I got a couple hours to test USF4 Guile in training mode at Super Arcade. I'll run through the list of changes and what I found out. Remember, all this stuff is subject to change!
smaller hitbox on his wakeup frames
--I noticed this with a couple crossups I was trying on him. Its very subtle, dont worry you can still cross up Guile, its just not as mindless as before.
--One thing I did test out was Evil Ryus corner unblockable on Guile(HK overhead knockdown > wiff dash > wiff dash > j.hk). It was no longer an unblockable on Guile. The strange thing is though, I had to block this like a normal jump-in(like it came from the front), even though it looks like hes behind Guile. Strange, but whatever, as long as theyre removing these retarded unblockables.
c.mk has a larger hitbox and hurtbox
I like this change. Guile has a little bit more range on c.mk and his boot no longer goes through his opponent. This feels just like the SFxT version of c.mk. This is a good buff for c.mk IMHO since the SF4 version of c.mk is one of the worst c.mks Guiles had in any game. I just wish it wasnt -4 on block.
increased airthrow range
I definitely saw a difference. The range doesnt seem as far as SF4/SSF4 where you could grab shotos out of their j.hk. I dont think this change is going to affect his throw that much though. The reason why Guiles airthrow is so good is because it starts up in 3f.
+1 invincibility on FK
Not much to say here. It definitely helps get rid of the stupid situation where FK get hit clean by jump kicks. I tested this against Sagats j.hk(which has hit me clean out of FK before) and it seemed to work better. I should probably go back and test this one a bit more, like against other DPs. Maybe against Feilongs DP to see which one will win
UDK b or f+HK up close hitbox expanded downward
I definitely saw a difference with this. I tried it against Yun with his c.lk and Chun with her c.lk. Those were two moves that came to mind when I thought about b+hk wiffing over the opponents attacks. I also tried it against Chunlis Hazanshu. You will still wiff against this move if you do b+hk too early. You have to time it properly, Chunli gets really low.
U2 350 damage
Yup, it noticed it doing a bit more. This is a much needed buff. Combofiend said they might play around with the juggle properties on U2 so that you can juggle with this better. super > U2 only doing 2 hits for U2 kinda sucks, so this could possibly be changed.
U1 Startup reduced to 5f, damage reduced to 450, 15f invincibility, will now autocorrect
I spent a lot of time testing this U1 and I think this could be Guiles best ultra now. Youll definitely have a hard time choosing which ultra you want to use. This move rocks! I was a little worried about the damage nerf, but after using it, I dont mind.
U1 Autocorrect
The best part about this ultra is that Guile will autocorrect if he does this move on wakeup. The move just doesnt start turned around the proper way. You activate it on wakeup, Guile looks like hes pointed the wrong way, then Guile goes oh wait, let me turn around then it just turns Guile around after the Ultra freeze screen. It beats all crossups on Guile. You cant cross him up when he has U1 stocked. Its so friggin good. Let me tell you the crossups I tested it on
Abel
tornado throw > forward dash > j.mk crossup
Cammy
combo to HK spiral arrow > j.lk crossup
Shotos
knockdown to crossup tatsu
Zangief
EX green hand > wiff jump forward > crossup splash
Mbison
throw > dash forward > j.mk crossup
Elfuerte
knockdown to tostada press crossup
Seth
SPD > dash forward > slight step > j.mk crossup
All these crossups results in Guiles opponent eating U1. I was able to safejump the U1 with Giefs crossup splash so you still have to watch out for that. I asked Combofiend why dont they fix his wakeup for everything and he said its too good. I disagree but whatever, its good that he has something to help him against crossups now, cause hes completely free to them right now(which really should not happen).
U1 15f invincibility
My test was to have Rufus do a EX messiah then do the delayed LK ender. In every other version of SF4, if Guile had U1, he could use it to beat the MK/HK enders, but if Rufus delayed the LK ender, it would beat out Guiles U1. This was really stupid. It doesnt happen anymore. Guiles U1 beats out the LK ender on EX messiah now. Rufus can never use EX messiah if Guile has U1 stocked(similar to Mbison having U1 stocked).
U1 5f startup
I could definitely tell its faster on startup. I didnt test any specific punishes but this will be great for those situations Im sure. One thing I heard is they might be tweaking the startup and invincibility on U1. If invincibility goes up, startup will have to increase to balance, and vice versa.
c.lp +5 on hit
This is a good buff for Guile. It doesnt make him crazy or anything, it just makes it easier to do c.lp > c.lp > c.mp > FK now. He also gets c.lp > c.lp > far s.mp and c.lp > close s.hp > SB combos. One thing I did try is to link c.lp to his U1 since U1 has 5f startup. I was unable to do this. I really dont think it works. The opponent was able to block everytime. I dont know what is going on.
Other USF4 tests
Guile f+mk
The hitbox on this seemed identical to AE2012. I was still wiffing over attacks in my testing. Oh well
Guile autocorrect
I tested this with his super and his regular FKs and they still dont autocorrect. Only his U1 does.
Red Focus
I liked what I was doing with red focus. You activate and just start absorbing a bunch of hits, then you release like a normal focus. If you release too early you can be hit out of it. I was able to do close s.hp > lvl1 red focus cancel crumple > dash forward U1 with Guile. This is just another tool he has to land his U1. Lets say you didnt have time to charge for super > U1. You can just find an opening for close s.hp or far s.hp, then dash forward and ultra them.
One thing I noticed while doing corner combos with Guile is that I would get accidental red focus cancels when I just wanted a regular focus cancel. For example..
c.mp > lp SB > focus cancel dash forward would sometime get me c.mp > lp SB > red focus cancel dash forward. This is because Guile only gets 1f to cancel his projectile unlike all the other characters who gets 2f. This means you have to be really fast to cancel the LP sonic boom to a normal focus. If the LP and the focus inputs are too close together, youll accidentally get a red focus cancel and waste 2 levels of super meter. Be on the look out for this. You might need to improve your execution so this doesnt happen.
Delayed Wakeup
No one knew how to do this, but I figured it out. It works similar to a soft knockdown situation where you want to quickstand. During any hard knockdown situation, as soon as you bounce on the ground you tap any 2 buttons. It can be lp+lk, mp+mk, lp+lk, mk+hp, whatever. What will happen is your normal wakeup will be delayed approximately 5-10f. Its not much at all, but thats all it really needs. I tested this with Ryus c.hk > j.hk safejump. When I did a delayed wakeup on the c.hk, I noticed that his safejump j.hk would just barely wiff as I was standing.
The thing that kind of bothers me is when you have to input the delayed wakeup. I would rather you be able to input it once you start seeing your opponent wiff normals to setup their safejump/unblockable/vortex or whatever. But the way its implemented, you have to input the delayed wakeup before you see any of this happen. So it essentially becomes a mind game with your opponent now, instead of something you react to in a hard knockdown situation.
Gouken
I very briefly checked out Goukens EX tatsu hitting low against Ryus c.HK. EX tatsu won and I was happy for Gouken. I also tested c.mp > lp FB and it combos on hit now. Crossup j.mk > close s.mp > c.mp > FB > FADC > c.hk worked
Hugo
Combofiend was telling me all kinds of stuff with Hugo and he sounds like hes going to be really good. Maybe even the best grappler. If he corners you, its going to be hard to get out. HK meat squasher will corner you no matter where he does it on screen.
hp clap > mp clap > EX clap > c.mk works
he has 4 overheads
far s.mk works from like ½ screen LOL
c.hk
f+hp
d,d+k(or was it mk)
He has really long range on all his attacks, especially his kicks. Hugo is just too big! Hes also going to be hard to jump over to get out of the corner.
Rolento
EX knives was cool. He throws out 3 of them, in a spread shot formation. If only 2 of them hit, he can land and still juggle you. In the corner close s.hp > EX knives > s.hp worked
s.lp hitbox doesnt look like it covers the entire baton. I dont think we want to see walk forward s.lp all day.
EX patriot circle to his qcfx2+ppp ultra worked
He could do d+mk pogo stick, then attack on the recoil ala SFxT
Hes got the take no prisoners for his U2. The zipline looks like it covers about ¾ the screen distance and is pretty quick. It looks like it will be handy against fireballers, maybe even against Guiles sonic boom. Youll probably be able to punish some blocked sweeps with this.
Elena
She felt kind of weird and Combofiend said theyre still working on her frame data so thats understandable.
The reverse DP+K(lynx tail I think?) I could do the EX version, then do Brave Dance ultra.
HCB+PP EX move is ridiculously fast. Combofiend had some kind of ambiguous setup with it where it could crossup the opponent. You can also combo after it, but the recovery animation is strange, so its hard to time your c.lk to combo after it.
She has very good dashes, both forward and backwards.
Poison
She could do EX rekkas into her DP+k
She has an ultra that kicks you in the balls LOL
I didnt play her too long, she just felt like her SFxT version.
I was able to do c.lk > close s.hp > EX FB > s.lk in the corner to my opponent. Her EX FB doesnt knock down.
Overall I liked what I saw from USF4. Im happy with the improvements Guile received, especially the U1 improvements. Some people might complain saying its too cheap, but Guile only gets 1 maybe 2 of these in a round. You can mindlessly cross him up until he gets U1, or better yet, just safejump crossup U1. I would have liked for them to fix the autocorrect with all his moves and maybe a few other things, but I know that you have to be VERY careful when balancing a character like Guile. I also would have liked to have seen something to help him deal with focus attacks a little better, like what they did with Dhalsim. Currently Guile has problems with focus attacks from some ranges. The only way he can safely deal with focus attacks is with EX SB, but that takes meter and Capcom has already said, they dont want Guile building meter like he used to.
Anyways, I might go back again on Saturday or Sunday to try out more things.