SSF4 AE Guy Changes

Cl.MP
SSF4 : 5/2/18 +1/+5
AE : 5/2/16 +1/+5

(basically they just reduced 2f of block/hit stun and recovery… so Cl.MP->run/stop isnt that great now)

EX Run/Slide
SSF4 : 10+9/13/14 -9/-
AE : 4+9/13/14 -9/-

(In SSF4 you need to wait for 10f after Run to start Slide… in AE its the same as regular RSL)

U2
Same damage/startup and recovery as SSF4… but Range is now 0.98 (up from 0.9)

Hey everyone I was just pokin aroudn the Guy forums and saw this thread. We have an AE machine at our university and I main Guy there. The consensus that he’s “a little better here and there” is very correct. his normals seem to win a lot more. I always used standing roundhouse as a solid anti air and it’s just as good. Overhead hits 2 times now and is AMAZING at breaking focus, Hozantos seems safer cept FP but I sometimes get away with a backdash if I hit it at range so there might be a slight change, or it’s my opponents, but there is no lack of good players here. I didn’t read the whole thread so I don’t know what info I can give so let me know if you want me to check something that isn’t frame data.

One thing I read is the Evil Ryu and Oni matchups. The pair is unlocked here and I can say Evil Ryu isn’t much different matchup-wise from normal Ryu. I play using the same matup knowledge and it seems to work, you can EX spin kick his axe kick if you are paying attention. The Oni matchup is tricky because only one person here has really committed to maining him, but I can say that vs his dash cross up mix up guy has nothing to fear. Basically if you see him attempt it, you can just slide-sweep (cr FK) and if its a crossup, you get away, and if its not, you sweep him. I tried to air grab his flying punch but its really quick and haven’t snagged it yet, although I’m pretty sure it’s possible.

I’ll check in here later if someone has something they want me to check out.

Quick Edit: Dan is wierd now and cr. lp, cr. lp to target combo will wiff on the fierce punch. I don’t know if many of you fear the Dan matchup, but be aware that that combo doesn’t work now lol. (Not sure if this was the same in super, i never played a Dan main until now)

Fancy you share the close mk data and the difference in run/stop

Cl.MK is now +3/+6 … more stun i guess… run/Stop still the same…

Hmm i guess the speculation of him stopping faster was just trickery to the eyes.

As I understand frame data (startup/active/recovery), we now have 4 frames less recovery therefore gained 4 frames advantage on block/hit. That is unless the length or duration of the move has changed as well.

Based on this logic, I would surmise that far.mk will then be +2/+5…!!! and should combo into cr.hk on CH.

Similarly here, cr.mp will be +3/+6 and a possible +5/+8 if hit on last active frame.

From what you’ve posted here about f.mp being 15/2,2/16(-2/+2) the second hit of the move only has 2 active frames (not 4) therefore I think it would look more like -1/+3 if hit on last active frame of second hit.

I would say the duration of the move in total has decreased judging by these numbers as block/hit stun remains same.

Definitely more block/hit stun. Looking forward to CH set ups into this move. Any changes to start up?

Also, a previous post states 1 more active and 1 less recovery on cr.hk. Can you confirm?

All in all very interesting stuff. Any chances of getting the whole list posted up? I could be wrong but if I’m not AE Guy got beast normals now.

They reduce the hit/blockstun a little… St.MK is -1/+3

It doesnt change at all… they just removed one frame of recovery and added it to Active frames… so no changes to the adv on hit on block… Although yes… hitting on last frame will give +4/+7

And your right about the F.MP overhead…guess its pretty hard to combo of it… What i dont get is how people combo of Run/Overhead … Its exactly the same as SSF4…

And Cr.HK is now 7/11/15 ( from 7/10/16 ) … 1 more active frame from the recovery… just like Cr.MP … but now it can be spaced much easier…

These are the only changes … The book also says Normal Run/Slide is now 110 damage … someone should confirm this , coz it doesnt look like the damage got buffed…

Ill just summarize it , maybe update the wiki?

LP hozanto -1
MP hozanto -2

St.MK 8/2/12 -1/+3
Cr.MP 6/3/9 +2/+5
F.MP 15/2,2/16 -2/+2
Cr.LK 3/2/7 +2/+5 (20 Dmg now)
Cr.HK 7/11/15 -10[-5]/[-3]
Cl.MP 5/2/16 +1/+5
Cl.MK 7/2/11 +3/+6

Some nice buffs to the normals there, wish Cl.MP still had the same blockstun :expressionless:

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

EX Slide 4+9/13/14 -9/-

Normal Run/Slide Damage is given as 110 dmg

Bushin Flip - 180 dmg
Super - 380dmg

Everything else is the same And normal throw range is still 0.84 :\ …

^ Thanks for this.

cr.mp has 3 active frames! am i the only one hyped about this? lol

^^ Thats a great change …makes using it as anti air and in meaties awesome… Also really looking forward to S.MP range buff…its gonna be sick…

glad they gave his slide 1 more active frame… I was looking at the hitbox vids… and would you believe that there is actually 5 frames where theres no hit box yet he keeps moving forward :rofl:… Wish they removed that bit … Atleast just the animation , not the frame data …Its really annoying when it whiffs like that…

Also want to see how they changed EX BSK recovery… Is it like Kens SRK now?..where as soon as he lands there very few frames of recovery?..Its definetely punishable but at least we might not have to eat fat combos now

The fact that they’ve greatly reduced recovery on ex BSK opens doors for mix ups after landing it. You can do a jumping attack much earlier now.

So it means more than just not getting punished as badly!

Yea some of these frame changes might lead to more setups and combos… But EX BSK pushes em so far… i dont think crossups are possible…needs some testing…

If someone could test these out at AE it would be awesome…

1)St.mk is +3… so on CH its possible to combo of it?..That would be great since it has a really good hitbox

2)RSL damage

3)possible to combo of cr.hk without CH …maybe with Cr.LK? …given c.HK has more active frames now…

From the vids we have seen it can not be a meaty over head. All the vids was just one single hit into cr. lk. Not the meaty two hits? Is that the problem linking it?

I’m pretty sure I’ve said this before but, CH far MK now combos into far MP. It’s nice but not as useful as it sounds because the push back from far mk is still pretty far, so you need to be pretty close (around within 2/3 of far MK max distance) for the combo to actually work. Still, this means that even on block, far MP after far MK is a pretty nice frame trap.

Not sure about the rest. Will check it out if I get the chance.

Fei Long still feels pretty damn hard. In fact my win ratio against our top Fei player is as bad in arcade as it was in Super. I didn’t understand it at first, but the Fei player feels that Fei is stronger in AE because the game is a bit slower than Super (he’s not the only one who has commented this) so it’s easier to hit confirm rekkas. I dunno how true that is so take it with a pinch of salt.

^ I dunno much about this but could it be that it’s the arcade screens that make it seem slower and that the game is the same? I doubt we’ll feel a slow-down in gameplay once we download the DLC, playing on the same disc.

Guy has some nice option selects and safe jumps against Fei long and with the ae buffs I would think the match has to be a little better. It’s just the corner is pretty bad against fei long, and he can push his oponnent there way too easily.

Yea Guy vs Fei is pretty bad…then again so is most of the cast against fei lol…I dunno how the matchup din get better, but like he said perhaps the game will feel normal in the disc release…

But i think it should be easier than in super , Guy seems alot more consistent in AE, With all the fixes…
@acidicenema … Any other really bad matchups you feel in AE? …Apart from Fei,yun and gief?..

3 hit Bushin Chain > cr.LK does work, but unfortunately, that’s about it. You can get a full combo into Run > Slide on characters with wide hitboxes.

Will post it along with some other notes in my AE Guy video.

Streak, you beat me to it by 5 minutes, lol.
Well, I didnt use much Guy yet, but the cr.lk is awesome. Runstop seems better, but I havent done any tests on if its safe still.

Haha, it was the first thing I tried in training mode with Guy when I played for about two hours this morning.