Guy Ultra SF4 Changes

… yeah, I’ll just go silently sit in a corner now. xD

(my excuse is I had the tab chilling for a while so that post wasn’t there yet. Ahaha)

Still this is to be removed apparently… maybe they’ll make it 3 frames :stuck_out_tongue: but considering jumping doesn’t seem to be very good as a whole in Ultra since we work with hard knockdowns across the board with characters we may be fine.

I hope this is confirmed real. Like the EX 2frame. they are making guy climb the tiers in a very unpredictable manner. but for the most part they seem like mere parlor tricks. they said that they were finished and let him have this. The assessment will change greatly b4 EVO I take it . if they let both of these stay they would definitely help guy in the Long Run. but I think it may drastically make it so were some match ups a Big Blow up. Probably** Dudley, Bison, & Adon**

Apparently the 2F is a glitch, Marq Teddy said sources at NCR stated it was a glitch and to be removed, which seems fairly true given the unexpected change and the fact that the EX flash happens later in the move. There however aren’t parlor tricks, cause it’d only be a trick if it worked in every situation not just reversal and on hit. Given the ability to potentially cancel into EX Run stop, this could possibly give Guy a Pseudo FADC for 1-2 bars and it leads to a juggle state.

So my guess is it will be removed, hopefully the game is ironed out fully before console release and thing are adjusted accordingly.

Hopefully Run overhead is adjusted… just so we can still get the one hit off of it on crouchers but still beat all focus attacks.

that looks sooooo fucking cool… if u can do ex run stop u should be able to do regular run stop…

Nope because it seems to act like an armour cancel meaning only EX moves.

I just skimmed the japanese boards, basically everything I said is what was said. Although indeed it does seem that duck lk links from a 2 hit running over head… That would mean though that you could do counter hit set ups now(assuming they still work of course)with stand hp, running overhead, into link combo I would assume.

Must be caused by the reel back animation causing the 2nd hit of ROH to hit on the later active frames.

I think it should remain in the final build on hit at least. Its funny how what seems to be the biggest buff in this build happens to be a glitch lol.

Meh 422 for 2 bars… that’s disappointing since most of Guy’s FADCs into U1 do more than that by far even Bushin Chain into U1 does I think 440? I was hoping for 450, ah well I’d take that since its all we can get out of it since the juggle state likely won’t allow EX Tatsu ~ Ex Hozanto xx U1

EX tatsu canceled to EX TK izuna? Lol

That woudn’t be possible sadly.

Good video! He suggests a workaround to patch it whereby Guy is made airborne from frame 2 onwards, thus removing the kara-ability but maintaining the 2f startup. I like the sound of that. Everyone on Ehubs seems to think a system-wide change would be required to fix it, else just nerf the move back to its original status. But unfortunately, due to the massive stir this has caused, it’s very likely gonna be nerfed back to 4f again so Guy can be safe jumped all day. Here’s hoping for 3f crosses fingers

Since he states it works on block, he should have tested to see how safe the cancel into run stop was just for show.

Guy’s EX Bushin Senpukyaku does not consume meter when it KOs on the first hit.

this may very well confirm why the cancel happens, and why Ex tatsu was never meant 2 frames potentially

Im tired with all this teasing, first they show us last year a new mp>hp to keep us interested then proceded to nerf it, now they give us this 2 frame ex spk; We will not accept another nerf/tease.

Yeah this is something I’ve always wondered since Xiao Hai beat Daigo with reaction ultra 1 through EX fireball. Air asked him how he reacted to the fireball so fast, and he said he saw his meter bar go down before the fireball comes out. However from my own experience, I’ve noticed certain EX moves don’t do this and the meter depletes slightly later.

Most importantly though, the producer notes that the meter not disappearing on or before the 2nd frame when EX BSK becomes active is a bug, rather than specifically referencing the 2f startup itself or its cancelability into other specials. As awesome as the cancelling is, it does look pretty broken and it’s a gimmick I don’t think Guy really needs. However I’ll take a 2f tatsu any day, that shit would make my day!

Where’s af0 to complain about all of these changes?! kappalols

it’s not even really teasing or nerfing, because as far as it seems. I don’t think 2 frame EX tatsu was suppose to happen ohterwise none of these bugs would have surfaced at this point. As the video states Guy is still grounded during his EX Tatsu because they didn’t change his airborne frame, now all of Guy’s tatsus are airborne before they are active. In this case with EX tatsu its airborne currently on its 3rd frame, so my guess is there was once again another coding error similar to that of EX tatsu being 6 frame in USF4 betas. Another coding error follows because of the abrupt change that results in meter not being spent which thus causes the ability to cancel the special into another special or Ultra etc. In this case the move basically was given specific properties because of one error.

Also the producers ruled out the TC simply because they thought it was too devastating, the problem fixing TC is that you have compensate the character’s standing and crouching hitbox as well as their reeling back animation. The reason why TC whiffs on crouchers is usually because the reel back animation shifts their hurtbox out of the 2nd hitbox of TC. Now extending the hitbox can fix this but to get it to hit on every character would require it to be given a rather absurd range. Now I’m sure many have noticed that TC hits at a rather large range against Makoto and Deejay as prime examples, this is mostly because of their wide standing hitboxes and I’ve even noticed at around the max range of where TC hits on them the 2nd hit just barely grazes them as it appears or may possibly not even be touching them. If they extend hitboxes on TC as to what we saw on the USF4 trailer TC range would likely have been between st.mk and st.hk max range for a max range TC to hit consistently on both standing and crouching opponents.

Now I’m sure not many of you have played Guy outside of SF4, I can state this from Alpha 1- 3, Guy’s TC did whiff in those games at a respectable range and even in Alpha 3 it would whiff at point blank range (only occurred during Counter hit) and whiffed due to the extra frames added to the reel back animation. Now USF4 has plenty of bugs in hitboxes and things requiring an iron out, but if TC is whiffing at around max range of st.mp that’s completely fine, if it’s whiffing because of the reel back hitbox, then that’s simply because of that, they can compensate to it towards a certain degree but there is a level where it will whiff. Other target combos in this game do whiff as they dd in other games.

So unfortunately TC getting buffed is a rather sensitive change because there are many factors to be looked at, currently I believe the proper range would be for it to always hit after Close standing HK on every character. That’d be a great starting point to base off of then to try and proceed from there to where its a sufficient range but not too overpowering.

All i want is the TC to hit after c.lk (2x) on every character, crouching or standing. I think this is something basic that can be accomplished without breaking the game.