Guy Ultra SF4 Changes

Yeah that reminds me, I think its unfair that Guys cr HK on far hit can be reversal shoryu’d, super’d or grappled. Neutral on hit sounds about right if you ask me, or even -2f, minus 3 is a bit much.

Well at max you’re +2 cause I’ve had it hit on counterhit at max distance and linked st.mp

Seriously? I didnt know Guys slide was so godlike. Maybe I should try making it meaty to bait reversal dp, rather than just ex run slide.

Wait nevermind thats unsafe.

I absolutely 100% agree with this. You see so much of Ryu, Ken, Akuma, Seth, Cammy, Adon, etc. going for DP > FADC > DP or just DP > FADC back dash to get out of ugly pressure situations. The problem is even if Guy could EX tatsu > FADC back dash, his back dash as it currently is could be sweep punishable by a lot of the cast. I think more block stun on the 1st hit of EX tatsu would help that. One of the biggest fundamental problems with Guy is that you don’t really have to respect his wakeup that much at all. I try if possible to avoid using EX tatsu on wakeup unless reacting to an obvious meaty attack or mistimed jump setup. But apart from that, the only other thing that stops opponents going ham on your wakeup is EX run > slide or stop. And while that’s cute and all, an experienced player will adapt to that shit in a heartbeat. Guy has no guaranteed safe GTFO wakeup option, no matter how many bars he has. Do I personally think he needs one? No, I kinda like having to think without resorting to cheap stuff to reset the situation. But do I think compared to the other characters in the game and with overall balance concerned, he should have one? You’re damn right I do!

Guy’s u2 punishes DP>FADC
I thought guy should get pass fireballs with Cr.hk or have a window where it would could do so would be a good idea as a ultra buff but he has the most options in the game to get pass fireballs so he needs a nerf to 1 of them to not kill shotos,guile, juri as a heavy counter pick.
At best make lp Hozanto 1~15f upper body projectile invincible would be a better thing to ask for
he be able to dodge fireballs on wake-up while being abit more safer then MK tetsu.

I respect that. You acknowledge the usefulness (or should i say cheapness) of the ex tatsu being FADC-able. But even then, it’s not as cheap as it is for the other characters who can land ultras anywhere. I’d just like to see it so that Guy can compete more with the upper tiers, and be somewhat scary on wake up.

Yeah I mean does a guy need a condom to have sex? Not really if hes confident in pulling out in time or he wants to be miserable, but having the condom is reassuring and makes him a less vulnerable victim of life.

Guy is tackling AE without a condom pretty much.

Guy doesn’t need an FADCable tatsu and he isn’t getting one, let it go lol.

Here’s Guy’s changes as of the Capcom Cup build.

Movement speed slightly increased
Far Standing LK hitbox slightly expanded upward
Far Standing HK active frames increased from 3F to 5F; hitbox expanded forward and upward
Crouching MP hitbox adjusted, no longer can be used as an anti-air
Ninja Sickle (3+HK) start-up reduced from 11F to 9F
Elbow Drop (Jump 2+MP version) hitbox expanded downward
Target Combo second hit expanded downward, easier to hit on crouching opponents
H Hozanto start-up reduced from 30F to 28F
Sudden Stop recovery reduced from 17F to 16F
Neck Flip first hit slightly expanded downward
EX Neck Flip now knocks down on air hit
EX Bushin Senpukyaku hitbox slightly expanded, easier to suck in opponent; [s]start-up increased from 4F to 6F[/s]
Bushin Goraisenpujin (UC1) 2nd hit movement distance slightly increased, easier to use in combos

Apparently they reverted the startup nerf on EX tatsu, so I guess it’s still 4 frames.

Wasn’t reverted it was never meant to be 6 frames


Whether or not it was ‘meant to be’ 6 frames, it was listed as a confirmed change in multiple places and discussed multiple times here. Just saying that whether it was changed from 6 back to 4 or never implemented, it’s good to know that as of now, that nerf is gone.

Well Combofiend was consistently mentioning it on streams, but you know how media goes… until proven no one pays any mind ;;

Combo fiend said the 6f ex tatsu was an error. They never intended it to be like that.

One thing I do wonder… does the EX Neck Flip buff does that mean both hits will register now on an air hit or just one, cause if its both possible that would a guaranteed 300 stun every time we get the first hit and it leads into the 2nd immediately. Granted this is always a situational moment but it’s a good thing for the move rather than a full screen air reset and loss momentum. Only thing is will it be soft or hard knockdown.

2 hits in air, ouch for stun, even more so if EX hozan or U1 still juggles.

they say knockdown down so idk what they mean like j.HP from Cody status or a floating knockdown.

Even without the buff, I’ve 2 hitted Akuma and Gouken out of corner demon flips followed by EX tatsu juggle - I believe all 4 hits connect. It is very situational and I was surprised the EX tatsu came out in time to juggle at all. It looked like even HK tatsu would have whiffed, so even with the U1 startup buff, there’s no way in hell that would connect.

EX neck flip in AE causes an air reset not a juggle, you’re speaking about regular Neck Flip which 2 hits will cause 3 hits. You can connect U1 after an aerial hit of the normal Neck flip, anything that will juggle anyways (EX Hozanto, Tatsus, Super, Ultra.) EX was unique to getting only 1 hit.

300 stun and hard KD for possible setup? Yes please.

Oh yeah you’re right! I totally never noticed that before! I guess I had never hit it before. I was just playing around with it in training mode against Akuma’s jump back fireball. A couple of annoying quirks I noticed:

  1. EX neck flip is only invincible to projectiles already on the screen, so Akuma can effectively air fireball you out of it on reaction if he’s in the air.

  2. You can’t immediately cancel EX run the same way you can with normal run. This seems particularly noticeable when trying to EX neck flip quickly on reaction to something. Guy just keeps running like an idiot.

The whole move is a bit of a mess really. They could have taken the opportunity to neaten it up a bit in Ultra, but who knows if they will.

EX Neck flip isn’t invincible all the way through for projectiles so that’s why… we’re probably hitting the end of the projectile invincibility when they delay. I guess that’s fair?

And you can cancel just as fast as normal run. Unless you’re playing Super on accident :x, They changed Normal and EX to have the same activation properties I believe in AE. However it’s hard to do it cause for the instant Neck Flip you need to use lk mk to do EX and then hit HK, or MK+HK and mash HK, which would cause the delay every now and then.