Far st.mp on hit will only be -2, so on counterhit it should be 0. Cl.MP will be -2, so it will be safe on block with runstop pressure from 3f, everything is just dialed back by 1.
I will be at ***UFGT10 ***it has already been confirm that Air and **iRedman **will also be there as well Along w/ Shadoken if I am not Mistaken in aiding Yanu. and this may be the last test build or even the Final Build so I will be reporting all that I find to the **guy faction **in here. I may even place them on my seldomly used Twitter. but I will used as much time as I can. I only say that b/c there is an Official USF4 Tourney going on here w/ Double Elimination and I don’t know if this was done at any other Tourney. So if you any of you guys have any Possible request on things to test out? I will be checking the Walk speed, 7fr Bushin Sickle, and RFA Combo’s and the DMG they do I will probably do 2-3 hour check ins when I am not in pools. I highly doubt there will be any request taken considering it comes out roughly a week after
iRedman lives in Chicago, he has no excuse to not go lol. NIce1 is going as well, so I’ve got them covering my requests but at the same time I don’t want them to do anything in the event it can be removed since its still a week or so left before release You never know
As Do I. I reside in Chicago as well. didn’t know if they will be content on figuring out seeing as both of them are in the Ultra Tourney and may be tied up. but if any others have request I still plan on maximizing any and all potential that guy will have. since they have your request then that will make it easier
Red doesn’t want to play Guy in the USFIV tourney, doesn’t want to ruin his AE game for pools and what not and won’t play Guy in Ultra until after he’s eliminated or wins. My request is just to know if a certain combo will work, which I’d rather seek that out after release. Other than that I don’t have any questions for Guy, Kreymore answered all I needed to particularly know.
Ok then. well seeing as you have no request for me @Blooddrunk, i’ll just focus on others request then. is there any1 else who might want to know possible links, punishes, set ups due to the changes. I will be** [1st] **finding a Definitive number the the walk speed buff increase [both to and away][2] if Bushin Sickle is actually 7 start up, and if so it should be able to combo from Cl.HK, Cr.HP, & HP (1fr). [3] Cl.HK, TC-RFA works on Sak. Cody. All shoto’s. So preferably if you have any request outside of these that would be gr8
I can guarantee you it will connect from those normals (St.HP will likely be spacing dependent though), but for an idea. It does connect from a point blank Cr.HP currently on Counterhit, so you may have a small bit of room to breath with outside of that range possibly…
Movement speed slightly increased
Close Standing LK recognition range reduced
Far Standing LK hitbox slightly expanded upward; active frames increased by 1 frame (2F → 3F); Start-up reduced by 2 frames (6F → 4F); Recovery reduced by 1 frame (9F → 8F)
Far Standing HK start-up reduced by 1 frame (8F → 7F); active frames increased by 2 frames (3F → 5F); recovery reduced by 1 frame (16F → 15F); hitbox expanded forward and upward
Crouching MP hitbox adjusted, no longer can be used as an anti-air
Diagonal Jump MK hitbox extended forward slightly
Elbow Drop (Jump 2+MP version) hitbox expanded downward
Ninja Sickle (3+HK) start-up reduced by 4 frames (11F → 7F); Recovery reduced by 1 frame (13F → 12F); Pushback on block reduced
Target Combo 2nd hit expanded downward and horizontally
H Hozanto start-up reduced by 2 frames (30F → 28F)
Run-Sudden Stop recovery reduced by 1F (17F → 16F)
Run-Neck Flip first hit slightly expanded downward
EX Run-Neck Flip now knocks down on air hit
EX Bushin Senpukyaku hitbox slightly expanded, easier to pull in opponent
Bushin Goraisenpujin (UC1) 2nd hit movement distance slightly increased, easier to use in combos
Keetro now I have a few concerns, how close lk range how close considering to AE, and Sickle how much is the pushback now, considering it still was punishable by most of the cast anyways, as well as his j.mk being adjusted see what the new range would be, how far away does Guy have to be for it to connect in front of him.
Things to note, st.lk got buffed a lot, EX Neck flip knockdowns, does it cause one hit or both.
I am going to be playing Guy in USF4 at ufgt… Lets see how these changes stack up.
I wonder why they increased it forward? This doesnt really help against the crossup whiffing on lows. But am gonna test that out.
Also for the definitive number on the walkspeed. If do characters are walking towards each other and none of the characters push the other one out, they have equal walk speed correct? Will this method give a correct answer to Guy’s forward walkspeed.
From this chart. Am guessing Guy is either on Ryu, Fuerte or Sak level
Can someone test and see if Ninja Sickle can be used as an Anti-air since its now a 7 frame start up and is it reliable? (technically it can be used as one now)
I’m going to assume fully probably fatties, but the first hit of sickle may hit a lot of folks, if it hits twice on Ryu though… I’m getting that damage
I did a mock test if it works how much damage Guy could distribute off a jump in (Had to do this off stun so no idea how much stun this does) but 608 if you FADC into a full U1.