Cody has some of the most bugs in USF4 and far more of his bugs are things that affect large amounts of the cast (No specific hurtbox designated during move startups, some attacks not recognizing super/EX focus input during early frames, some attacks not following standard counterhit frame advantages, meter gain not following standard 50% on block distribution. You take those out and he has maybe 5-10 things not properly setup. Cody has ~30 by my count if you take out those specific bugs that follow many characters.
Guy maybe is boring because they didn’t really give him anything new but he hardly is that bad/buggy, in arcade release of USF4 he was top tier actually. Your previous statements sounded, to me at least, like you were complaining he didn’t really matter since Alpha or get much attention from Capcom in terms of appearances/strength/storyline, especially in comparison to Cody, sorry if I misunderstood.
These are all the USF4 bugs/miss set data in USF4 I and others have been able to find and confirm.
Guy
[details=Spoiler]
Guy
Normals
Far HK can trade and still result in a counterhit. 1st active frame still considered in a counterhit state. New to USF4 [Fixed in Oct 15th 2014 update]
chained crouching LK has a 1F slower startup than normal crouching LK. In addition the frames where Guy can turn around during the startup of crLK last 2F longer when chained into.
close HP has no hurtbox designated during any point. The hurtbox is entirely based on the characters model and animation. This also applies to the target combo and bushin chain versions of close HP (so likely intentional)
close MK only grant +2F additional frame advantage on counterhit instead of the standard +3F for mids. (may be intentional.)
The 2nd hit of Ninja Sickle (D+F+HK) grants the opponent more meter on hit and block than it gives Guy.
F+MP only grant +2F additional frame advantage on counterhit instead of the standard +3F for mids. (may be intentional.)
Specials
Followups from EX Run build meter on hit/block
Followups from EX Bushin Flip build meter on hit/block
Elbow Drop from all Bushin Flips do not cause chip damage on block.
Hozantos do not recognize Super / EX FADC inputs during the early parts of the startup. (Normally most moves retain this command until the earliest frame it can be performed and then execute it, the early frames of Hozanto do not accept the input at all.)
The early startup frames of Shadow Kick and EX Shadow Kick do not have hurtboxes designated, it is entirely based on model + animation.
The early startup frames of Shadowkick and EX Shadow Kick do not recognize super / ex FADC inputs.
Air Throw has a counterhit state during the startup frames unlike most other throws.
LP Hozanto builds and grants opponent 100% of the “on hit” meter gain instead of 50%
MP Hozanto builds and grants opponent 66.6% of the "on hit"meter gain instead of 50%
L/M/H Senpukyaku (Tatsu) build and grants opponent 83.3% of the “on hit” meter gain instead of 50%[/details]
Cody
Spoiler
Cody
System Mechanics
Level 3 Focus attack hurtbox during active frames is positioned different than level 1 or 2.
Backdash recovery is 3F longer than the reversal cancel window. Backdash is 26F but can cancel into reversal OK moves on 23F
Walking backwards the hurtbox is only designated for the first 36F of a 150F animation.
Normals
Far LP can trade and result in a counterhit. 1st active frame still considered in a counterhit state
close HK counter hit damage is lower than it should be (110 damage base but only does 125damage on counterhit. Should be 138)
crouching MK has empty physics settings (May be intentional)
crouching MK only grants +2F additional frame advantage on counterhit instead of the standard 3F for mids/heavies (may be intentional)
crouching knife attacks do not count as being crouching.
Angled Jump MP builds 60 meter on hit and 30 meter on block instead of the standard 40/20 for a mid (may be intentional)
chain canceled sLP with knife has a different hitbox than regular sLP with knife, also does not cause proximity blocking.
Chained sLP/crLP with knife did not get the juggle potential increase that regular sLP/crLP with knife did. New to USF4
close sMP with knife 2nd hit did not get juggle potential increase that far sMP with knife did. New to USF4
F+HP only grants +2F additional frame advantage on counterhit for 2nd hit instead of the standard +3F for heavies. (May be intentional)
F+MP only grants +2F additional frame advantage on counterhit instead of standard +3F for mids. (May be intentional)
Far MK while holding the knife has a different size hurtbox and hitbox than far MK without the knife.
Knife attacks cause less than normal chip damage (May be intentional)
sMP with Knife only grants +2F additional frame advantage on counterhit instead of the standard +3F for mids. (May be intentional)
Specials
On Block LP Criminal Upper first hit builds 80% of the “on hit” meter gain for Cody and grants 100% of the “on hit” meter gain to opponent.
On Block MP Criminal Upper first hit builds 40% meter for Cody. Tornado portion builds 80% of the “on hit” meter gain for Cody and grants 100% of the “on hit” meter gain value to opponent.
On Block HP Criminal Upper builds and grants opponent 100% of the “on hit” meter gain value.
Meter gain for tornado portion of HP Criminal Upper is significantly lower than meter for LP/MP/EX (may be intentional)
Badspray causes 13x2 chip stun damage when blocked (may be intentional)
Level 2 and Level 3 HP Badstone have different frame data than Level 1 and level 4
Badstone/knife throw/fake badstone/fake knife throw charging and startup do not cause proximity blocking.
Badstone does not have a counterhit flag for the last 7F before it becomes active. (may be intentional)
Zonk knuckle uses up all juggle potential preventing combos after zonk - FADC but only if Zonk is the first attack to cause a knockdown. HK Ruffian - FADC - Zonk allows combos [adjusted in 1.04 update]
LK/MK/EX Ruffian Kicks physics and hurtbox data do not match up with the active frame settings. Active frames run out sooner than they should. (May be intentional)
EX Ruffian Kick has projectile invincibility during part of the recovery rather than part of the startup (May be intentional or related to the active frames running out before hurtbox and physics do)
LK Ruffian Kick is not a hard knockdown when hitting an airborne opponent New to USF4 [Fixed in Oct 15th 2014 update]
Badspray from face up knockdown is 20F longer recovery than from face down knockdown resulting it being far more punishable.
Knife pickup can only be canceled into specific versions of moves. You can cancel it into knife throw, criminal upper, EX FADC, super combos and chainable light attacks but not Zonk or Ruffian Kick or non-chained normals (May be intentional)
Supers/Ultras
Super combos still regularly drop people mid combo (LK Super will always drop Honda after the 3rd hit for example.)
Ultra 2 on air hit will leave Cody punishable after the dust portion juggles on an airborne opponent.
Ultra 2 dust can connect with a grounded opponent (even one who has not extended their hurtbox whatsoever) and the first wrench attack can either whiff or be blocked.
Ultra 2 dust portion does not break counters (may be intentional)
And keep in mind, several of the changes Cody got in USF4 were specifically just bug fixes such as his B+MP now being able to be counterhit, his badstone not being forced to wait until next charge level before releasing (upwards of a 25F+ wait from button release to badstone throw becoming active if you charged 1F past the previous strength), increasing forward movement on U2 by 1small training mode square to prevent dust pushing opponent out and making wrenches blockable (and it still does and lost 40 damage to boot.) fixing super to drop significantly less often even when used properly and leaving cody massively punishable (still drops but not constantly like before, though vs Honda he almost never can do LK Super without a drop.)
Here is the unlisted changes if you want to check out Guy’s in USF4:
Personally, I think Guy has a pretty good chance of appearing in SF5 due to his ties with Bison/Rose and alpha in general plus being a fairly serious character which SF5 is more pushing toward, while Cody’s only chance is based on sheer popularity. Guy also has a lot more room to grow as a character while getting older and leading the Bushinryu, while a lot of Cody’s personality/story is simply him being stuck in a loop of fighting/going to jail/sulking/repeat. They could bring him back as a hero and even still keep the cuffs if they wanted or find another way for him to remind himself/show he is holding back. Decent chance Cody/Guy might not appear at all and we might get a dif FF char like Maki or Haggar though.
Maybe they’ll give Guy his fireball thrust attack super from FF3 that they based his focus on in SF4, that’d be awesome.
I’m almost certain that they’ve never revealed her weight, she is one of the only SF characters AFAIK they’ve done that, maybe the only one unless I’m mistaken. I’m sure it’s because she is female though and the whole vanity thing don’t ask a woman her weight.