So, in the updated final changelist, they added in:
EX Bushin Senpukyaku hitbox slightly expanded, easier to pull in opponent; start-up reduced by 2 frames (4F → 2F)
I don’t see them putting the 2 frame back in if it was a glitch, but I wonder why they updated that on SRK? It wasn’t in originally, and apparently the update was to put in things they forgot. No way they left it in, but who knows, derp.
I’ll also confirm what shadoken said. Cr.mp is still plenty viable; I played USF4 Guy extensively during texas showdown, and I didn’t even realize it was nerfed until it traded once or twice. Still works fine, not as good but still great for crossups and clutch anti-airs.
Also, his roundhouse felt really good. Felt like I was doing a bison roundhouse. So far, I’m happy with Ultra guy
Judging from that video that may explain the change close stand short comes out at a diff distance. That assuming now close stand short literally only works at point blank range. One would assume now far stand shorts better hit box actually includes it hitting behind hit leg, so between his head, to his leg, and not actually further out. So now this is your anti air when the opponent is jumping all up on top of you in your junk etc.
Lol guy is no where near top tier. At best he becomes high mid. Even his corner game which by character design is supposed to be one of the best, it lacks quite a lot.
I’m looking forward to a more solid guy and more reliable moves but some people seem to get ahead of themselves with this update.
If the enemy neutral jumps on top of you… doesn’t close st.lk come out, not far? I’ve been wondering this for a while now, as it seems all of Guys go to aa’s (cr.mp, cr.mk, st.lk, st.hk) are all done at jump ins from a distance.
Japanese arcades don’t allow much footage really, besides the folks that streamed and the camera phone shots. Guy has a great potential to be top 10-15, We;ll see when the game releases considering a lot of characters that should have just been toned down… got buffs…
right exactly thats what im saying so in the changes it says the point at what close stand kick comes out is different. So maybe now guys far stand kick comes out at distances where his other close normals will still come out. And close stand kick will only come out literally if you are as close as possible to the opponent.
Maybe st. Lk will be as good as Cody’s back mp for AA which would be great. St.hk will be used for long distance. Less then one week to test all this out.
played it at UFGT but no one Had request. his S. LK is good but not that good [Cody’s AA]. HK was much more prominent as an AA. you can almost leave that shit out there for them to fall on it. also there were multiple stealth nerf’s and buff’s they didn’t document. My Mentionable’s are [Nerf] Far. MP not hitting off the tip of the fist like it previously did any more. some characters may have had there hit box’s reduced but that definitely doesn’t reach the same so it is almost like negating some of the walk speed buff, you will have to use that new buff. it is like it is almost the same but guy holds a threat.
Best Mention-able [Buff] 2 Hit Neck flip it was blowing up some of the focus spammers also on a Portion of the cast It Naturally combo’s into Cr.LK but is a 1 frame. but put you into range for a 1fr, followed by another 1fr. [seeing as you are out of range typically to go into Cr.LP after it on most] I hit it about 5/7 times. on multiple characters but it became obvious of the possible Far.MP nerf then. these were just some of the things that are worth mentioning that was not in the vid. also the Dreams of Super big body combo’s w/ flip kick is not happening if anyone else wondered it. Also Guy doesn’t struggle in Sakura Match so Much. still tough to hit her at Ideal ranges but it is possible to get in some devastating damage on her now
Was the opponent standing or crouching when you do st.mp because the hurtbox of characters is much wider when standing rather than crouching, it could but currently Guy’s st.mp hits outside of ninja sickle’s max range. Also a lot of times and considering the Run overhead hits twice, it likely means the characters getting hit are being pushed back farther considering the first hit already causes a bit of knockback before the 2nd connects. This could likely cause you to push the opponent out of st.mp range if you do cr.lk or 2 cr.lk depending on the characters, cause currently now some characters can block or not get hit by the st.mp from the initial knockback.
Easy way to test if st.mp got nerfed in ultra, do 4 cr.lks against a standing and crouching ryu at point blank, and link into st.mp, if it hits st.mp isn’t nerfed.
Normally if you do 4 point blank lights and wait and then do the st.mp so it won’t combo, it should whiff. on standing Ryu but hit on crouching.
Asked Redman and Nice1, they both stated Guy’s st.mp didn’t appear to be nerfed at all, and Nice1 added some folks thought it was even buffed when he was playing.