As a Guile user, I’m kinda surprised at one issue. Sonic Hurricane damage nerf doesn’t make any sense. It’s already the weaker Ultra between the two. I thought they would nerf U1 than U2. I haven’t heard anything about Flash Kicks being better.
the b+hk is pretty gdlk buff…if it means all 16 of its startup are invulnerable to crouching moves.
Though that crouch tech stuff is pretty impractical.
I’m not sure but I think there was a point where everyone was exploring anti crouch tech setups and the UDK was one of the ones we touched base on. I guess it should work now.
sigh, I read it wrong and thought b/f+mk now avoided all lows. u2 dmg nerf makes zero sense as well.
Air throw being 4 frames is a big nerf, but atleast I am glad the range is untouched (it is right :o?)
I thought sobats were getting buffed too, that would have been too good lol. U2 damage nerf I don’t mind much, it’s so easy to land and controls so much space. I hope they made some changes to U1. Right now it’s a wasted ultra. Maybe a input change (double fireball or whatever) for less damage or something. That would help Guile gain a little more mobility.
How big is that 4f airthow change? Or rather, what does that mean in the game? Getting air jabbed out of it? Sorry, I’m not much into frames and stuff.
it means you cant air throw as low to the ground, reaction air throw could be hurt by this, we’ll see
BIG MISINTERPRETATION!
There is some confusion going on with the translation of the moves.
SRK says > Toward or Back and MK (Forward)
Eventhubs > Toward ot Back HK (Roundhouse)
also they have the name of the move called Reverse Sobat! Guile has no move called Reverse Sobat, its either Rolling Sobat (Toward or Back and MK) or Reverse Spin Kick (Toward or Back and HK)
Also these changes doesn’t really give Guile too much of an advantage because if its the Reverse Spin Kick (UDK) that’s immune to lows, then it doesn’t matter because the whole crouch tech thing only works on characters whose hitboxes does not lower when the press a crouching short. Now if the move avoids ALL crouching moves like the translation says, then it would be good beause if the opponent is trying to crouch tech with other buttons for example Ryu. If he is crouch techs with cr. Fierce (his low uppercut) then it will completely beat his cr. Fierce and any other moves that opponents does when they crouch. That would actually be good. This move would gain maximum potential if they would actually lower the hit box of the move so that it hits crouch techs all of the time, because then it becomes a guessing game (hmm… I should use this move now because rose is crouch teching with strong vs if I use this move and rose is crouch teching regular, then she will hit me after the move whiffs). In my opinion, UDK should just have airborne properties like Rose’s close st.MK.
Personally since the translations seems vague and incomplete, i’m not going to get my hopes up high right now and feel dumb later. I’ll just wait until the game releases in 3 short weeks and see what the properties are.
close b+hk, if it’s true that it gets off the ground immediately is going to RAPE crouch throw techs. Get ready to practice them kara throws!
U2 damage nerf, I’ll believe it when I see it. It already doesn’t do much damage. If damage is nerfed, oh well. Damage nerfs are hardly anything to worry about.
Airthrow 4f startup instead of 3f, a minor nerf, it’s still faster than the startup of most jump attacks which is why it’s good to begin with. This will actually buff a cool gimmick you can do with the airthrow though.
I’m curious what they’re going to do with b/f+mk. Will they make it as good as the old ST version? I hope so. Also, I’m really curious what they’re going to say about Guile in the weekly blog posts. This stuff I’m seeing in the Arcadia post, I’m not too worried about at all. Looks like Guile will still be good/fun to use.
i read the japanese thread. It’s the UDK that got buffed.
for the SH nerf, I really hope its only the first hit that got reduced and not overall. It’s already weaker then most ultra’s after FADC.
the airthrow nerf hurts. wish it was only the backbreaker or something.
it’s probably not a complete list, so here’s hoping that the remainder of the changes aren’t going to be for the worse.
i’m still annoyed that the ex flashkick has not been improved at all. it’s arguably the blandest EX move in the game.
wow,using UDK to beat crouch techs and have a small factor of guessing at wakeup is a +.
won’t this just lose to crouch teching with jab or strong? In which case who cares…
One thing that always bothered me about UDK is the fact that Zangief can SPD it on startup even though Guile is already visibly off the ground. I doubt this change will affect that but it would be nice ; ;…
+1 frame of startup on Air Grab is kind of painful… at least on paper. Forgive my ignorance but does this make Guile’s Air Grab startup slower than all other characters? Thereby making it inferior startup time trading off for superior grab range? Perhaps they felt early jump Air Grab as a means of AA defense was a bit too reliable but it still feels like an irritating thing to nerf (however little).
The SH damage nerf is slightly annoying but in a way I’ve always been a stickler for Flash Explosion so it sort of… validates that Ultra a little more. I think they probably noticed people picking U2 all the time regardless of the damage difference and decided to make it even more of an obvious damage/versatility trade-off.
UDK already beats crouch tech. The problem with UDK is that some characters crouch techs lower their hit box, so UDK completely misses the opponent. What Capcom should do is keep UDK the same, except lower the hit box on the move so that it hits crouching opponents anyway.
UDK is not throw invincible, which is another flaw that the move has. So I don’t really see this as helpful as they are making it out to be.
I hope this gets read.
I also thought it was silly for this move to avoid low attacks but then result in whiffing anyway. If it did hit crouching opponents though it would essentially make it an overhead like his HDRemix UDK and then we’d have a Guile with 2 different overheads. Unless they made it whiff on crouch-blocking opponents but hit only if they stick something out.
SH hurricane Nerf don’t bother me much. To tell you the truth as guile i barely ever use either of those ultras unless i catch opponent make some fatal mistake or punish fireball mid range. Guile is the least ultra dependent character imo. But it was a low damaging ultra to begin with so i don’t know why capcom nerfed it.
I wish guile was like this: [media=youtube]p3SNj9_LE9Y[/media]
This would allow for FADC ultra 1 lol. Almost 600 damage just from FK FADC ULTRA 1 lol.
Going out on a limb and guessing that most of the damage reduction to U2 will be from the first or last hit, since one of those hits doesn’t connect from a juggle. That way the damage would be mostly intact from FADC, but he would do less damage in the matchup-specific concerns where he gets to land a full U2 for chip or otherwise, which would fall in line with the trend of other changes so far.
By that, I mean things like OS against slow backdashes, or characters with no projectile escape like U1 makoto (or who have one but are strapped for meter) where you can get a meaty chip U2 after a knockdown.
As long as I can still do Focus Crumple --> n.jump Backbreacker --> Safe Shades then I’m good.
It won’t get you to #1 spot in the tournament results but it will get you to the #1 spot in the hearts of Americans everywhere.
Not sure how I feel about the changes just yet. I was hoping for a hitbox buff on one of Guile’s anti-air normals. Tired of letting Balrog jump in whenever I lose a charge. Not even Daigo could keep that bitch from coming down on him.
I just hope that they dont nerf the chip damage of Sonic Hurricane by much, since it already does about 100 (st.hp damage) of chip damage.
I, like the rest, hope also that UDK becomes unthrowable or hits characters like juri from their crouching kicks ( or both )
Okay I just checked out the SSFIV blog…
And oh boy…this is not good.
I’m not good with translating in japanese (I can read it, I just can’t translate as well…but I know well enough to make some out of it.)
update 2
Here are the main 4 nerfs that you should be aware of…
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Sonic Boom will only gain half of what it used to on the Super bar.
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Backfist NERFED
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LK, MK, and HK Flashkick NERFED
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Sonic Hurricane NERFED (with even a slower startup!)
Guile users, including myself, are so screwed…lol.