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Daigo conducts an Easy Operation and Shirou becomes Cody-pendant - New Taito Channel Ultra Street Fighter 4 videos focus on Guile and Cody's changes

Posted by Nicholas 'MajinTenshinhan' Taylor • May 15, 2014 at 5:24 a.m. PDT

It is time, yet again, for some new character walkthroughs from the Ultra Street Fighter 4 Nesica website. This time, the candidates are Guile and Cody, which are covered by MCZ|Daigo and Shirou, respectively.

While the changes to Guile and Cody might not be final, since Capcom are still fine-tuning the game for the console release, these videos give a good idea of what's good about the changes both characters have received thus far.

Hit the jump for the videos, and personal translations from EventHubs' very own MajinTenshinhan.

First up is MCZ|Daigo's walkthrough of Guile. Check out MajinTenshinhan's translation of what he had to say below.

The character Guile's most basic tool is his Sonic Boom. The Sonic Boom, of course, won't come out unless you charge, but in exchange for that its properties are probably the best among all projectiles in the game. You aren't open for very long when firing it, and its recovery is quick, so I think that it's fair to say that this is the strongest projectile move in the game.

Besides that... Well, all of his special moves are charge moves, so even if you aren't very good at command moves, you can just pick him up and play him. I think that he's an easy character to use for people who are just now starting to play Street Fighter.

His Flash Kick is a basic anti-air, and you can use it like this. He can also use it as a good combo ender, as you can see. In this version, Guile's changes have been pretty much only buffs, so I think he's gotten a lot stronger as a character. The biggest buff for him is probably the changes to his Ultra 1. In the last version, when Guile got knocked down, he became pretty fragile, and the Ultra 1 would go the wrong way on wakeup.

In the new version, it autocorrects, and he starts somersaulting the other way if the opponent crosses you up on wakeup, as you can see. I think that this is probably his biggest change in the new version. Also, its startup used to be 7 frames but has now become 5 frames, so it has become even easier to use. Guile's crouching light punch has also been made to be +5 frames on hit, so in this new version you can do things that weren't at all possible before.

Something that I personally find interesting is that his crouching medium kick has gotten better. In past games, crouching medium kick was a very key tool for Guile, so I think that people who used to play him in previous games will feel right at home with him in the new version.

Guile has always been good at guarding, but in exchange his offense hasn't been as strong, but in this new version his Ultra Combo 1 has become a lot easier to use, and has many more opportunities for you to land it, and I think that this is something that a lot of Guile players will be happy to see. Also, as for more fine details, his air throw and Flash Kick getting minute improvements makes me feel like he's getting better and better bit by bit.

Next is Shirou's walkthrough of Cody. Read the translation from MajinTenshinhan below.

Until now, Cody has been a character who needs to find a way to approach his opponent, since a lot of his moves are advantageous, framewise, in close range. First, from long range, you have to use his projectile to get to mid-range, and once you're in mid-range make use of tools such as Crack Kick and Stomach Blow.

One problem Cody used to have is that his Crack Kick, which looks airborne, was actually fully grounded for the entire duration, so if the opponent got a hit on him, Cody would be risking some serious punishment for trying to get close. But in this version, it has airborne frames, and when people try to stop you from getting it, you'll flip in the air instead, which lowers the risk of using this move by a lot. This is a pretty strong move, so one might say that Cody has gotten another tool to get close from mid-range.

In the new version, they've buffed the knife quite a bit. It has armor-breaking properties when you throw it, which is a pretty simplistic buff. But if you hold the knife, it's now possible to combo with where it wasn't possible before, such as after a crouching light kick into Criminal Upper. Getting to add an extra move after your finisher for each combo really adds up after a while, so this is another pretty simple improvement that makes him stronger.

Also, Cody's Zonk hasn't been focus cancellable unless it's the EX version in the previous version, but now you can focus cancel it even if it's the normal version. This lets you use a zonk against your opponents projectile, and even if they recover quick enough to block it, you can focus cancel it to make yourself safe. His crouching medium kick, the slide, has been -6 against blocking opponents, but now it's only -2 which makes it virtually unpunishable. I believe that this, together with the improved Crack Kick, makes it a lot easier for Cody to close in from mid-range to close range.

Cody has gotten a lot stronger in general with this new version, a buff that makes me particularly happy is the one to his Crack Kick, which was intended to let you close in on your opponent. Since you won't as easily get heavily punished for using it anymore, I think that it's become a lot more worthwhile. Also, his crouching medium kick practically never gets punished now, and with these two changes together with his jumpin and the unchanged Stomach Blow, I think he has it a lot easier to get into his favourable range. Also, the knife changes give Cody some minute new opportunities, and overall I think that he's gotten a lot of fun changes this time around.

What are your thoughts on the changes that have been made to these two characters? Let us know in the comments.

Both videos come courtesy of Taito Channel.

Source: Ultra Street Fighter 4 Nesica site.

Comments

bloopbloopbloops said on May 15, 2014 at 5:34 a.m.

the current build reversed those guile buffs, no?

#1
dopefresh said on May 15, 2014 at 5:38 a.m.

lp lp ultra for guile? say whaaaaa

#2
LightSpdAeon said on May 15, 2014 at 5:38 a.m.

i wish he mentioned how beneficial he feels red focus is for cody.

#3
bloopbloopbloops said on May 15, 2014 at 5:39 a.m.

oh wait, these are for the japanese arcade release...

kind of weird that they made all these changes so early on, tho.

#4
MANDINGO said on May 15, 2014 at 5:40 a.m.

(This user was banned.)

#5
Scholiownage said on May 15, 2014 at 5:48 a.m.

Cody-pendant. Yikes.

#6
ashvanden said on May 15, 2014 at 5:57 a.m.

cool stuff. can't wait to play USFIV

#7
Eternal said on May 15, 2014 at 6:35 a.m.

F+HK and crMK on Cody only real worthwhile changes. Zonk - FADC backdash actually leaves Cody MORE negative on block than just letting zonk go. And he can't ever combo into ANYTHING on hit :/

The knife stuff is interesting but not really viable because it
1. Requires the corner for most of them
2. Doesn't offer any real reset opportunity (look at how low to the ground they recovery and how quickly. He can't dash under or go for a jump in, I tested that myself at a loc test.
3. Knocks the opponent VERY far away mid screen (if you do a sHP after LP CU the opponent is so far away that if you jump forward TWICE you are still in front of them. It's almost full screen.
4. Cody has no special cancelable knife attacks and his only cancelable kick attacks are close MK and crLK. Close MK can't be confirmed into as 2jabs puts you out of range of close normals (and Cody doesn't have F+MP to do F+MP - clsMK), and crLK - CU leaves you too far away to hit the opponent mid screen with an attack.

It really only offers him ANYTHING in the corner and as a character with such slow movement speed/low mobility and only average corner carry he can't always get the opponent there.

Plus grabbing the knife LOWERS Cody's mobility drastically as he loses the ability to focus attack charge - dash cancel which is a staple to his mobility as he gains about 15-20% extra distance on his forward dash when he does that (goes from 1.1 to ~1.35)

I'd MUCH rather they took out the juggle stuff entirely, made farMP 1hit and crHP special cancelable + upped the chip damage on the knife to around 20% instead of 10%

#8
Eternal said on May 15, 2014 at 6:42 a.m.

To clarify I meant 1 hit of far Mp special cancelable. Not change the move back to 1hit like it was in Super/AE

#9
Jayson619 said on May 15, 2014 at 6:50 a.m.

Pls let the auto-correct for Ultra 1 stay!

#10
sora3960 said on May 15, 2014 at 7:07 a.m.

Guiles auto correct ultra looks broken. Guiles wake up is the only time you get to do damage on top of that he has delayed wake up

#11
Wolverju said on May 15, 2014 at 7:08 a.m.

Shiro, not Shirou I think...

#12
MajinTenshinhan said on May 15, 2014 at 7:31 a.m.

You think wrong. Sorry.

#13
dangerbreed said on May 15, 2014 at 7:42 a.m.

Its really no point in making these videos since since this is an old build.

#14
tidestick said on May 15, 2014 at 7:45 a.m.

Has Guile always been able to jab,jab into ultra1?

#15
Vorador said on May 15, 2014 at 7:53 a.m.

It's the same, like hadoken/hadouken.

#16
CrimsonMoonMist said on May 15, 2014 at 7:56 a.m.

Real happy about these Cody buffs, fHK and Zonk in particular.

#17
spongejordan123 said on May 15, 2014 at 8 a.m.

I dunno, wasn't the entire thing about it not autocorrecting properly because of an additional frame on his turn animation? And anyways, even if he has Ultra stocked, you just can't go in the same ways you were unless you want to eat the U1, as long a flash kick doesn't have it he's still very vulnerable to the tactic the rest of the time.

#18
TheGodOfPez said on May 15, 2014 at 8:01 a.m.

High level Cody play is going to be straight up scary in USF4.

#19
A_M_Arc said on May 15, 2014 at 8:03 a.m.

I think just the autocorrect has been changed. Its still 5 frames though which is huge since it does sick damage.

#20
IareBeStayDrunk said on May 15, 2014 at 8:10 a.m.

Cody is certainly the most improved character in my opinion.

#21
Rob_the_Ripper said on May 15, 2014 at 8:41 a.m.

Great! So now Dieminion doesn't have to switch and we can continue to see the best Guile player in the world have at it.

#22
xDONx said on May 15, 2014 at 8:48 a.m.

WTF.
This Zonk FADC buff is worthless, you can't combo after and with front dash or back dash cancel you'll still be punished...
And those knife gimmicks are something you can only use on the corner and are only for extra damage, but pick the knife and put the enemy on the corner is not so viable, look at Sasaki and Momochi, they don't give a s*** to the knife.

But the buff on cr.MK is delicious :9
And I only wanted the Crack Kick was airborne on the 5 frame like on SFxT.

Read what Eternal wrote, he's tottaly right.

#23
zUkUu said on May 15, 2014 at 8:54 a.m.

what?! Cody only got gimmick buffs outside of 15% better backdash and a better c.MK. Knife buffs are flat out irrelevant. f.HK is only airborne from frame 8 AND has 1 frame more start up now, making it still punishable. It will also NEVER hit any crouching opponent.
EX CU got nerfed incredible hard for the ability to now trade with strike moves: Loss of throw invincibility and 50% less pushback on block.

U2 lost over 40 damage for nothing in return (other than a bug fix).

Zonk FADC makes you MORE UNSAFE than just don't FADCing it. Great buff... you can also not follow it up by ANYTHING.

How is he "the most improved character"? He got nothing that helps him to stay relevant in comparison to buffed characters like Ken.

The only redeeming thing might be the rumored walk speed buff, he allegedly received in the console version of USF4.

#24
metaf4 said on May 15, 2014 at 9:22 a.m.

Cody will be top tier by end of year...called it. (HOWEVER don't take tournament results to back this statement up) Don't worry, when you face a 3000+PP online Cody?...just remember this post when you feel like pulling a "Sanford" and putting a hole in your pockets for another TE purchase...

#25
Eternal said on May 15, 2014 at 9:43 a.m.

Just like Blanka and Deejay many characters are totally different online where there is lag and you can get away with a lot of stuff and typically you are doing ranked from the sounds of it, no time to adapt like a best of 5.

Can't really bring up how a character fairs online as a balance point.

#26
DannyBoyPERU said on May 15, 2014 at 9:46 a.m.

Guile U1 autocorrect 5 frames will go away :)

#27
etrotman said on May 15, 2014 at 10:16 a.m.

(This user was banned.)

#28
DougQuaidHauser said on May 15, 2014 at 10:20 a.m.

Charge characters do not have the luxury of being able to mash sh+t and combos coming out like most of the cast....addtionally online lag is worse for a charge character...so jog on and keep churning butter

#29
DougQuaidHauser said on May 15, 2014 at 10:34 a.m.

Technically it should be possible but only due to reducing the startup frames in ultra....technically balrog can do the same from a standing jab but is extremely unreliable due to the timing that it's not viable at all.

#30
spman2099 said on May 15, 2014 at 10:44 a.m.

Why is Cody suddenly amazing? I mean, he has always been a lethal character when he is pressuring, but his defensive abilities are among the worst in the game. Sure, he has a quicker backdash and the delayed wakeup will help him a little, but I don't think that will be enough to put him over the top. He will remain a solid mid-tier character. In the right hands he will look beastly, but even awful characters look amazing in the right hands.

#31
C100 said on May 15, 2014 at 11:21 a.m.

Still crossing my fingers on hidden buffs for Cody. He's literally the same except for the cr.Mk buff.

#32
Pat1711 said on May 15, 2014 at 11:24 a.m.

Awesome, the first informative Cody news I've seen! Overall he seems slightly better but on the grand scale of things, I can still see him being Mid-Low tier when in tournaments. His defensive capabilities just don't match up.

#33
Zanomaru said on May 15, 2014 at 11:25 a.m.

No he does not...

https://twitter.com/shiro346

#34
Ootori_Kyouya said on May 15, 2014 at 1:33 p.m.

How old is that Daigo video? They took away the autocorrect on Guile's U1 which makes absolutely no sense to me.

#35
ChickenWingRecipe said on May 15, 2014 at 2:36 p.m.

3000pp isnt much nowadays, 3600pp is the new standard since 3000pp is still technically 2500pp level. Ive played this game too much online to notice the difference...

#36
Wolverju said on May 15, 2014 at 4:17 p.m.

I do think you are wrong my friend :) This guy is Shiro, he was playing Abel and Makoto... Never heard of Shirou...
https://www.youtube.com/watch?v=VcdhU...
Video to prove my point :)

#37
ikahage0721 said on May 15, 2014 at 5:25 p.m.

いやこれ厳密にはshirouが正解なんだよ。魔人が正しい。さすがによく勉強してるだけあるなw
彼の名前である志郎、これは日本じゃシロとは絶対に発音しない。
志郎はシロウ。つまりローマ字に直すとshirou
ややこしいのは本人が無学なせいでツイッター垢のスペルがミスってるのと
そのせいでyoutube検索がshiroの方が多くでてくるから既成事実みたいになってる事
要するに全部志郎のアホが悪いんだよ

#38
Ahgama said on May 15, 2014 at 5:28 p.m.

No... It's only possible with the c.lp buff and U1 buff making it a 1 frame link but as far as I know, U1 is no longer 5f startup on console. Damnit Capcom...

#39
urien said on May 15, 2014 at 7:46 p.m.

although majintenshinan speaks japanese he still have problem with shiro name.
shiro not shirou even though the prononciation is shirou.

#40
kdillon7323 said on May 15, 2014 at 7:47 p.m.

I like the crack kick buff. I will never use fadc zonk so that's useless. But the crack kick makes me happy so I'll still be playing Cody. Cr.mk beats a lot of normals and now being safe on block is also really nice. But why make zonk focus cancleable if you do it on block it's more unsafe on block than just letting it go and if on hit you get no follow up. At least let me ex criminal upper or something.

#41
FlynnChop said on May 15, 2014 at 10:07 p.m.

...Hooray!

#42
MANDINGO said on May 16, 2014 at 3:53 a.m.

(This user was banned.)

#43
Aristobule said on May 16, 2014 at 2:09 p.m.

It's shirou anybody speaking Japanese will tell you, and the video prove nothing :)

#44


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