Guy Ultra SF4 Changes

Also, I personally think the game is more fun when you steer away from playing same aggressive style against most of the cast, and start to depend on genuine reflex, knowledge and spacing, its like playing a different game, like the difference between Team Fortress 2 and Quake 3A.

how can he possibly be OP… ???

Basically he’s 2012 with buffs, good anti air’s, walkspeed buff, great normals, good damage, Run overhead as an AA will hit twice consistently, benefits from Red Focus and with that damage output by Ultra Double, having both can be useful in some matchups. His TC was buffed to what degree we don’t exactly know yet, his elbow drop was buffed same deal though we aren’t sure to what extent, however if Japanese players are saying he is very good and possibly OP i’ll take those comments as a good nod.

He might be even better in the matchups he’s already good in, but let’s see if any of those Asian players saying Guy is OP can use him to beat Daigo’s Ryu, Tokido’s Akuma, Itabashi’s Zangief or any top Honda players. I think his bad matchups will be just as bad as they have always been and even his good matchups…those characters are all being buffed too so it should all balance out nicely.

Since Guy doesnt excel in one particular area, I see him as perhaps becoming a strong versatile character but never overpowered, in the same sense that Ryu is a strong balanced char but not OP.

And its not like Gief and Honda will become any easier lol.

I saw the change log so far guy won’t have to deal with alot things anymore with some of the nerfs making the match-ups more even or better for guy to a noticeable extend :honda’s safe ex headbutts(can be punish now),honda’s ex command grab is not fully invincible anymore(last build) but is grab invincible frames(1-5),
Juri can’t do jump back normal Shikusen only ex,
Bison’s Light Knee Press is -1 on block now,
Rose’s EX Soul Spiral can be thrown and her u2 has more recovery 2 more frames,
Gief’s only poke St.mp got nerf alot his spd range nerfed as well,EX Banishing Flat more start up,
Rufus’s target combo on block is -8,Messiah Kick follow ups are all unsafe,
Seth is dead(kinda),
Shoto’s type characters got buffs but have been force to block more and commit srk under pressure(XD aka play sf less auto-pilot so guy will be more effective with pressure with up close),
Adon will do less chip damage(ty),
Akuma can’t sweep~demon you,
Cammy does less stun n damage overall.
Balrog’s fastest version of his overhead punch light n medium haves + on hit so no more combos?

Only bad thing so far is all changes are not finalGuile’s u1 is 5 frame start-up+auto corrects better,gain more range on his air command grab and 1 more frame of invincibility on all flash kicks (might stop elbow drop craziness lol).I hear Hakan got a buff that makes him a bit more crazier to stop but only Hakan players know how to explain it.

Honda and Gief will be his only true bad match-ups(correct me on my spelling or info)the 5th character(didn’t see yet) and ported characters(limited with them)from SF x TK might be a problem also.

It’d be nice if they fixed Akumas far st.HK so it doesn’t hit twice on ANYONE, although Gief won’t mind since he can punish that with light SPD - but against Guy I find it really annoying cos it blows up focus so hard into high dmg combo + mixup.

Guy has no command grab or a brain-dead Ultra so I don’t see how he’s already “OP.” He still has to fight the honest way, and that is, land frame traps/throws etc… St.HK is good, but so is Bisons and that still doesn’t save him from getting jumped on entirely.

What’s the latest with Guy’s cr.mp anyway? I’d rather have the same cr.mp now and not get a st.HK buff if theyr’e gonna get rid of cr.mp.

Guy can space Akuma’s far St.hk to make it whiff for Cr.lp/Cr.lk(kinda hard to do effectively).The change from Cr.mp to St.hk is a tricky 1.I use Cr.mp as well as far st.lk/hk for anti-airs they force guy to use solid normals that will anti-air while discouraging jumping (aka kill) and allow a full standing punish if that guy player can’t anti-air well of course.

I tested at nec’s ver. of usf4 Guy’s Far st.hk against bison’s jumping forward HP and juri’s jump-ins guy never traded won it clean but, juri’s n.jump hk will trade if done late near her toes from afar so its beatable.I saw far.hk beat t.hawk’s clean on the level up stream also but its 8 frame start up so i guess you need to be on point compare to the 6 frame start up of Cr.mp.

The small buff on run/stop will allow guy to punish cross-up attempts after block strings, counter-hit combos like close St.mp/Hp~run/stop~bushin target combo are 1 frame easier and safer.

If he didn’t have a instant air grab or a 4 frame reversal(which will do more hits) I would cry for Cr.mp to be changed back but he can deal with every match-up(so far) in the game depending on the player’s skill while not having a true counter pick now.

Well according to Kim’s blog it was reverted to normal so you can AA with it, I remember checking back when the loketest sarted and that was unanswered came back later that day and that was the answer.

Honda may or may not be an issue, if EX headbutt is punishable and we can controlt he ground game there may not be an issue anymore with this matchup outside of EX command throw. Gief may not be one either, we can use Ultra double and shut his whole game down if he decides to use anything outside of EX Green hand in a combo since we can punish on hit. His grab range was reduced so we can play better footsies same with several moves receiving hurtbox extensions. Also those 3 can’t exactly be a be all end all determinant, as several players have likely taken games off them it’s still a good sign as o where Guy is currently in the USFIV bbuild, hopefully he remains unchanged or stays relatively the same past Final Round (final Ultra testing) so if anyone wants to get their last test in, head to Final Round in March.

Also ST.HK is fucking boss. Considering NEC you could anti air with both… I would say if you could have tested Ultra (not the mod) you’d probably agree, or at least come the next Ultra stream if there is one… we well see Guy… >>

That ultra mod is not accurate on hit/hurt boxes the frames are kinda on point tho.Blood I think far St.hk will be changed after in hits the Japanese arcades,just before release.I can’t picture a rog,bison, gief or even a shoto player letting guy keep a meterless option that will most likely never trade if they jump in and do 110 damage,-1 on block, 5 active frames.

St.HK does 100 damage… 120 on Counterhit, also Rog, Bison, and Shotos all own a normal like that, you aren’t beating their cr.hps or Bison’s st.hk with ease.

lol true.I guess guy having a normal like that is fair.

I’m not worried about anti-airing in mid-screen. Cr.mp was very useful in anti-airing right above your head, or even cross-up attempts and neutral jumps. At this range,*close *st.HK is gonna come out and get blown up cos it’s slow, not the buffed far st.HK

As for “spacing” yourself so Akuma’s st.HK whiffs, that’s kind of near impossible cos his walk speed is stupid and it’s not hard for the player to recognise what you’re doing and just walk forward a bit. Not to mention you have to walk back while he charges forward at twice the speed.

this has been my concern as well. st. rh is great as a mid screen anti air. i don’t really care though… cr. strong and tk air grab are what i anti aired the most with anyway. what makes cr. strong so good though is when the opponent is right above you or neutral jumping. i’ve stopped crossup attempts when i’m in the corner as well.

(Outside of instant air grab) Neutral jump mk/lk/mp/hk are the only things I can think off if you want to anti-air above his head St.lp works is very hard to time. All cross-up attempts into the corner against guy that are non safe jumps and are from non dive kicks(can alter jump arc) can be countered with run stop.Placing them in a corner giving guy access to max damage combos.

I gladly accept any improvements to guy, whether they be long overdue ‘fixes’ or not. Low strong will be missed but i guess its give and take. Truth be told he got way more buffs than i ever thought he would.

Low strong still exists as an anti air.

i keep hearing it go back and forth. i heard they took it away… then they didn’t and gave it back to him… then took it away again. is it still anti air as of the recent loke test over the weekend?

If its gone we will figure it out. If its not gone great.

Has anyone read what I said? Kim1234 was answering questions over the weekend of the loketest. The only Guy question to appear when I last checked was is cr.mp still a viable anti air. His response was it was back to normal the good ol’ anti air.