-Guile-
[Unique Attacks]
-In Reverse Spin Kick, we deleted his hurtbox from his knee and below during the first few frames after starting up, and we reduced its damage.
With this adjustment, it's possible to make attacks like Ryu's cr.MK whiff and hit them out.
-We reduced Spinning Back Knuckle's damage.
[Specials]
-Sonic Boom's meter gain at start-up is halved,
and we adjusted his meter gaining rate through the match.
-LK/MK/HK Flash Kicks are nerfed in damage.
[Ultra]
-Sonic Hurricane's damage is nerfed, and start-up got a bit slower.
[Overall]
-Damage nerf is applied to specials and ultra, so we can say his damage is reduced throughout.
He will require more attacks to finish off opponents.
There are almost no changes to his frame data, so in AE he can do everything that he can already do.
-Seth-
[Normals]
+ His forward j.HP's number of active frames is doubled, so it's easier to hit in jump-in situations.
+ Far st.MK's active frame is lengthened a little, and his hurtbox during when he extends his leg is horizontally reduced,
so it will function better as a poking tool.
+ Close st.MP's start-up got faster and the total duration of the move is reduced as a result, plus frame advantage on hit is increased, so it got significantly buffed.
+ cr.HP's start-up got faster,
+ and cr.MK has slightly more active frames.
+ Neutral j.HP and back j.HP's motion is changed to forward j.HP's.
[Unique Attacks]
- His Dive Kick's hitstun + blockstun is decreased, so it's slightly harder to use the move as an offense tool.
All three Head Stomp's active frames are reduced.
Timing to hit all three of them is changed.
[Specials]
+ Sonic Boom's recovery is reduced by 1f, and EX Sonic Boom's recovery is reduced by 3f.
+ Normals -> Sonic Boom (EX Sonic Boom) -> FADC -> follow-up combo is pretty powerful.
His lightning kicks deal more damage and less stun.
[Super]
+ Super's invincibility is lengthened, and "the pursuit priority is increased" (<- I think they mean that it connects more number of times on airborne opponents)
[Ultra]
+ U2's recovery got shortened.
-Full invincibility is changed to 12f,
and after that he is invincible to projectiles only until the end of active frames.
+/-U1 deals more damage and has longer recovery.
[Others]
+ Life increased to 800, stun increased to 900.
[Overall]
The changes on SSF4 AE happened only where they affect the way he is played.
He looks weakened in the first glance, but he also got strengthened in various points,
so please research his playstyle in SSF4 AE.
-Dee Jay-
[Normals]
- Far st.LP's hurtbox around his arm is deleted, so it's more difficult to stuff it.
+ cr.MP's priority got strengthened, and deals more damage.
+ Close st.MP's active frame got increased by 1f, so it's easier to use as an AA.
+ Far st.MK is changed to be a 2-hit normal, and it got adjusted in damage distribution, in start-up, and in the total duration.
1st hit is cancelable, so combos such as
+ cr.LP -> far st.MK -> specials and close st.MK -> far st.MK -> specials are possible.
+ Close st.HK, when hit on airborne opponents, will knock them out in the air.
And the 2nd hit of the move has pursuit property.
+ Far st.HK's start-up got 1f faster, and active frame lengthened by 1f.
+/- cr.HK's distance got shortened, but has more number of active frames,
and will recover faster after active frames end.
+ Forward j.MK's pushback on hit is adjusted,
so combos after crossing up with it got easier.
[Specials]
+ Air Slasher's recovery got shortened,
- and the hitstun/blockstun got reduced as well. There are no changes to EX Air Slasher.
+ Opponent's attack will now be registered as a counter hit if you get hit out during the whole move, so if the opponent gets to jump in you will be in a world of hurt.
+ LK Double Rolling Sobat/Dread Kick's start-up got changed to 12f, and his lower body invincibility is lengthened as well.
It's comboable from light attacks.
- Its throw invincibility and airborne state are deleted.
+ MK/HK/EX version's 1st hit deals longer hitstun, so going for 1st hit of dread kicks (MK/HK/EX) -> FADC -> combo may be great.
+ Machinegun Upper got increased in damage.
+ For Jacknife Maximum (Up Kicks),
+ LK's damage is increased, and is completely invincible until active frames end.
+ HK and EX versions' hitbox is adjusted in order to prevent it from whiffing some hits after connecting it.
[Ultra]
+ U2's recovery is reduced as much as possible.
[Others]
+ Forward dash has more frames where you can input Super/Ultra combo command.
As a result, forward dash -> U2 would be easier than before.
-Hakan-
[Normals]
+ st.HP's hurtbox around his arm got smaller, so it's easier to use as an AA or a poke.
+ When Oiled, even when normals are input during forward dash he will still slide a little. (<- i need help with this translation)
[Unique Attacks]
+ Step Low (F+LK) got to be cancelable.
[Specials]
+ For Oil Shower, the duration of the oil will be stacked now.
The maximum duration will be 30 seconds.
+ Also, MK/HK/EX versions have 5f less recovery,
and EX version can be canceled into Guard Position (D+3P, aka coward crouch).
+ Also, Oil Shower will be one of the follow-ups after Oil Slide.
The effect is the same as LK Oil Shower, and he will be in advantage nevertheless.
+ LP Oil Slide has faster start-up, and can be connected from cr.LP or Step Low.
+ Oil Dive (including EX), while holding button, can be canceled into Guard Position.
[Others]
+ Oil Rocket, Oil Dive's input property is adjusted, so the feeling will be same with that of Zangief's SPD.
FAQ
-Zangief-
Q: U2 question.
In loctest, EX Green Hands on hit -> U2 connected on opponent who was backdashing after getting hands hit, how does it work now?
Also, does it have any pursuit property?
Are there any changes to Lariats?
A: Same with loctest, as long as the opponent is airborne, it is possible for U2 to connect.
However, there is no pursuit property on the move so it cannot be comboed into.
There are no changes to Lariats.
-Sagat-
Q: Would there be any changes in Tiger Knee's damage distribution?
A: We tried adjusting damages here and there, but in the final version damage adjustment applied only to st.LK and Tiger Uppercut.
-Dan-
Q: You said cr.MP -> cr.MP comboes,
since you did not touch recovery, would it mean that the hitstun is increased?
Also about far st.LP -> cr.MK (7f start-up) combo,
does this imply that far st.LP's recovery got adjusted to have +7 on hit and +4 on block?
Or is it hitstun increase as well?
A: We didn't list this change last week,
but other than the already mentioned 5f start-up cr.MP's recovery is reduced by 3f.
Far st.LP's recovery got reduced to the point where Dan's frame advantage on hit is +7.
-Dudley-
Q: Should I take "increased priority" as simply having more range, or as the 'hitbox/hurtbox' adjustment so that it's harder to get stuffed, or both?
Also I want to know if there are any changes to moves like st.HK, cr.MK, and Stomach Blow.
A: For the increased priority, there could be many possibilities, such as increased range or increased hitbox vertically, in order to increase its usefulness.
There are some moves with frame data adjustments and some not, but to take st.HK as an example, recovery got reduced by 3f so the total duration is reduced by the same amount as well.
Next post will be about Dhalsim, Bison, Akuma, Adon, and T. Hawk.