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Damage scaling - bad.
Ultra that does 50% damage - gooooooood.

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WTF! I felt so weak in SSF4 after watching these..
tried it a bit only gripe is i have a hard time doing the ultra combos XD usually by the time i activate them i am at critical hp or the enemy activated theirs XD or the enemy has time to block it
http://www.streetfighter4forums.com/show...7f8&t=3425

new characters upcoming for the arcade version of SSF4
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they should have kept dudley's old voice, id hack SSF4 for that voice
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Is it just me, or she cute Wub?
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http://www.youtube.com/watch?v=Sf2gYE9YA...r_embedded
noticed changes from the arcade version loctest.
Abel
command grab damage nerf
more recovery on breathless
rolls have a little bit more recovery

Adon
Adon doesn't get up as quickly after a knock down now, although it still seems to be quicker than other characters.
EX Jaguar Tooth doesn't do the yellow glow, like other EX moves, until after you reach the wall. Not sure what effect this has, if any, on the move.

Akuma
Same as ryu, escaping hurricane kick nerf

Balrog
Ultra 2 is indeed 2x Half Circle

Bison
U2 now charge motion, way more recovery

Blanka
Blocked Blanka Ball now recoils at half the distance, much easier to punish.

Cammy
Normals easier to combo
tiger-knee Canon Strike no longer possible. Can still Canon Strike normally, EX can still be tiger-kneed.
HK spiral arrow's distance to get 2 hits is shorter

Chun Li
sweep doesn't seem to deal as much stun

Cody
faster walk speed
ex zonk distance is shorter
Medium ruffian is longer
Hard ruffian may hit some crouching characters, like Gief

Dan
Higher jumping taunt

Dee Jay
Ultra 1 seemed to do less chip damage
standing HK is now overhead

Dhalsim

Dudley
Rose taunt has less recovery
EX Ducking, with less recovery than regular
crouch HK comes out faster

El Fuerte
Ultra Spark got a damage nerf

Fei Long

Gen
Ultra 2 (啼牙? jump QCF x2 one) is faster

Gouken
Gouken's LP rush punch has no forward movement, but is faster.
His counter is now DP + Punch. LP for low body counter, MP for upper, HP is unclear.

Guile
Damage down

Guy
Hitbox tweak on mp hp combo, doesnt wiff crouchers anymore.
Lp hozanto is safe from spd and light hawk spd
U2 is decent now, less recovery on whiff, distance fixed.
His flip grab has been toned down, 120 damage instead of 200
Hp Hozanto is faster than before
forward -> MP overhead is now 2 hit

Hakan
Slide has now 2 options afterwards: P -> additional attack, K -> auto oil up
oils stack
360+K can now be cancelled
Jump arc changed?

Honda
Ultra 2 is now HCBx2
Damage decreased

Ibuki
Can connect target combo to HK? (not sure what this means)

Juri
The upkick part of her fireball will combo into the fireball itself now if you do not store it

Ken
EX Tatsu can be blocked low.
More recovery on jab SRK.
Can follow up jab SRK AA with EX Hadouken, just like Ryu

Makoto
gets Armor Break EX Hayate,
more invincibility on Oroshi,
damage boost on Fukiage.
File under "Wild Speculation". It *looked* like her Fukiage (Up Punch) hitbox had been moved forward a bit. Also I may have seen her combo into Fukiage after EX Hayate in the corner but tbh I'm not really certain what I saw when that happened. Crazy mixups were afoot

Rose
lost all invincibility on Soul Satellite.

Rufus

Ryu
hurricane kicks are not good for escaping anymore

Sagat
more recovery on tiger knee
damage BUFF on tiger uppercut
Vanilla's standing lk is back. One hit, special cancelable, vanilla distance, does near 40dmg.
light kick Tiger Knee is vanilla like, mk and hk are useless.
More recovery on high Tiger Shot
angry scar is now done using kick button

Sakura
I noticed absolutely no easy-to-see visible changes. There may or may not have been damage changes, but I didn't really notice any.

Seth
no more jump HP
air down+MK steps have weakened hitbox
Ultra 1 is now "fireball-like" - can be deflected by other character's fireballs
j.Fierce looks like he is doing a shoulder charge, similar to how his focus attack looks

T. Hawk
now has a standalone EX Condor Dive (KKK), and can be done on back jumps

Vega
Ex flip kick = viable reversal now.
Less damage on ex wall dive grab.

Viper

Zangeif
EX green hand no longer knocks down
Defensive EX SPD beat out Attackers SPD after an EX Green Hand on hit
Zangeif jab SPD range seems bigger, but the source says it could be eyes playing tricks
Range on U2 increased, recovery also increased
(07-23-2010, 04:52 PM)atdsutm Wrote: [ -> ]http://www.streetfighter4forums.com/show...7f8&t=3425

new characters upcoming for the arcade version of SSF4

Aside from Yun and Yang (who are already confirmed), the possible others I hear in the pipeline are Urien, Alex and Rolento. I hope they also bring in Q, Hugo and Poison (Yoshinori Ono's twitter account has lots of teasers and reveals).

Fighting with Yun, Yang, Q and Dudley... wow this is just like 3rd Strike (which is also coming).

*dies of Street Fighter overload*
[video=youtube]http://www.youtube.com/watch?v=jJ_Alb4nMFQ&feature=player_embedded [/video]

[video=youtube]http://www.youtube.com/watch?v=aAFx6xE9yKU&feature=player_embedded [/video]
Hahaha I like his VICTOLY! pose right there. LOL
"Ryu:
- Far version s.MP is now special cancel-able
- Near version s.MK's damage increased
- Near version s.HK now has more frame advantage. They mentioned it's possible to link s.HK -> SRK
- Less active frames on c.MK
- F+HP damage decreased
- Jump arc changed on his diagonal jump tatsu. They say it's harder to run away with the tatsu, but also says that its cross-up will be more ambiguous when jumping in
- Did something about EX air tatsu whiffing the last few kicks on hit"

"Boxer:
- Near version s.MP's damage is slightly decreased. It now forces stand, and is special cancel-able
- Far version s.LP whiffs on all crouchers
- Buffalo Head now has more ground recovery frames + damage is decreased
- U2 motion changed from 720P to HCBx2

C. Viper:
- U2's hitbox buffed

Cammy:
- Near and Far version s.LP, c.LP, Near s.MP, c.MP, Near s.HP's recovery decreased (resulting in more frame advantage)
- Far version s.HP somewhat cancel-able? (They explain that c.LP -> c.LP -> Far s.HP -> HK spiral arrow combo is possible) <- I need someone who has more knowledge in Japanese
- Cannon Spike will now retract less on hit/block, so it's easier to punish.
- Cannon Strike now has height restriction (cannot do it too low) except for EX version

Guy:
- c.LK's damage decreased, and its start-up is 3f now
- Far version s.MK has faster start-up and less recovery
- Far version s.MP's hitbox is buffed a bit
- F+MP overhead now does 2 hits, and is even on hit
- His EX run follow-up timing is now same with his non-EX versions. Also, his EX run -> slide has projectile invincibility, while his EX run -> stop has Armor (<- Not sure what they meant on "EX run follow-up timing" stuff)
- Super Combo damage increased, and fixed some issues of it whiffing on some characters if done after a combo

http://www.capcom.co.jp/blog/sf4/develop..._2787.html

translated by arch_angel
from and unlike my previous post of changes, these are confirmed
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