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Model beats Daigo in ranked match

Quote:Kayo Satou made a name for herself as a fashion model. But then, she revealed she was born a man. Forget all that because Kayo is also one of Japan's top Street Fighter players. Watch out, she'll school you proper.



http://kotaku.com/5678135/this-model-kicks-daigos-butt
http://shoryuken.com/content/super-stree...juri-2287/

Fei Long:

Normals
- Close and Far stand jab are have an extra frame of advantage (now +6)
- Close forward has a 4-frame startup
- Additional frame advantage on many moves

Specials
- Less recovery on EX Rekka on hit and on guard
- No invincibility with HK Chicken Wing

Other
- Is considered to be mid-air right after the invincibility frames of his backdash end

CLAW

Normals
- cr.MK start up is now 6 frames (2 frames faster)
- Less damage on cr.MP and cr.MK

Unique Attacks
- More recovery for Cosmic Heel on block

Specials
- Less recovery on EX roll
- You can now combo cr.MP from EX roll

Ultra
- U2 has slightly more startup

Other
- Is considered to be mid-air right after the invincibility frames of his backdash end

KEN

Normals
-Less recovery on cr.MP, can now combo cr.MP into cr.MK
-Improved hit box for cl.LP and target combo (assuming this to mean more range)

Special
- LP Shoryu has 2 extra frames of recovery, but does 120 damage
- EX Hado can juggle twice in the air, so you can get full juggle off LP Shoryu > EX Hado
- EX Air Tatsu is no longer an overhead

Other
- Is considered to be mid-air right after the invincibility frames of his backdash end

RUFUS

Specials
- Anti-air U2 does not give you the full hits
- EX Messiah does less damage

Other
Is considered to be mid-air right after the invincibility frames of his backdash end

JURI

Specials
-Her fireball charge kick knocks the opponent higher
-You now combo Fireball charge > Pinwheel, for example
-Less stun and damage on charge kick

Ultra
No changes to U1, but because of the changes to the charge kick, it's easier to score knockdowns

Other
Faster walk speed (both foward and back)
Improvements to hitbox, EX FA (Not sure about this one, take with a grain of salt)
http://shoryuken.com/content/2289-myster...l#comments
Fei Long's been getting a lot of attention lately, especially since they've buffed up his pokes and placed emphasis on some other linking combos. Which is nice. I read even Mago's (another Japanese great) using him now.
although Fei Long wasn't really that shitty before, they just made him better (unnecessarily)

i cant wait to see makoto gets some improvements
Chun:
- Stun down on c.roundhouse (hard kick). Damage down on s.strong (medium punch). Both moves have the same hit properties.
- Her Focus Attack is now easier for opponents to hit.
- DF+Light Kick comes out slower, more vulnerability. Can still combo after it if it hits an airborne opponent.
- No changes to her specials.

El Fuerte
- More recovery on Quacamole on landing (EX included). Tortilla loses invincibility, can be countered more easily.
- More startup on El Fuerte Ultra Spark, damage down. The size of the hitbox changes with movement (...?), making it harder to hit overall.
[Corrections]
- Far standing jab (light punch) and crouching jab's start-up is now 4f, and there are more active frames as well. Crouching JAB can be chained (not short).

Sakura
- Close strong (medium punch) has less recovery, crouch strong and crouch forward (medium kick) can combo from hit confirm. Far strong can be cancelled same as Ryu. Vulnerable hitbox on far forward reduced, making it harder to hit her out of it.
- Air Tatsu can get more airborne hits. Other various adjustments on making hitboxes bigger, damage, and recovery done to make her stronger.
[Corrections]
- Less recovery on each level of Hadouken

Cody
- Crouch short (light kick) now comes out in 3 frames. Frame advantage on hit is still the same. Should be more useable as a low poke with reach.
- Until now, on a grounded opponent, the first hits of EX Criminal Upper didn't connect, but now they will. The range at which Cody can pick up the knife has increased.
[Corrections]
- Crack Kick (F+HK) gets more juggle (not Ruffian)

Next week - Honda, Gouken, Rose, Ibuki

Q&A Translations from Street11

Q&A

[Ken]
Q: Is it possible to do LP SRK -> EX SRK in the corner?
Close standing Jab hitbox increased -> Does it mean that it hits all crouching characters?
EX Air Tatsu changed to high attack from overhead -> Is there any change in hitbox?
I feel it was hard to hit crouchers in the first place...

A: LP SRK -> EX SRK in the corner is still possible in SSF4 AE
Close standing Jab would have less tendency to whiff,
and there are no changes to hitbox in EX Air Tatsu.


[Claw]
Q: Also, is it possible to do Cosmic Heel -> Scarlet Terror after changes?
Makes me wonder seeing how its recovery on block increased.

A: We increased the recovery frames of Cosmic Heel on block, so it is possible to do current combos on hit.
We changed it so that if the opponent blocks at the tip of CH it's even.


[Rufus]
Q: Complaints about Rufus nerfs

A: You can use EX Messiah as it is right now since there are no changes to invincibility and frame data.


[Fei Long]
Q: Impressions about Fei's changes

A: Not only Fei Long, but we changed stuffs in all characters, blah. (Sry, I'm in a hurry here)


[Juri]
Q: I have questions about Juri's changes.
When the Fufajin KICK hits the opponent, does it put opponent in juggle and unrecoverable knockdown like jumping MP?
In that case, does HK Senpusha (Wheelkick) connect fully?
~ are there no changes to Juri's normals at all?

A: About Fufajin Kick, it does put the opponent in juggle state and would be an unrecoverable knockdown.
We couldn't say everything about the changes, but we altered some in her normals as well.
(11-07-2010, 08:01 PM)atdsutm Wrote: [ -> ]http://shoryuken.com/content/tokido-pose...-win-2349/

This was EPIC.

El Fuerte got weakened big time. Cody got even more buff. Overall though, I play at the level where I don't really notice most of this stuff, but it's still nice to keep in mind.
(11-09-2010, 11:07 AM)Grim Wrote: [ -> ]El Fuerte got weakened big time. Cody got even more buff. Overall though, I play at the level where I don't really notice most of this stuff, but it's still nice to keep in mind.


me too tbh, but it is good to know what possible changes they are implementing that might be helpful even at our level for example:

walk speed
new comboes
punishing certain attacks will special/super/ultra moves
http://www.pixiv.net/member_illust.php?m...d=14534484


funny moments

and changes on super street fighter AE

E. Honda
[Specials]
LP Headbutt now has lower body invincibility instead of upper body invincibility, so it will be hard to utilize it as AA.

[Ultra]
U1 has projectile invincibility until the last active frame. U2's command has been changed to HCBx2 from 720, so it's easier to get it out. Also, while its range increased, it starts up in 2f so it's possible to dodge it after screen freeze.

[Others]
During backdash, Honda is now considered airborne right after invincibility ends.

[Overall]
He had solid skills that builds high damage, so he had overall damage decrease. His basis of strength has not changed, so he can fight as he does now.


Gouken
[Normals]
First of all, his normals are overall improved.
To be precise, his close s.MP and close s.HK have more frame advantages.
His close s.MK has 3f start-up, so it'll be easier to compete against some of the casts.
Also, neutral jump HP and diagonal jump HK have pursuit properties, and will slam opponents into the ground.
Ranges of the normals haven't changed.
Back grab has been changed to deal gray damage, so the combo damage from the grab has been decreased. (<- I believe they're saying that the back grab deals 0 gray damage, so it'll get scaled as a combo as well.)

[Specials]
In specials, LP Palm (Senkugoshoha) has been drastically changed, so it will connect from weak attacks (LP/LK), and EX Tatsu locks opponent, making it easier to combo.
Also, recovery of the Demon Flip Focus has been significantly decreased, making it easier to utilize.
Kongoshin is changed as well.
To be precise, it will come out in punches only, and strength of the punch changes where it kongos.
LP will take low attacks, MP will take attacks right in the middle, and HP will take attacks at the upper body.

[Others]
During backdash, Gouken is now considered airborne right after invincibility ends.

[Overall]
Normals and specials have been changed, and he will be able to do new things while retaining the old ones.
As a result, his 'easiness' might have been changed, but you will be able to enjoy strategies different from Ryu and Akuma.

Rose
[Super]
Super will no longer work when there is a Soul Spark in the screen.
It is still possible to cancel into super from Soul Spark.

[Ultra]
Soul Satellite (U2) has been changed.
For the sake of balance, its invincibility has been decreased (or erased)

[Overall]
Normals, projectile, AA and basic stuffs will stay, so basically Soul Satellite is the only one that has been really changed.


Ibuki
[Normals]
There has been changes to the normals.
s.LK has 4f start-up, so it'll be easier to utilize as a weak attack.
Also, s.MK got changed to have 5f start-up so it's possible to use it as the starting point of combos.

[Specials]
Kunai's damage got decreased, and Neck Breaker had damage and stun nerf. Jump back Kunai's trajectory has been changed to nearly straight vertical-wise.

[Others]
c.HK -> s.HK TC got added.
It works in the same way as the later part of TC6, but it added in more strategies.
Her surprise forward (excuse me for the name, it's the DP motion + punch command that can go through opponents) was considered counter hit while she was moving, so we fixed that.

[Overall]
Some of the normals has been buffed, and some specials nerfed, but her potential will be the same as she is now.
She will still be the same character when she is in control of the game, so it'll be fun to utilize her!

Honda
- Weakened Weak headbutt. Top invincibility has moved to bottom half invincibility, so its harder to use as an anti air now
- Super oni musou has projectile invincibility as long as its active
- Orochi breaker is a double half circle motion now
- Bigger grab range on Ultra 2, but the startup is now 2f
- Same backdash changes as the others
- Across the board his damage has been reduced

Gouken
- Firstly all his normals have been improved
- Frame advantage has been increased on close MP close HK
- Close MK has been changed to 3f
- Neutral jump HP, normal j.HK can be followed up in the air
- Normals' reach has not been changed
- Backthrow produces recoverable damage?

Rose

- Made it so you can't do an Aura Soul Spark if a Soul Spark is displayed, Super cancelling works the same though
- Soul Satellite big change(s), considering balance, the invincibility frames have been removed

Ibuki

- Changed her normals' frames slightly.
- Standing LK's startup has been changed to 4F, so its easier to use as a light
- Also, close MK's startup has been changed to 5F, so its good for using in various combos
- Kunai damage has been reduced, as has Neckbreaker's damage and stun.
- Doing a Kunai from a backjump (retreat-kunai) will drop you down
- New target combo = c.HK, st.HK, You can use it at the end of TC6
- If you get hit during her command jump, it will do counter damage
- Summary: Some of her normals and specials have been nerfed but In total, her way of use and potential is the same as before. (words of encouragement)
You should still get it, it's gameplay is way different, and it's not mash-friendly Smile

More people to fight with too!
Well actually, I'm not too sure. The Arcade Edition is coming out, and I don't know if it'll come as DLC or as another disc entirely (as the case was with SSFIV). Anybody know of any information regarding this?
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