SSF4 AE Guy Changes

Well. at least I was right lol, but the wide hit box mark does make me upset but …has anyone ever tried cr lk, runslide… i know Mk tatsu and EX hoz. will combo.

It works, but the difficulty of the link just isn’t worth it. It looks cool, though.

First thing I did was MP + HP > L. Hozanto > Super on Honda and Balrog. :slight_smile:

The curse has been lifted.

ughhh. hurry up PSN!! there’s things i wanna test!

I know man! It wont be till like 6 or 7ish

Just wanted to add one more thing before I go take care of some real life stuff. The frame data available for Guy in AE is accurate: his U2 really is a one-frame grab (0+1). He can grab Yun after blocking his :f:+:mk: overhead (-1). Unfortunately, you still can’t grab Fei Long after a blocked Flame Kick > FADC forward.

I just want to clarify, you can INDEED combo after a meaty overhead!

its super strict but having it in your arsenal would be deadly

What about cl st hk, didn’t it have hits hitbox slightly improved? Also is it still possible to combo after a CH cl mp run stop, and is cl mk useful at all in Run.stop play

still nothing on psn…I heard theres a bug where if you input guy’s u2 too fast, it wont activate. Pretty messed up if true

Something’s definitely wrong with the U2 input. Trying to figure it out.

They fixed close HK not whiffing on akuma on dizzy in AE but jump HP still misses

Yeah someone mentioned this and made a video of it and I watched it with inputs displayed… he messed up the inputs.

Just tested it out, not really a bug. They’re just more strict about the inputs now. No more shortcuts.

Thanks for the info guys.I was wondering why the hell U2 only came out like 1 time out of 5 every time.I had to get my friend to try it just to make sure it wasnt my execution.

Armour cancel U2 is gonna be even harder now.

its a pretty big nerf to u2 imo, especially if you play on pad which makes it almost impossible to execute. What’s worst is that most characters still have their shortcuts. Why the fuck did Capcom do this to guy. Everything else is pretty solid but man I dont think ill pick u2 that much which will limit some matchups.

quick video i made.

Ex.run > stop vs. jump-ins

[media=youtube]e49hAVoMznc[/media]

run over head > c.lk feels like a 1-frame link. doesn’t have to be meaty

[media=youtube]MEVRssgnS8I[/media]

Anyone else notice that the Stop after EX Run is really different than the Stop after regular Run? The frame data says both Stops are identical, but the positioning is a little different. Try it yourselves in training mode. During regular Stop, Guy kinda slides across the floor. During EX Stop, he doesn’t and actually “stops on a dime.”

Is EX Run Stop useful as a wakeup tool after certain knockdowns? I know some Elf players who use this tactic to get around things. I was hoping with the extra armor it would help.

I also noticed that U2 wasnt coming out as easily as before. After dashing I’d get EX Hozontou, it was annoying the hell out of me.

Can anyone confirm is Run oh -> C.LK works on all crouchers??.. I have been trying it all day and i cant get it to work at all O_o

the new Cl.MK is sick…some pretty sick combos you can pull with it…Cl.MK>Cr.MP->S.MP->RSL or Tatsu(on few)

Also i noticed for sakura TC whiffs pretty much all the time… but i also noticed the CL.MP hits her further than others… so LP->cl.mp->s.mp->RSL is the combo to go for sak… who else has a really annoying hitbox that makes TC whiff??