Guy Ultra SF4 Changes

Nebz you can EX hozanto most of those fadc backdashes granted it requires some looking out for but its always an option.

Guy’s ultra 2 stops aka punish DP FADC only character it won’t work on now is c.viper she got a buff to +3 after a certain dp fadc,but its a match up guy can win.Guy on has to get 3 bars a ultra and a corner to make his Cr.lk lead to +250-300 damage which he can confirm with Cr.lp also.

I see, well i guess i was hoping for an improvement in the form of extended forward hitbox like shown in one of the earlier trailers.
Would have liked it to hit whenever the mp connected but maybe that is a bit too much.

4f to 6f …hmm… i dont know about that.

We’ll have to see TC in action I just want everyone to be hit by cl.st.hk TC.

“Guy has a 4 frame safe jump” - is that counting the start up, the active or the recovery frames, because I noticed you said it extends to 6-7 under a particular FADC,

When it comes to Guy, I’m a tech head. TC- Runslide immediate NJ = 4 frame safejump. TC Runslide FADC Backdash - Forward = 6-7 I would assume 6, with this you can safe jump, Sagat, Blanka, Cammy with ease.

But it just means you’ll be safe from 4 frame reversals as you’ll land and block as long as they weren’t invincible grabs

Speaking of which, where do we go to yell at Capcom? I still think Guy deserves a throw range buff, also his Bushin chain back throw if thats a seperate factor.

I don’t get the Seth example. Yeah, he has a bullshit mixup that EVERY character has a hard time dealing with, what does that have to do with Guy update? You think Guy’s defense is hard, try playing Abel… at least you have a real DP (essentially). I also don’t get why people are complaining about it in the sense of safe jumps. Don’t DP a safe jump… yeah it opens up more options to have 4-6 frame safe jumps, but everyone has 4 frame safe jumps at this point. It will still work fine (and possibly better) in it’s intended uses, as a reversal and anti-air.

That being said, I still hate the end of the cr.mp era. I really hope this senseless change is taken out in a future loc test/final release. Yeah, st.hk is cool, but they should buff one of his neutral/crossup anti-airs to be as good. Dealing with two anti-airs is fine as long as they are both solid.

I also do like the potential run overhead change. Yeah, it’s not a good move to throw out casually (unless you’re scrub busting) but it IS very disheartening when someone focus crumples a move that seems designed to break armor -.-

Why do people still call Guy a “rush down character” years later? There are many match-ups in the current version of the game that will get him killed for being aggressive.

I doubt a throw range buff is called for, especially after they just buffed his walk speed - but then again look at Akuma/Vega.

As for running overhead having more active frames - it should be easier to combo off of it now. The difficult part is training your opponent to block low, which probably means you have to do a lot of run/stops to see what their reaction is on reset etc and maybe actually do the overheard like like once in a match, if that. Perhaps the ex version should be faster or something so we at least get a chance in high level play.

Hmm… There’s something about wakeups I don’t think I’ve ever fully understood. When I was researching Guy’s safejumps I did not that match-up tips warned that the likes of Cammy and Sagat have slow wake ups. I never understood why having more time to recover from your air normal was a bad thing. Is there a link/thread up on this? I can understand that you’re saying the FADC gives you more frame-time in your safe jump, I just don’t understand why you need to make more time against someone who gets up slowly.

They both have DPs that lead into easy damage. Its just an option. Make them waste meter is possible.

I think he means on a more basic level than that. Guy’s standard neutral jump safe jump beats 4 frame reversals and is safe (but pretty pointless and dumb) against 3 frame reversals if you don’t hit a button. The problem is that Sagat, Cammy and Blanka all wake up slower, so if you go for a neutral safe jump attack (which all have landing recovery), your attack will whiff as they are still in wakeup invincibility state. By the time they have woken up, you have landed and are in your landing recovery frames, during which you cannot block or throw tech. So these characters can go for a wakeup attack or throw and it is a guaranteed punish for them. Also worth noting is Ibuki wakes up 1 frame EARLIER than the rest of the cast, so even though her EX upkicks is 4 frames, for safe jump purposes imagine it’s actually 3 frames because she wakes up faster.

Her ex is 5 frames I thought?

It must be at least 5f, Guy jumps on Ibuki all day.

I wonder if Guy can still cross up with jump HK as it isnt really an unblockable. Guiles wakeup hitbox is reduced apparently so the corner setup may not work.

Eh only matter if the reversal of his doesnt autocorrect and hits Guy.

Guy doesn’t need a 0f ultra, he needs a 5+0 one instead of a 0+1. Even slower than 5 if that’s too good. Don’t make it fast and amazing at punishing, but also don’t let it be reaction jumped.

^^ Yea I dont mind if they remove invincibility as well. As long as it helps opening up defensive characters. Throws arent even that scary anymore with the new delayed wakeup.

His U2 currently beats a lot of things including safejumps, a lot of characters cant even do moves against him because they will be punished… staahpppp

And SRK released the official changes… Neck Flip has its first attack angled more downwards… HOPEFULLY this only applies to being able to hit everyone’s focus, because if its everyone crouching. We just lost the ability to combo off of it.

Also the elbow jump buff only seems to apply to d.mp not bushin flip but who knows maybe not everything is said (Capcom is known to hide things)

I’m going to assume we’re talking about U2, because requesting x+0 on U1 is ludicrous.

5+0: What’s the point in that 5? The fact that it’s X+0 as you said means it cannot be escaped on reaction of the flash and requires a pre-emptive measure to stay out of range of the attack. You can’t hit a player out of their Ultra startup, particularly preflash so the response of a sensible player in the face of a Muso Renge is to keep away or prepare to jump. If you can block Guy’s st.:mp: on reaction, then you can jump out of U2 preflash at 5+0.

To me, that would be much worse than a 0+1.

It takes 4 frames for prejump. You can’t react and jump out of Guy’s U2 as it is. When opponents are jumping out of this, much like in Gief’s 1+0, they started jumping before the flash. It’s them predicting you using the U2. changing Guy’s U2 from +1 to +0 only removes the opponent’s option to input a reversal after the flash. And how many reversals will lift a character off the ground in that first frame to at least make Guy’s U2 whiff, nevermind are able to punish Guys U2? Guys U2 is to be used via baits. The meer presence of his U2 is supposed to put off your opponent from trying to rush you lest you grab them in the midst of their brain-dead cr.:lp: spam, and give you the freedom to run-stop them into the corner and elbow drop to your hearts content, because they will risk a 150-250 damge combo then give in to a guaranteed 500 dmg Ultra.