health of the game
@PanagiotisPolitis-bl9xj
Ай бұрын
It's not fun for most players to watch. While it is for us we are a small minority and the developers have to delicately balance those two opposing interests
@eduardoserpa1682
Ай бұрын
Zoning is insanely strong with the way it lets you control the Drive economy even when you're in burnout. It's still on the opponent to perfect parry projectiles to stay even in resources.
Пікірлер: 23
so glad you're continuing the "at a glance" style videos for sf6. you put in a lot of time, so thank you Baf!!
Guile seems like a lowkey winner of this patch, as he got boom buffs to counteract the system changes. He's bing chillin as long as he mixes in med booms.
I think they're trying to make Guile not rely on Drive Rush and giving him tools to zone more traditionally; but I agree with your sentiment that they have not introduced enough changes to encourage players to make a switch to him
@Kalulosu
Ай бұрын
Honestly I think Guile was just a very solid character in S1, if he's the center of gravity for the changes I'm pretty happy with it.
@deadfr0g
Ай бұрын
@@Kalulosu I’m sure I have a bias here because I am a Guile main in 6, but I genuinely believe that Guile was the most “correctly balanced” character in season 1, as in: ideally, everyone stronger than him should be toned down to his level, and everyone weaker than him should be brought up to his level.
I use j MK as an air-to-air, it combos into flash kick on forced knockdown. The d HK-> df HK TC on punish counter also got a nice QOL fix, the flask kick follow up would whiff on big bodies at max range.
Figure Guile’s gonna be Guile regardless, which is fine, since Guile is pretty good at the zoning and the anti-airs.
I think the nerf to Guiles super 1 is big... it used to punish blanka ball, rashid mid screen super 2, and i'm not sure if it still does and be able to catch fireballs far screen and long wiffed normals (useful against like dhalsim) His nerf to boom hurtbox is noticable. People can just jump in punish booms from farther away, and anti-fireball stuff works better on him. Some can probably just poke and stuff / trade with booms, with the general fireball buffs in characters like Ryu and Akuma, booms are looking more balanced. The big buff for Guile is JPs nerfs, who gatekept him. But I think akuma might be trouble for him with the air fireball.
Guile's cr. MP > cr. MP TC now does quite a bit of drive chip and becomes safe if you cancel the second hit into MP boom on block. Guile has been strong so far in SF6, not super top tier but just outside of that. I've been maining Guile since launch and I don't see much that makes me change how (or who) I will play. Spamming HP booms when the opponent is full screen after a drive rush extended combo ending in H. Flash Kick seems notably worse for stopping the opponent's meter recovery while I let mine recover, but aside from that I just lost some damage on my best punish routes.
Thanks Baf!
One aspect of the patch I'm surprised by is some of the purpoted changes from the Laguna Akuma playtest not making it to retail. Guile supposedly had changes to sobat kick and the sonic boom loops, so I wonder if Capcom is going to try to balance Guile more around boom loops in the future.
As a Guile main he feels almost untouched. There is some damage loss from St. HP being so core to Guile's punish game but most of the rest of his changes are either QoL changes (making Cr. HK > D+F HK XX H. Flash Kick not whiff at longer ranges) or normalization (F+HK counter hit against airborne opponents causes the same knockdown as against a grounded opp. This very rarely happens in match anyway.). Apart from this it's just drive chip changes to booms to offset system changes. Probably why this video is only 2 mins.
The system changes making it easier to parry fireballs and general improvements to anti fireball tools to make them more reliable on most characters received mean Guile is probably weaker relatively speaking. None of the buffs except the changes to fireballs on block are particularly meaningful though. Whilst there was very little in the way of direct nerfs, I wonder if it's enough to cause a tier placement shift. Last patch, Guile was considered a solid high to top tier, very similar to his placement in SF5 for basically its whole lifespan. I kind of predicted the same for this game, but the parry changes are mostly hurting Guile since PP got worse and regular parry got significantly better against fireballs.
His throw
Slept on? Says whom? Was good before, still good now.
@Bafael
Ай бұрын
Maybe it would be more accurate to say I would expect him to have more players than he does for how good I consider him to be
I really wish Heavy Sonic Blade didn't have 2 hits of durability at the low cost of slightly more startup because it completepy invalidates the Ryu matchup, he spends 2 full seconds charging in neutral only to get stuffed and then beaten by a sonic cross that's twice as fast, and jumping and Tatsu are plain suicidal
The drive parry change is soo stupid. Drive parry was already good vs fireballs. Idk why they want to kill zoning in this game
@eb6510
Ай бұрын
Zoners in this game have godlike close-range games for some reason, so it's not really that bad for them. Just makes it slightly less annoying for everybody else
@OccuredJakub12
Ай бұрын
Everything in this game seems designed to discourage zoning, which, tbh, is good for the health of the game
@PanagiotisPolitis-bl9xj
Ай бұрын
It's not fun for most players to watch. While it is for us we are a small minority and the developers have to delicately balance those two opposing interests
@eduardoserpa1682
Ай бұрын
Zoning is insanely strong with the way it lets you control the Drive economy even when you're in burnout. It's still on the opponent to perfect parry projectiles to stay even in resources.
@edgarleon4680
Ай бұрын
Silver rank moment