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

^^ yea just pray that the recovery off Houzanto has been decreased…which was at the loketest… this might make it possible to combo…but then again if the range of U2 has been buffed that might be the ultra to pick anyway…

Damn would be cool if they gave guy a new move…after Run like an armor breaking kick could destroy focus abusers , and also good comboability from TC and shit since it hopefully wont be slow…

seems stupid that capcom barely added anything new… may be if you can cancel Run into bushin flip …lol would be awesome grabbing SRKs like that

IMO, if Ultra 1 could combo off Houzanto in the corner against all characters without an FADC, Ultra 1 would definitely be the Ultra of choice in the majority of match ups, even if the range were buffed on Ultra 2. The only matches where Ultra 2 would be the preferred choice would be in matches where the ability to punish certain moves would be a big advantage (Honda Buttsplash, maybe Jaguar Kicks would be punishable with a range buff?)

U2 does have some other uses and the loketest stated its not punishable… which is a pretty big buff…

I feel U1 does too little damage for an ultra that only works in the corner(and it gets heavily scaled too)…its 400 or something :frowning: … But if Ex.houzanto , lp.houzanto can combo into it without FADC , it would be pretty good and if Ninja Sickle can juggle crouchers both ultras would be pretty good imo…

I once did FF chain on a sagat in the corner…and he had like less than 100 hp left…so i did ultra…and he din die :mad:… i was like WTF!!?.. then i got TU->FADC->Ultrad to death :sad:

i wish that Guys u1 could combo off a standing fierce or a mp,hp target combo. would be the best way to maximize his ultra damage imo

Run should be cancellable into ultra(like akuma teleport->u2) … LOL that would pwn sooo much…

Ok, so the biggest complain I have is that outside of TC (which that isn’t really a buff its a FIX to programming), is making run overhead hit both hits on opponents that focus and have low hitboxes.

It’s two hits.

It’s supposed to stop focus.

It doesn’t.

Example.

Guy has ex meter so he can approach Guile with some threat–sonic boom, slide (low), no sonic boom, low or high.

Guile blocks high, gets hit with slide.
Guile blocks low, he may get hit with both hits from the overhead, and Guy will (usually) be punishable on hit or block.

Guile FOCUSES, and only one hit of run -> overhead hits.

I was talking to Diminion of Empire (if i’m not mistaken) and he said roughly ‘run overhead is meant to break focus, and it doesn’t. Capcom needs to fix it’.

What do I think? Capcom won’t fix it. I hope they do.


Furthermore, Daigo states that he would like to see more drasitc changes in AE than in Super, in this video, which was posted up by eventhubs.com.

video: http://www.ustream.tv/recorded/10957838

We can assume he means to include that bugs and errors and hitbox problems needs to be addressed.

They actually are fixing some stances so they can be hit, as they are aware of some focus stances being considered low and attacks that should hit are missing.

Capcom also stated not all the changes were listed in Blog posts.

Heard the second part, but not the first. That’s like a breath of fresh air as a Guy specialist. xD
Like his mixups are gimmiky as is, and require setting up of the opponent, so that not working was a total bitch.

but when everything comes together, and my set-ups go as planned, and I execute correctly–that’s what makes me love playing Guy. Vs an opponent, matches I feel that I dominate are ones that usualy are off to a standstill until I can get a good/better read on my opponent, and then set them up for knockdowns/ultra’s/stun/etc., and the match proceeds like dominoes.

/ most poetic post ever.

do we know something new about bushinflip elbow’s frame advantage on block/hit?
looks pretty weak as it is now

We won’t get any new info on Guy until 3 weeks when AE releases. There’s a rumour that an arcade in my city will get the cabinets so we’ll see

It is. Do EX Run > FADC > U2

watching videos of good guy players go a long way.

Where did I see this? Go to option-select.com and watch footage of Guy VS Makoto, beautiful.

^^ err i meant without FADC… like akuma(with teleport) , ibuki,c.viper(with Super jump)

Isn’t ex run cancellable into U2? It gives armour as well.

Ex run xx fadc xx U2 sounds like a gimmick to me. I’m sure the opponent recovers in time and can jump out of it if they didn’t press any buttons.

EX run is cancellable only when they hit you… i was talking about like how akuma can cancel his teleport into ultra anywhere… then we could just do TC->Run->Cancel->U1 … would be ridiculously broken though lol…

It wouldn’t work if the opponent is still in hitstun or blockstun, plus since u2 is +1 it would make it a harder garaunte. Don’t forget akumas u2 is not a grab ultra. Now if guys u1 could cancel from run, it might be worth something.

I just hope his u2 becomes as good as we heard cause his u1 is one of the worst in the game

Unless they give it a serious damage buff, so even with scaled damage it’ll do close to 500,

I was always talking about U1 :expressionless: never did bring up U2 … but anyways i want them to buff his u2 aswell… so that the opponent is actually scared of it to throw out normals or pokes… the range is too less … I really hope the loketest changes do happen… Guy needs them…

TBH i was more satisfied with the loketest changes(even with flip nerf) than the changes posted in the blog(s.mk buff looks killer though)…

More reported Guy changes, which are supposedly from this week’s Arcadia magazine

Got a quick translation from my friend Tetra

???- Old. The 3 frame cr.LK.
???- Old. The changes to Ex Run.
???- **New. Short Tatsu has upper body invulnerability **
???- Sorta old. Normals are stronger.
???- New. Jump d+MP drops down faster.

All I can say is, it both new changes are true, then it’s pretty awesome news.

If they’re true, then it seems that Guy will have a new no-meter anti-air option (hopefully one that’s consistently reliable against Zangief) and the command elbow got even better (it’ll probably still whiff against Ryu/Chun/Juri/etc cr.MKs but they’ll have less time to react to it now, which is good. Also, his cross up mix ups just got even more dangerous.

I know it’s a quick translation, but if that’s what the text says, it’s kinda funny. :lol:

Still, if LK BSK became more of an anti-air option because of some added invincibility, that’s awesome. Even if it’s not completely invincible and it only has some added upper body invincibility, it could probably be used like Honda’s (current) LP Headbutt.

Faster command elbow? YES.

does any one else wish run slide juggled after landing ff chain for an untechable knockdown? that’d be sweet. i like to use run slide as a combo finisher a lot as opposed to jab shoulder(unless i’m trying to cancel to super) because of the following safe jump and continued pressure/mixups that come with it.

on a side note… if that thing about short hurricane possibly being able to be used as anti air… this is great… not only because we won’t have to burn the meter anymore… but now we won’t have to worry about EX hurricane whiffing on certain characters jump ins like juri.

it really seems the developers really want guy to be good, as if they were like…“guy should’ve came out a lot better than this, we need to do something.”