SSF4 AE Guy Changes

I don’t know if anyone has posted about this or not but I think there was a change to Abel’s hit box and it effects the hit confirm b&b I use almost all the time. Whenever I land a jump in forward, normal or cross up or a command elbow I follow it with c.jab, c.jab, bushin chain if he’s standing which they are almost all the time. But when I do the bushin chain the strong whiffs. I’ve had 2 matches against 2 different Abels and it’s happened to me what seems like 10 different times in those 6 rounds. Completely frustrating because c.jab, c.jab, s.jab whiff strong isn’t much of a combo.

I know the “solution” is to probably use c.jab, c.jab, target combo xx whatever but that’s not the point. This never happened in Super and it’s stupid that it’s happened to me so many times in 2 matches against Abel, unfortunately, it’s not a fluke.

Thats gay if its a consistent problem.I know that sort of thing happened in a couple of situations in console super.

Abels hitbox is huge though,could it really have changed?

I saw that whiffing alot even in some of nox2 replays… he then started using Cr.jab->BC … but even then at some ranges it was whiffing… I think they made some changes to abels hitbox… since i din see the Strong in BC whiffing anywhere else…

I’m personally trying to unlearn the cr.lp x 2 hit confirm to a single cr.lp, regardless if it hits or not. This way the single lp seems to cause more block and hit stun. IF they block it and you do st.MP straight after, they’re very unlikely to mash DP because the window is so short, unlike if u hit lp lp this gives them more time to reversal.

If you hit them with single lp, you’re much less likely to miss the st. mp combo because there’s more hit stun. Not to mention there’s less distance and more of a chance of landing TC.

Edit: You can try this for yourself, use close cr.lp to standing Mp and try to reversal it with shoryken. It’s easier to reversal with Guy’s reversal motion however.

Haha, AE needs to come out on consoles so I can come back to this community again. :stuck_out_tongue:

Also af0, is there any reason why you wouldn’t be using crouching short instead? I think I remember reading that cr.jab does more damage than the cr.short in AE, but… well, a low hit is a low hit, not to mention how sexy the short got (from what I’d heard) in terms of frames.

My favorite setup for that is actually using CR.HP to hit confirm it into the ST.MP and then the slide, where I go for the knock-down mix-up game of choice (doing CR.MK shenanigans like mentioned before; backdashing once and then jumping in with HK for a good, safe, meaty overhead; elbow 50/50; the dreaded Bushin Flip Loop of Doom; etc.). Guy does have a lot to work with, but man… you have to know your shit to be worth shit with him.

^
Well AE is taking so long to be released, I’m wondering if it’ll be a new game altogether like Super was. But yes for AE I would have to learn to press lk. My point was to avoid being reversal’d, I’d go for only 1 lp or 1 lk and then Mp>Hp. It’s too fast to input shoryuken motion, not to mention spd motion in between. If you do lp/lk x2, they can just mash the reversal and hit you before you hit them with MP, or perhaps a trade.

Maybe a dumb question but has anyone tested stand LP as an antiair? The hit box was moved up so just curious. It would be cool if light punch antiaired like Ryus. Thanks

His ultra 2 is 1 frame (not like zangief though) now and the range have improve too (0,98 instead of 0,9)

damage of the super = 380

^Whered you get that info?

The official master guide has been released in Japan since 3 weeks now

^^ Thats cool… Any idea on the U2 damage?.. Or the changes to Run->overhead?

Well I asked some guy who seems to have the japanese frame data guide that was released a month ago now I think.
Dissappointed that U1 is still 12 frames. I asked about the normal slide, he said it’s still 7 frames on startup (more dissappointment) but it’s got an extra active frame and 1 less frame of recovery. I’d rather just have faster startup myself.

LP hozanto -1
MP hozanto -2
Hp hozanto - the same.

I guess from medium distance projectile characters would have to be more careful now that mp hozanto is -2 only.

I guess the real “buffs” are in the 3 frame short and the hitbox alterations.

He also said “the running slide is 1-28 frames invincible to all fireballs and 4 frames cancel instead of 10 frames”

I think he means the ex run slide? Also I don’t know what he means by 4 frames cancel instead of 10.

^^ Yep hes talking about EX slide… in SSF4 you need to wait for 10f to cancel Run into EX slide
but in AE startup is just like regular RSL… Any info on the Run/Overhead? and F+MP overhead?

And The changes to S.MP,S.MK and TC were pretty good…

Basically if you’ve been dedicated to your Guy craft in SSFIV then it seems like you’re gonna have a bit of an easier ride in AE. He hasnt got enough buffs though to become a bandwagon character that everyone jumps on because hes easy.

I’m more interested in how othere buffs/nerfs to other characters will change his matchups.

As Super is dwindling I’m finding matchups like Rose, Fei Long and Rufus to be harder than Honda, Balrog and Bison.I’m wondering how these matchups are gonna change.

I rly wanna know how hard this Run/overhead-> C.lk link is… I see alot of people dropping it… I mean it cant be harder than 1f and with plinking makes it 2f… Top players never miss these kinda links … yet i see many top level guy players miss it alot … so i was wondering about that…

As for matchups… Fei should be a little now easier given his CW nerf… but I heard he can combo into Sweep now?? which means bad news for guy…

Never found Rog and bison too hard… but they should be easier than before , given guys buffs in terms of normals…

Rose is proly still annoying … hope the nerf to her Cr.MP helps…

Just chked out the AE book…very small changes

St.MK 8/2/12 ( down from 9/2/16)
Cr.MP 6/3/9 (up from 6/2/10)

MP-Overhead is 15/2,2/16 (-2/+2)

And EX BSK is now -19 on block(from -29)

Nothing else , although it states Run/Slide is now 110 dmg , which is proly wrong…

Ex run slide does do more dmg than the normal even in super, maybe it’s referring to that?

EX BSK 10 frames less recovery lol now the oponnents don’t have to wait for Guy to come down from the air but they can punish more instantly.

Finally we get decent active frames on cr.MP, should be easier to time those anti-airs.

The overhead looks much better - does that mean if u hit someone with the last active frame of the second hit, you’re at +3?

F.MP … has 4 active frames
So hitting on the fist active frame = +2…second frame = +3…third = +4 …last active frame=+5

So i guess doing this on opponents wakeup allows comboabilty…which is pretty awesome… Am not very sure about Run/OH… but given we have seen that its possible to combo off run/OH even not on wakeup… I guess its possible…

Also EX BSK having 10f less recovery is a great thing… this means that most of his recovery is in the air… so as soon as he lands… he recovers fast…

And the AE book says … Normal RSL is 110 damage and EX is 120 … i know the EX is correct , but i think the normal one is a mistake…

It should be 110 anyway, RSL is way punishable it needs to pay off with dmg.

With the F.MP mixup potential, getting knockdowns with run slide and normal slide should give Guy much better advantage than he has now. Instead of just neutral jumping fox mixups.

What’s the info on cl st mp we heard it changed any idea how badly, Also EX Run stop comparison to Normal Run/Stop. How many frames we talking here.