Guy Ultra SF4 Changes

^^ yea man that’s what i am saying. If other characters are going to get ridiculous buffs. Then there is no shame for us in doing the same. We dont NEED cr. Mp if s. Hk works, but hey doesn’t hurt to have it does it?

Chuns jump arc is 4f faster did anyone ask for that? It looks so hard to aa now. And apparently cammy can now cancel her hooligan flip into dive kick. Lol looks like a ghetto bushin flip.

Blood did you try out his new st. Lk?

Thank you, someone understands why its best to ask for little things, we don’t even know the full list of what Guy has in this build yet so who knows what could have been taken away.

I never got to try st.lk, cause most of the people I played against were playing the new characters and since they have wonky hitboxes I wouldn’t be able to test properly. Also Chun’s jump is 5 frames faster 41 to 36 i think? Cammy’s ability to cancel hooligan into divekick has been present since Alpha 3 so this is by no means a surprise or anything… but Cammy is reverted to Alpha 3 status, Yun is looking to be back to 3S status which in AE may not be that good…

I actually mentioned something about them changing Guy’s jump in a post on here a WHILE back. Most people didn’t like the idea since we would have to learn new setups and such, but honestly, I would like for them to cut the range at which Guy jumps in half. I know the distance of his jump is his strength for its ambiguity, but I still think I would prefer it to travel less distance (and thus being faster as well). At the very least I would like to be able to toy around with something like that to see if it would be a good change. I wonder if those guys that are modding the game to be like the new changes can do that on a build for us to test out.

That would make elbow drop even more of a surprise to foes. I honestly think Guys long jump is part of what keeps him from prevailing in high level competition.

I love that elbow drop in A3 that can sometimes cross up, accompanied by that powerful yell. Seriously, I think the voice actor for Guy back then did some martial arts as well.

If nothing new and positive is going to come out for my other characters i’m going Guy all the way for Ultra, and maybe Chun…
glad about cr.mp.

Guy can’t jump at all in high level play (jumping is bad for the most part anyways though, but still). I feel that if his jump arc was halved, but the speed of the jump was increased to make up for it, it would be a fair change. Yes, we would have to learn new set ups, but honestly I think I would enjoy that. He would feel very new. I don’t know, maybe it’s just the training room monster coming out in me, lol. I guess you can consider his Bushin flip as his “jump” since it travels fast, but it is pretty easy to see and punish. Plus with Guy only being able to elbow drop out of the Bushin flip once it’s reached half way through its travel distance kind of sucks.

Can we make some noise about j. Mk hitbox whiffing? That’s the only change i REALLY want in.

I’ll probably make some noise about j.mk whiffing to low profile at the Singapore loke test. That’s always been a pet peeve of mine

They need to overhaul Rose and Sims standing hurtbox… its the ONLY reason why that move whiff.

^^ no not just that. I know Rose/Sim have weird hitbox but other crossups seem to work fine.But what I find absolutely ridiculous is that lows can avoid both d. Mp and j. Mk. I mean isn’t that his basic mixup game? I can use J.HK to beat lows , but they woudnt be doing it if guy doesnt look like hes going to cross up.

If they cant buff d. Mp atleast j. Mk needs fixing. Anyway adding that to my previous list , I feel these changes are absolutely reasonable and absolutely SHOULD be in ultra. If we push these in , I feel Guy wouldn’t have any more annoyances.

  1. Bushin flip Elbow Drop to not whiff on lows (as this move has a huge hurtbox and very easy to AA)
  2. TC 2nd hit to have slightly bigger hitbox to atleast hit all characters from a decent range ( Should always combo after St.HK like Blood suggested)
  3. F.MP Overhead to consistently hit twice on all characters.
  4. J.MK hitbox increase (and even hurtbox if the move seems broken , should not whiff on lows and Rose/Sim).

Walkspeed and J.HK buff seem pretty awesome. I always hated it when characters with very good jumpins like Sak are so hard to AA with C.MP. And am glad that Capcom put back C.MP AA. It should still be good for close range jump ins and dive kicks. My only other annoyance is with EX tatsu , but it seems capcom is already trying to fix that.

Blood did they remove roundhouse as AA? Or now we have both?

and on a side note, I think we really need to put together a list of things we all agree upon, no exaggerated stuff, we’re talking too much and wasting time

No idea, nothing on EHubs about reverting anything else.

Exactly … If we can agree on a list. We can all link it to combofiend and he might pay attention to it if the changes are reasonable. OR At the very least tell us why he would think they are broken.

I am thinking of compiling all the changes we have suggested here and put it in a thread. So lets discuss what changes should get in.

This could be our final hurrah to make guy finally complete in sf4. No more weird whiffing and buggy hitboxes.

so i went to capcom cup. played a bit of ultra. i didn’t know they were gonna change cr. strong back to the way it was. that’s great to hear. currently st. rh is great. it’ll take me some getting used to. i tried to use cr. strong as an anti air still yesterday and took some unnecessary damage because of that. honestly that was the only thing that really felt different to me. his walkspeed is slightly increased… it’s not really noticeable while you play though. it’s not a big increase in speed.

all in all… guy pretty much feels the same as changes like df+rh, run stop, and fierce shoulder are just minor frame related changes. not sure how that’s going to effect him with other characters getting such strong buffs.

i agree with the elbow thing. the lowered hitbox on command elbow would be a little too good. honestly… the ONLY thing i want is for the TC fix. hitting from the range mentioned by blood i think sounds good. he just won’t ever feel “complete” to me until that’s fixed.

i think poison might give guy some issues. she just seems very strong currently. she has a very good set of normals. good fireball. cr. forward xx rekka is really good. the range on her cr. forward is insane. trying to out footsie her is gonna be a pain with that and good fireballs. her cr. fierce is a good anti air. fighting her reminds me of fighting rose except poison is stronger because she has rekkas.

so lets get to work… i vote for that TC range and the f.mp not whiffing and command change to df.mp.

I’d honestly just love for his target combos to stop missing ;~; Maybe for his Ultra 1 to not drop so easily.

So here’s my list:

  1. Overhead needs to hit both hits against all crouching characters. This is a no-brainer.
  2. Slight horizontal range increase on TC second hit (I guess like Blood says, at least let TC hit after s.HK on all characters).
  3. Slight downward increase on hitbox of j.MK (or maybe just raise its collision box slightly) so that it doesn’t whiff against low profile.
  4. Ultra 1 faster by 1 frame
  5. Increased downward hitbox on Bushin Flip Elbow

Compiled all changes from here into the other thread.

would be good to add a new cancel, maybe far.mk or far.hp into tatsu , hozanto, shadow kick. for add another combo confirmation.

What are you talking about bro? Of course Guy can jump in high level play, he just can’t jump in for free and go elbow dropping all over the place like I see far too many Guy players doing. Try playing a Sagat with a half-decent fireball game and stay on the ground. You will get your ass handed to you. Sure Guy’s jump is both slow and floaty, but it’s designed that way. Not all characters can have a crazy short, fast jump arc like Gen or Hakan. Guy is at an advantage because he can cancel his jump arc with elbow drop. So the art of jumping with Guy is to try and bait your opponent into anti-air or DPing you because they are expecting either an elbow drop or forward jump HK and you go for the other. There’s also a degree of making reads, such as picking a sweet spot to jump in a series of fireballs being thrown at you. There is an art to jumping with Guy and it should be done cautiously, but you certainly can and must jump in high level play in almost all matchups (be careful against Honda and Gief!)