Guy Ultra SF4 Changes

I’m a pad player so I use LB as PPP and LT as KKK. I think the problem actually lies in that. You get weird things happen with PPP and KKK sometimes. For example going for U2 and FIERCE hozanto comes out even if I have meter? Even if I did the motion input wrong, hitting PPP should always cause EX hozanto, never fierce. Likewise using LT for KKK when doing EX run seems to have some issues. Meh.

From Paris loketest:


What is the consensus of having U1 vacuum more so that if you FADC outside of the corner, you get the full animation?

It be a good add-on/buff but with the buffs he has now he won’t need it now.He does high stun,ok damage,his u1 was buff a bit more to get bushin tc fadc u1 from a longer range and connect u1’s 2nd hit on fireball punishes.Guy’s far St.hk felt like ryu’s Cr.hp but a better hitbox/hurtbox so his corner game got better also with more hits on ex tetsu he has high damaging anti-airs.

Sure he doesn’t need it but it’s downright bullshit when characters like Yang get full ultra animation from the first hit, or Cammy who has big damage without the full animation.
Crappy ultra from day 1 of Super continues to stay crappy, with laughable buffs compared to ultras from the rest of the cast.

I don’t want Guy to have a super effective ultra like the others, but since he has to fight in this version of the game, it’s more or less inevitable -to have a level-playing field.

Its a shame too that both Yang and Cammy actually do more damage than Guys U1 on full animation.

I feel yha on that Guy feels abit off on somethings but his super will be used more after the far St.hk buff meaning less meter use.Run/stop 1 less frame of recovery now allows (CH)close St.hp run/stop(force standing) bushin target combo to be a 2-3 frame link.

Guy as a odd ability to use run/stop to punish blockstring~jump~cross up situations with super,Hk tetsu or Cr.mp(non dive kick character only) you can air grab also but that is corner only.

Raw yes, When combo’d into… Not even close. Yang tends to have scaling effect him to the large degree, and Cammy will only see it in 3 situations. TK EX CS/Jump attack, Focus Crumble, or CH Cr.HP.

Yeah I guess theres that. I feel thats why 3+ bars is so crucial for Guy, just to get that minimized scaling.

How do you guys feel about the hitbox of Super? I feel that giving it the ability to connect it from far MP makes it more flexible in punish situations.

i see some one else uses the CH cl. fierce xx run stop setup. i mentioned this years ago when i was more active in these threads and i still never see anyone else do this. the exact combo i do is CH cl. fierce xx run stop > cr. short > ff chain > EX shoulder/rh hurricane(corner). i think with the EX shoulder finisher it does some where around 340+ damage… and with the hurricane it does 337?

i use a simple frame trap for it. just cr. jab, cl. fierce. i’m a play by feel person so i don’t know how legit of a frame trap it is… but i’ve never had a jab/short get through this. this is a NASTY way to blow up people mashing jab/crouch tech. that much damage is nothing to scoff at. i’m not sure how many frames the link with the run stop > cr. short is. it feels really easy once you figure out the timing. the run stop buff will only make it easier.

the more i do it… the more people respect my block strings i’ve noticed. in turn letting you get a lot more pressure in.

+1 after HP xx Runstop on hit and counter hit is +4, On black you’re -4 :x

I love how Ken can do his super and I do my Ultra to punish him while he is still in the air and he can end up blocking that and punishing me instead. That is how slow that shit is at the moment.

edit: and it’s hilarious that I didn’t even read the thread at the moment until after I post and everyone is bitching about the same thing lol.

Well that Super is -29, that may have been your timing or Ken recovers during descent rather than on the ground mostly.

Shit I thought my timing was spot on, like I backed up so I didn’t even have to block and I even accounted for the move being slow and it did it when he reached his peak and he still was able to block. Fucking terrible.

so after ultra drops then CH Cl.hp xx runstop will be +5 and on block will be -2 thats a very good confirm.

You’ll be -3 not -2

oops, I keep thinking its -3 even after I saw you posted -4 on block.I think learning this CH combo would be useful, I would of like a force standing combo on normal hit like oni but feels they would have to change his damage output so this works just as well.

Wouldn’t change it at all, they left it like that for 3 iterations and you could combo into Chain off mp/hp CH Runstop. Heck in super cl.mp left you at +6. I don’t see a change happening at all for it.

for me it would be nice change the damage from the neck flip 70 - 100 to 100-70

Guy should have:

-3f startup cr LP
-4f startup on far MP
-Ability to “Run” backwards
-the kick Super from Alpha
-EX tatsu takes up Guy’s health instead of Super bar, and is completely invincible and unblockable
-Air izuna input change to LP+LK
-Run overhead bounces opponents, putting them in float state
-Target combo never EVER misses
-Forward throw can be cancelled into backwards throw
-Each successful Bushin Chain spawns a “Gum” on the ground. Guy can pick this up much like Cody picks up his knife, in order to restore his health