Info on Changes to Guy in Super Street Fighter 4 Arcade!

i don’t think it does 120… i’m really hoping it doesn’t at least. i think 120 is too huge a nerf for a special grab move that you aren’t gonna land THAT often to begin with. i’m sure every one can agree that they don’t have a problem with nerfing the damage… but if they are… 150 is just right for it. i mean 130 is the damage of his throws. no way a special grab should be doing less than that.

I just noticed we’re comparing 2 matches one with Yun one with Yang. It’s possible they have different health from each other. Doubtful but possible.

Have there been any matches of Guy vs Yun? cause that would be a better comparison point with the Guile vid.

Yun and Yang having 850 health would be stupid. On paper they dont have the options to deal with how this game is played. Unlike Akuma who has options for every situation.

Nah Yun and Yang would equally have the same amount of health. My guess is they would have 900 at the very most. maybe 950.

If they have separate thats just stupid…

Having 800/900 health for a character with, what seems to be, no great reversals or escape mechanisms would be terrible.

How exactly did they pinpoint it to such a specific number, the new flip grab damage? I mean there’s no practice mode or anything, as far as I know.

apparently all of guy’s unscaled damage is in multiples of 10. they prob just compared it visually to his other moves to deduce it or found a distinct similarity to some other character’s move w/ 120 damage.

Bushin flip grab should be 150 for normal and 200 for EX.

If its that huge of a nerf we should get that all of the Bushin Flip Grabs works on crouching or be able to cancel with elbow faster. You know something to offset the nerf.

I think I will be happy if Hozantou is fast enough to punish Guile sonic booms lol :sweat:

eh if they nerf it to 150 im fine with it. they dont need to give us something in exchange for the damage nerf. i think a lot of guy players have been spoiled with bushin flip throw’s damage and since its getting nerfed they want something in return. its still going to be really good if you use it right, just slightly less damaging.

If what I know of the buffs he’s getting in comparison to his one nerf of what? Like 80 damage? Then it really isn’t that big of a deal.

Also, they’ll never make bushin flip grab crouchers. TC-> lp bushin flip grab would be too damn good.

well seeing as to how i’m late here with this info i figured i’d share it regardless of time lol. i was at TGS and i had a chance to try Guy out for a couple of games at the SSF4:AE booth and this is what i can see thus far.

  1. it is absolutely true that Guy’s target combo hits crouchers consistantly.
    -played against a few boxer players and it will connect on him for sure unlike console ver. just to give you guys an idea of how large the hitbox is i did cr. lp x3, target combo, lp houzantou on honda. so basically st. hp hitbox is alot larger.

  2. his front step is faster aka his dash.
    -so pretty much mixing up dash in throw and run stop throw are a bit harder to read which is a plus. so yay in the throw dept.

  3. lp houzantou feels as if its either neutral on block or at most +1.
    -i was able to stick out cr. lk to stop ryu cr. mk attempts after so i figured since that was working quite well that you could pre-emptive strike with that into ex houzantou which then if you have 3 bars and a corner leads to U1 which turned out great. also it seemed as if most times i was always in range to make them continue blocking the cr. lk so it seems as if pushback isnt that great on it so keeping positioning seems great.

  4. all regular houzantou’s are faster for sure.
    -hp being the most noticable, mp and lp are faster but not by much.

  5. izuna drop dmg isnt as bad as mentioned maybe the ver at the previous test had diff dmg but this one didnt seem so bad. maybe about 150 or a tad more give or take seemed like what it was. cant be accurate on the dmg but i can say from what i played its not as bad as ppl are making it out to be.

  6. bushins are exactly the same.
    -the speeds and all are the same, hp flip grab works the same as it does in console ver. so no need to worry.

  7. both ver. of elbow are the same
    -no greater block stun no greater recov. exact same.

  8. overhead kara cancels are still intact
    -i didnt even know it was a 2hitter because i did more kara cancels assuming it was still a single hit instead of 2 so no input on that.

  9. cr. hk is definitely faster by a frame or 2.
    -shits great lol, use it the same we already do and yeah good things happen

-i didnt mess with U2 at all so i have no input on that sorry fellas.

my opinion is guy is just a little bit better, the ability to frame trap now with houzantou is definitely a plus. it seems like they’re focusing alot on his inside game and less on his footsie game. in my opinion and i’m sure its alot of old school guy players especially, he obviously needs faster walk speed i think thats just a plain given. or just increase the range/speed on st. mk and st. mp. especially st. mk. like in the old games he’d step in and throw the kick out, in ssf4 he just stands there making it not so great to snuff the good lows like shoto sweeps for example.

the best part about guy in the old games especially a3, is that he had the ability to go into any style of play and be rewarded. it seems like the developers are kinda overlooking that…iunno maybe i’m wrong…but yeah thats my 2cents after trying him out for a few games.

discuss~

Theoretically they should be able to jab him or dp him if they have the reaction, if it did get them crouching.

ultra 2 I would like to have a bigger hit box so it can activate on something like Chun’s cr.rh

Thanks for the info Shin_Kensou.

If you were able to hit c.lp x3 TC into lp hozanto. Would that mean lp hozanto would have more range/larger hit box than before? Also when you say cr.hk is faster do you mean faster on start up or faster recovery?

Everything sounds good right now. Like everyone has been saying, buff walk speed and I’ll be really happy with the changes. Anything else like making cl.hk hit better or increasing stun on bushin flip elbow would be a bonus.

cr. hk start up is faster is what i mean sorry if it was kinda vague there.

i still think that elbows should be overhead. since Guy was introduced his elbows be it bushin or not were always overhead that needs to be intact so that his pressure isnt owned entirely by crouch guard. everyone can see it coming so when ppl dont react you deserve some kinda compensation for taking the risk to command jump on them. but we all want that so i guess wishful thinking applies here lol.

i still think his backdash needs to better recovery @_@

So does that mean far strong lp houzanto is a blockstring
Did anyone try ninja sickle, it would be amazing if it was faster ?
Any change to overhead off run recovery or arch/height?
Does anyone know when the next loc test is ? Thanks

if his st hp has more range, thats a plus for me =D, its a pretty badass poke. i also need to know, is his ultra 1 still function the same, is the bushin chain the same, his neutral jump hk. Check those out next time.

U1 is the exact same as console, no change i saw while playing. all old combos into U1 (that consistantly work) are intact. FF chain is the same and so is neutral jump hk as far as i tested. i do agree though that close hp is great~

Sweet… thanks for all the info!

A whole month after the loke tests and we finally get some solid info.Thanks.

Guy is sounding like a beast right now IMO.Only thing holding him back is walk speed at this point.

^ yeah im happy to hear that Guys getting alot better. altho i kinda wish his ultra 1 was the super kick from the alphas instead of the izuna at the end. it would be cool if he could pull a cammy and focus dash backwards into his ultra 1 and the kick would come out O_O!

I’m okay with nerfing Bushin Flip Grab. What I’m not okay about is the supposed damage.

There’s this ongoing notion though that Bushin Flip Grab is “next to worthless” because it doesn’t grab crouchers? There are a few ways to condition your opponent to STAND UP. Especially if you’re in the corner. Remember, Guy’s flip grab essentially looks similar to his jumping animation. If your mind game/mixup is sound, you’ll land the flip grab more often than not. I definitely UNDERSTAND the nerf… but making it 120 damage is a bit much.

Making flip grab able to grab crouchers wouldn’t be that a big deal, either. Many people I play against can already anti-air out of reaction…