Guy Ultra SF4 Changes

for me, the pushback from the hard pokes should be less, its a good option i think for the reasons I said in my last post and enable cl.lk in combos. Por el amor a dios :smiley:

U2 is situational, so seeing as U1 is his main go to Ultra, I feel that the slow startup makes it not so versatile, 10f startup at most would be great (possibly allowing more consistent meterless juggles after hozan on whole cast).

Would making f+MP plus 3f on hit be too good? It would sort of be like a solar plexus to Guy.

F+mp -> cr LK xx EX hozan ~ FADC -> Ultra 1

It would be too good, overhead into a hard knockdown for 1 frame links. we wouldnā€™t even need to use run overhead anymore.

St.mk recovers in 12 framesā€¦ you should be getting punished if people are throwing out focus or read the move coming out its a medium. It already had its recovery reduced previously as well.

Elbow drop (D+mp) he doesnt have a hitbox below his waist, Bushin Flip elbow however does. That is completely fair. Bushin Flip elbow has 8 frames of recovery. Bushin flip elbow alone should receive the hitbox buff.

i agree with pedroā€¦ lets get together and come up with some sort of list and let ā€œbloodā€ take it to combofiendā€¦ i think u ā€˜BLOODā€™ said that ur going to one of the lok test sites?

if u really think about it GUY doesnt have a low hitting poke to use for footsies from far distancesā€¦ nothing safe at least (slide). so what im trying to say is that TC should be as it was advertised in that first video. thats the only way we can whiff punish from far distance. i know they think its op cause it will lead to hard knockdowns but with the delay wakeup option, it really wouldnt be. and im telling u guys that if cr. mp. would have some more plus frames and a lil more pushback on hit so we can combo st. hp. xx run/slide, that combo would be so niceā€¦ and as far as elbow, both versions, like i said beforeā€¦ SOMETHINGā€™S GOTTA GIVE!!!

or if they dont give us the range from the video, then change the command for overheadā€¦ that way we dont have to worry about overhead coming out instead of st. mp. xx run/slide. i know its an execution error we all do but im pretty damn good at doing it and i STILL mess it up every now and then just like pedro misses that fadc ultra in the cornerā€¦ that would be huge not to have to worry about thatā€¦ maybe f.hp instead of f.mpā€¦ cause i dont really use f.hp for anything really. i dont know about u guys?

?

You just keep tapping MK until you see the slide come out, I dont understand how you accidentally get neck flip. Do you press HK for the run?

Why canā€™t his cl lk work like it does in the alpha games? And why not make the far lk recover faster so you can use it to expand his combo potential. Dude is supposed to be a combo machine.

edit: what would really be cool is if they made it so you could use his cl lk as a command move that maybe gave it slightly more range. Kinda like how Ibuki has.

Yeah, good point.

How about giving plus frames to cl LK? +3f or 4 sounds reasonable, so Bushin chain can connect.

In my original post I asked for cl. lk to get a buff, Iā€™ll ask again. Most of the things we asked for that I and others put into the unity thread was received, honestly if I feel good about the changes at NEC then Iā€™ll come back and affirm confidently if Guy really needs anything, the main thing I plan to address is TC to at least hit from Cl Hk on every character point blank, Currently it will whiff on Sakura and Fuerte. I will address that Bushin Flip elbow should receive a lower hitbox and only that elbow. Regular Elbow can remain as is. Iā€™ll ask to make sure EX Runstop did receive the same treatment as regular run stop and that EX Run Overhead as well including not being able to soar over crouching opponents/ Address that the 2nd hit of bushin chain to have a buff on its horizontal change. Thatā€™s about it.

Also cr.mk works quite well when sniping for low profile moves such as slides :smiley:

ā€œIā€™ll ask to make sure EX Runstop did receive the same treatment as regular run stop and that EX Run Overhead as well including not being able to soar over crouching opponents/ Address that the 2nd hit of bushin chain to have a buff on its horizontal change.ā€ <-cool stuff.I know am being selfish on a far st.mk buff but do you think 1-2 frame less on guyā€™s ultra1 start up would be too much to ask blood/any fellow guy players?

I guess we can all agree on the following as priority 1 changes for guy.

  1. Elbow Drop to not whiff on lows (At least the bushin flip elbow , as this move has a huge hurtbox)
  2. TC 2nd hit to have slightly bigger hitbox to atleast hit all characters from a decent range (not max , like shown in the trailer. From the loketests it looks like it still whiffs on many characters even from very close range)
  3. F.MP Overhead to consistently hit twice on all characters.

I would barely call these buffs and they are more of fixes. Capcom srsly needs to cut the crap and put this in.

These moves work fine against some members of the cast and it doesnt look like Guy is dominating those matchups , I dont see how any of this would make Guy OP.

correct me if iā€™m wrong but arenā€™t there specific setups to make f-mp hit once and be comboable after? i just remembered those once you mentioned it hitting once, and i wouldnā€™t want that gone. and yea, maybe one or two less frames on ultra would be decent. itā€™d make counter hit cr.hp ultra a bit less pressuring, though thankfully i usually hit it consistently in matches.

I actually asked for U1 speed buff and 2nd hit buff originally they only gave us one. So I guess with the added movement I wonā€™t ask if iit feels good currently. Shadoken pretty much what I suggested minus overhead Iā€™ll slip that in.

Sillender yes you can for a +3 or +4 but it as you said must be meaty so that wouldnā€™tdisappear since it must be on the second hit.

WOW I finally got to play guy n yun in usf4.

Verdict: guy is alot better Iā€™m still not good on arcade stick for I miss up almost every combo.I played for ft3 against a bison played guy 2 times I dropped FA~crumple~dash St.hk didnā€™t get the hk had to use ex tetsu late during the airbrone after the crumple go full damage his Far st.hk is so good.Cr.mp can anti air still but will trade his walk speed and run/stop are very good.

Iā€™ve not been able to post for the last 2 weeks (couldnā€™t tell you why, just wouldnā€™t work) - but Iā€™ve not stopped being furious at the regress of elbow drop.

Not because it got put back to being unnecessarily unsafe, but because the reason was it made him ā€œtoo brokenā€. In Ultra. A midst some of the most alarming buffs Street Fighter has ever seen. I think we deserve for Capcom to produce the loc.test footage where they confirmed that it was too broken. It seems improbable to me.

The changes I would vote for are similar to others before me:

[list][]Reduce the start up frames on U1 to 10/11 from that 17.
[
]Make bushin elbow drop 0 or + (+ really) on block. Doing so will give a standardized pressure tool for Guy in his TC. You would have the option of following a TC up with Run-stop, HZO or BushinFlip Elbow drop. With Elbow on + an opponent amping in block would get pushed to the corner while being chipped, and so they would need to respond, typically with a standing normal or special, since youā€™ll probably Izuna grab them if they try to DP your BushinFlip. But that becomes a risk, since you could Run-slide and punish by keeping 1 step ahead. A DP might beat thatā€¦ but if you bushin flipā€¦ It will naturally make opponents revere trying to wade out a Guy player up close on block.
[]F.:mp: hits twice consistently (And make it link into cr.lā€™s on counter hit.)
[
]Run->Overheadā€¦ Let Guy kara this move into the ā€˜stopā€™ of run stop in the first few frames like f.:mp: can be karaā€™d. Overhead can be blocked on reaction from crouch and its current recovery frames cement that it will be punished. Give us the option to make a twitch on an opponent huddled in crouch and you can make the frames on block as cruel as you like Crapcom.[/list]

Guys elbow from bushin flip has always took timing to combo after though. Theres never been any game in the series wheres its acted like a jump in stun wise thats given you a easy combo. Youve always had to time. The only differences in the series have been its been a overhead obviously, and generally besides A3(Where it actually did damageā€¦I dont recall the damage it did in CFJ) its always basically done the same amount it does on hit as it does block. Just the way the move worksā€¦ I highly doubt that in a game where they made it so its no longer a overhead, and has a wonky hit box they are now going to give it some huge stun that its never had in any game period. Just doesnt seem realistic.

Oh you know something ive only mentioned once or twice since he was orginally announcedā€¦ His HP in his bushin combo is still wrong. Its not the elbow like its always been beforeā€¦ Its petty, and im sure theres pretty much 0% chance they will change it. But come on the games are in 3d now and they couldnt get the animation of the move right? lol

On another note beacuse huge is so big I wonder if you can get double bushin combos vs him? Before you can just link duck lk, then target comboā€¦ but maybe vs huge we will be able to get full double bushin combos? And assuming they actually got rolentos sprite right(Width wise)maybe it might even work vs him to? Saying that will stand HK hurricane kick actually hit hugo standing? This could give some nice other combo options vs him, combo for awhile hk hurricane kick to super whatever.

Behold the godliness of A3 Guy (if he was in SF4)

I know most of them donā€™t fit the game, but the quickness of LK tatsu, cl LK connecting to Bushin Chain, and the way cl HK hits/trades crouching, are very intriguing.

I thought I was the only one that was bugged by this. Looks too similar to his MP-HP target combo, just doesnā€™t feel the same as in previous games.

Only game elbow was godlike in was cross tekken.

I know but theres no chance in hell capcom would spend that tiny bit of resources to add that new bit of animation. Or It could just be an SF4 thing , where certain Normals just have property to chain into each other.

Sometimes I feel like when Capcom works on Guy its on a friday since many things about him is very bugged/lazy , and people just wanna get it done and go home lol. If you notice most of his ultras/super is reused animations as well. cough lets not get to SFxT