Guy Ultra SF4 Changes

RiP Makoto for her hurtbox lol

It’s not old cr mp, that’s for sure. You had way more time to react for that due to both frame and hurtbox reasons.

But mp is much weaker as aa now?

Cr.MP was 6 frame start up 3 frame active, with 9 frames of recovery.

St.HK is 7 frame startup, 5 active frames and 15 frames of recovery + buffed hitbox

but yes cr.mp is a weaker AA,

As much as I like the far st. HK buff, I did much prefer cr. MP being the go to antiair. Being crouched gives you more time to react and worked well at catching ambiguous fake crossup style jump ins and neutral jump attacks that hit deep. If they made shotos, Guile or Sakura’s cr. HP trade with jump ins like Guy’s cr. MP does now, you can bet your ass they would be crying about it…and all of those characters have FADCable reversals. Just sayin’

Yeah, st hk is far less reliable. Much less time to react, among other things. Cr mp was pretty wicked.

Haven’t had much trouble reacting :l at least online i could see why. Offline though it’s wrecking time.

Hi everyone!

This is my virgin post, nice to meet you all. :slight_smile:

Let me do some self introduction.
I have been playing with guy in SSF4 since as long as I could remember…
I can say I am a pretty decent guy player, albeit not the best around.
Still got much to learn from you guys!

Anyway, I was playing with Toxy’s Ken (from Australia) in SEAM 2014 recently.
I must say due to some of the Ultra changes, it is hard for me to close in and he can sit back comfortably and wait for me. :frowning:

Fortunately, due to the DWU system and the buff in Standing Roundhouse, the Zangief matchup might be slightly easier now…

“Sit back and wait” - do you mean straight up crouch turtling, or long-range fireball>DP guards, or is it something completely different you face?

I won’t say it’s complete turtling, but yea something like that…

He did not really uses any long-range fireball, or at a distance which I am able to jump in.
He only uses them when I’m closing in, at a range which st.mk barely touches him.

:mp: Hozanto [HZO] is good at medium to close range to duck fireballs. It can be done on reaction but if your opponent has a rhythm its actually quite reasonable to time, but you do have to use it with confidence. Hesitating before pressing :mp:.HZO is very bad - that means you moved yourself in striking range of your opponent and gave them an option to block and punish or just DP/reversal you as you come in.

Try not to play Guy with a rhythm. Only TC>:lp:.HZO should be thrown out ‘predictably’ because it’s a true block string, give chip, and isn’t horrendously negative on block. It’s your answer to shotos that throw out a block string>fireball to whittle away at your health and push you out safely. Awkward Run>Overhead or :f:+:mp: overheads let your opponent know they can’t sit in crouch till the end of your TC to assess what to press or option select against HZO and run>stop. I’ve done three straight overheads (TC>Run>Overhead, :f:+:mp:, :f:+:mp:) on opponents many times because they sit in crouch waiting for me to run through your TC’s first. It helps maximise your rewards when you finally get in, and breaching defence can easily mean a long and patient footsie war, so you don’t want squandr youer chances when you have them.

And on that note - don’t jump in. Guy’s jump is too floaty, easy to read and too difficult to protect for you to think you can afford to raw jump as often as your enemy does to you. You need to cover it in some way, such as to bait a whiff or train your opponent to block/crouch tech so that they lose the first few frames of your jump to react and ultimately make their aa too late. Personally, I use bushin flip and deliberately whiffing elbow drops to feign jumps or get into position without having to commit to the speed or arc of a normal jump-in attack. When you know the distance of :hp:BFlip you can even use it to ‘jump’ over your opponent faster than a normal jump would, allowing you to pass them before they aa you.

For what its worth I got to play vs some people for awhile recently so just adding some 2 cents in, even though I suppose the game has been out for awhile…

There doesnt seem to be much reason to use stand lk as a anti air it self. Any situation that I can see where you would use it, its almost always better to use stand hk instead. Only situation it seems to be of any true value over stand hk, is when randomly harrasing the opponent at the sorta mid range and guessing that maybe the opponent might start to jump to try to get out. Where of course you could also just be using stand hk, but I suppose with stand lk, you get the added benifit of it does hit some random opponents crouching and less change of you being punished on recovery. Other wise not to pointful.

Saying that stand hk seems to have a realstic chance of trading even from ranges where you would use duck mp. So not to much of a loss there really that I can see…

elbow drop you can deff still duck under as I said before. As for the cross up, again doesnt seem to be any realistic use of using it as such, but more so you can have happy accidents, once in a blue moon sorta vibe of it hitting.

Ex hurricane kick ill actually say is not as good. Still hits 3 times a lot. Also it sucking in more is deceptive. The first 2 hits are just faster that I can tell. This is also a tone down in a way. As if you were going to chip the opponent out or in situations where its dp vs dp. Youre more likely to lose now or trade now. As your third hit coming at a diff time, when vs other invincible attacks because of how the hitting frames are spaced out, you will now lose. Hopefully this makes sense. Again not a situation that comes up very often. But it happens sometimes. And I cant seem to find really any situation where the attacking hitting faster has benifited him at all. Since it still hits 3 times vs a lot of opponents.

And of course flip kick is there but sorta moot. Because the range at what its best at, it does not hit twice. And even from closer if the opponent is ducking a even higher chance of wiffing. So its sorta just there as a poke thats annoying. But at many ranges where you might use this stand mk actually is more effective. More usable yes obviously but pretty flawed id say.

bushin chain still misses a lot that I saw. Its almost as if they just specifically put in a few characters here and there that it missed vs before, and changed them only. And other characters it still wiffs vs.

Not sure if Bushin Chain ever got a buff really, it was requested for the 2nd hit to have a better hitbox,

st.lk I only use really for divekicks and such, because of its startup and range.

S.LK is also better for footsies now that its faster. Its a very safe move to randomly whiff.

Elbow drop is still low profilable, but the buff made it such that its harder for the opppnent to walk under Guy. This turned out to be a decent buff against opponents without low profile moves.

Flip kick is now significantly more punishable because of the reduced pushback. Can’t use in frame traps without taking a significant risk.

Cr LK x2 -> BC is still inconsistent on Abel.

I dont know why but EX hurricane in corner after BC back throw seems to whiff completely more often when you time it to get the 4 hits.

Also once got an accidental crossup elbow drop on Rolento.

I strongly disagree. Characters with half decent walk speeds or slides (Akuma, Bison, Ken, Rose, Cody, Dhalsim, Vega, etc.) can all easily still get under the elbow and punish from behind as you land. Not to mention the extended hitbox means you connect earlier, so tall characters (Sagat, Zangief, T.hawk, Hugo) can all punish you as you land on block. I believe Hugo can even SPD or ultra you ON HIT. Despite the fact the hitbox was ‘buffed’ I would definitely call this change a nerf overall.

I’ve noticed a couple of times during Bison scissor kick corner pressure (i.e. going for 2 in a row), I’ve accidentally thrown out a st. LK (probably messing up a cr. LK or throw tech or something) and it has scored a counter hit. It’s probably incredibly situational based on exact range recovery frames after the first scissors, but it’s worked a couple of times. But if he were to throw out a cr. LK instead of a 2nd scissors, YOU would get counter hit so it’s by no means legit tech, just a situational circumstance.

Not saying I don’t agree with you, but by that description of tech, most of Guy’s responses aren’t legit. If you think about all the punishes or counters Guy has to pressure, they are all significantly situational - There are more follow options from your opponent that will beat your choice than follow ups that will get stuffed or leave you safe. A choice between a cr.lp or a cr.lk completely changes which meterless BSK you use. Something as trivial as which cr.light can force you to guess/predict specifically to the button or force you to use EX.

cr.mp was the last broad-reaching tech in Guy’s arsenal. HK is dope at far distances, but it’s actually easier to adjust to than cr.mp was on jump-ins. And it also has no save grace in close range as the cl.st.HK is not a sensible aa.

are there any good AAs for neutral jumps?

I, too, have trouble reacting with s.HK, but i guess I’m just not used to it, especially vs. chars with short jumps.

How close of a jump? If point blank, use Cr MK, ex hurricane or air throw. If not, try to use far HK.

Is there still changes to come?
nj.HK is still useless. It serves no purpose.
Cross up in rose is still broken.
HK, sickle, hk bsk doesn’t Connect anymore.
Something along the lines of a fadc reversal would shift him too far but it would be nice.

Thats 3 (and some wishfull thinking) off the top of my head. Struggling to pick guy after getting used to decapres damage but he’s still too much fun.

Oh and I wish they would just give ex bsk suck properties like goukens ex tasu, that’s only a frame slower. Imagine the Cody matchup where a reversal ex bsk punished his lp upper for full damage instead of 100 and wasted bar.