Current time: 04-19-2024, 02:08 AM
Street Fighter IV and Super Street Fighter IV
well

http://shoryuken.com/content/ssfiv-arcad...oved-2099/

http://shoryuken.com/content/ono-present...apan-2106/

if only ono wasnt a trolllll
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oh well... HAE-HA!!!
*i still prefer Cody voice in english*

==========It's easier to believe a lie told a thousand times than a truth you've never heard before==========

February 1938 - Popular Mechanics Magazine: “NEW BILLION-DOLLAR CROP”

[Image: 1234234723396-1-1-1.jpg]
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Blanka
Normals
-Rock crush recovery time shortened so now you can do combos like rock crush > far LP > rolling
- Amazon river run's attack box time has been cut, and with it the frame count of the move in general has been cut. Also when he reverts back, his hit box is bigger
- Surprise foward's start is considered on the ground for longer, which means he can get thrown easier
Specials
- Rolling attack hit box is a little bigger and the distance he bounces back after being blocked has been adjusted. The distance bounced back is EX>m>s, so you have to think before using
- EX back step rolling's movement forward has been shortened, making it harder to escape from corners, however the distance adjustments through holding the joystick is the same
- EX electric thunder comes out a lot faster. probably can be used more than last game.
Overall
- Said to be strong just by playing him, this game should require more precise controlling. Assessing the situation is required more now, but his strength should be believable.


Abel
Normals
- Crouch hp: 2nd hit attack box is smaller above and below
Specials
- Tornado throw: lower damage
- Marseille rolling: no more hit invincibility at the end of it, making it easier to get countered. recovery time not affected.
Ultras
- Muga damage down by about 10%
- Mukuu damage is also down by about 10%, and the start of the attack detection is a little later. Plus, no more hyper armor during the dash, and the recovery time for when you miss and cancelling is longer
Overall
- With marseille rolling and ultra combos weakened, more caution will be required with him. However most of his weakening adjustments are about damage, so he should be able to keep the pressure on like in SSF4


Gen

[Mantis]
Two TCs have been added in.
TC1 is c.LK xx c.MK
TC2 is s.HP 1st hit xx s.MK
s.LP's hurtbox during active frames have been resized, so it's harder to get hit out of.
c.MP's start-up became faster, so it's possible to link from s.LP and c.LP.
s.HK range improved a bit.
U2 hitbox improved downward, so less chance to whiff (lolz)

[Crane]
U2's travelling speed is faster.

[Others]
During backdash, he's airborne right after invincibility wears out

[Overall]
Blah blah.
Consequently, there is absolutely zero nerf to him.


MAKOTO

Normals
-cr.LK has more range
-st.LK is now kara-cancellable
-cr.HK attack box extended, and the damage box has been lowered slightly, making it easier to use as an anti-air
-cr.HP has slightly more active frames
-F+LP has a 3 frame startup (formerly 4 frames)

Specials
-EX Hayate is now armor-break, has a slightly faster startup
-Fukiage, when the arm is fully extended, the hittable box from her chest up is now barely there, while the attack box is extended, so there are now almost no cases where it trades or is stuffed. It still can't hit grounded opponents however. The start up for all versions have been revised (I'd assume to be faster)
-EX Tsurugi is now similar to EX Cannon Strike in what height the technique can be executed (instant EX Tsurugi?)
-UC1 damage distribution has been change. It still does the same total damage, but because of the change, will do more when the scale kicks in.
-UC2 has a faster startup

Other
-1000 Health
-Forward and back dash are faster. Because of this, now HP Hayate FADC cr.LK (and other normals) LP Hayate now combos. This vastly improves her mix-up game (throw or attack?)



Next week's dev blog will be dealing with Zangief, Sagat, Dan, and Dudley.

it seems like they're nerfing the stronger characters (Balrog, Rufus, E. Honda, Rose, Fei Long) and obviously buffing the weaker ones (Gen, Makoto, Gouken, Juri, Guy).



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NorCal vs SoCol all start match

check the last part of dudley winning

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http://shoryuken.com/content/rumor-super...-ryu-2582/

@ardjin
who do you use btw ?
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i was expecting sagat/adon lol


watch this first


then this



is there anyone who has SSF4 but doesnt play it?

i wanna burrow
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The epic match that landed EG Marn the title Daigo killer(beast killer)

This is also a punishment for you.
You will be the defender of justice and wear a mask forever,
you won't be able to live as yourself.
You will sacrifice all your happiness for the world.. Eternally..
(Last words to Zero - Lelouch Vi Britania)
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http://shoryuken.com/content/ono-respond...er-4-2590/

Shin Akuma and evil ryu rumors almost being confirmed as DLC (expect a major patch coming soon, possibly AE changes)

and




finally SSF4 AE release date is in december 16

http://www.capcom.co.jp/sf4
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That Dudley match was FANTASTIC. Gotta agree with some of the commenters though, it seems that that final ultra came out more on luck than on a solid gameplan. I think even Marn would agree he got lucky. LOL
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(11-29-2010, 05:32 PM)Grim Wrote: That Dudley match was FANTASTIC. Gotta agree with some of the commenters though, it seems that that final ultra came out more on luck than on a solid gameplan. I think even Marn would agree he got lucky. LOL



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http://ravenrepublic.net/forums/showthre...70&page=10
theres a hakan guide



there are also new changes for Zangief, Dudley, Dan and Sagat (check below)
Developer's blog changes

-Zangief-

[Normals]
+ increased his range on far s.HP.

[Specials]
+ buffed his damage on LP&HP SPD
+ increased range on LP SPD.
+ EX Banishing Flat, when hit on ground, will no longer knock opponents down.
As a result, it is impossible to go onto wake-up offense after EX banishing flat,
but it's within LP SPD's range



[Ultra]
+possible to alter Siberian Blizzard's traveling distance by putting in a forward/backward input between ultra freeze and start-up.
For forward direction, it can travel much further than before, so it's easier to grab backdashing opponents.
- ground recovery of Siberian blizzard on whiff has increased.

[Overall]
The major changes would be EX Banishing Flat and LP SPD's range.
It became necessary, not just for Zangief players, but for the opponents as well to alter their spacing, so please research thoroughly in SSF4 AE.


-Sagat-

[Normals]
+The total damage is increased on s.LK when both hits get connected. As before, only 1st hit is special cancelable.

[Specials]
+ Tiger Uppercut's damage is increased when connected at the 1st~2nd active frames
+ There has been many complaints about Angry Charge that it comes out when unintended, changed its command to kick buttons instead.

[Overall]
As there were huge changes in transition from vanilla SF4 to SSF4,
there are no changes to anything besides damage and command adjustments.
Being appropriate for his name as the King, he retains the potential to be a top class in SSF4 AE.


-Dan-

[Normals]
+ Close s.LK's start-up is changed to 3f, and c.MP's start-up is changed to 5f.
+ Close s.LK, Close s.MP, Close s.HK, Far s.LP, c.LP, c.MK's recovery are reduced, so there are new combos available.
For example, Far s.LP -> c.MK and c.MP -> c.MP became to be possible combos.
+Neutral j.HP has pursuit property, and will slam opponents down to the ground when hit.

[Specials]
+/-MK/HK Danku's damage distribution got adjusted, and HK Danku's total damage is decreased.
+ Koryuken will give air reset on trade. (<- likely on Dan, not the opponent)

[Ultra]
- Haoh Gadoken's invincibility is decreased to 8f after Ultra freeze.
As a result, if it can be stuffed, and projectile will not come out when that happens.

[Overall]
Normals are enormously buffed, so it became interesting in a close range brawl.
The character is for pros, but this could be the one step forward to Saikyo!


-Dudley-

[Normals]
+ c.MK's active frame is increased to 5f.
+ s.HK's recovery is reduced. While the situation doesn't change on hit, frame advantage is 0 on block, so the risk is reduced and therefore it's easier to utilize.
+ j.HK, will slam down opponents to the ground if they're hit in airborne state, so it's better as an AA.

[Uniques]
+ changed F+MP's start-up to 7f, and increased hitbox as well, so it is possible to hit some characters out of their low attacks.
+ F+HK's hitbox got buffed, so it is possible to connect from further away than now.

[Specials]
+A new special, EX duck, is added in.
Different from regular ones, EX duck has upper body invincibility during movement, and canceling into follow-ups is possible from the 3rd frame.
LP/LK attack -> EX duck -> Ducking Straight/Upper is possible as well.

[Others]
- Jet Upper FADC on block has frame advantage of -2f.
+ Also, we fixed cases on where throw didn't connect on some dizzied opponents.

[Overall]
We made situations on where he had difficulty to be less severe, and made the changes for Dudley to have more variety of chances.
We think the brand-new EX duck will become an important tool with new combo possibilities, so you can look forward to him.


FAQ

-Blanka-

Q: About Blanka's hitback distance on block,
you said LP&EX>MP>HP, compared to the current version how is it changed?
-snip-
A: LP&EX's hitback distance on block stay the same as they are now, MP&HP's distances got shorter.
Risk on a long distance HP Roll got higher, but it retains its distance on hit.


-Abel-

Q: Will his throw invincibility on TT get deleted?
A: TT is one of Abel's major tools, and we tried adjusting here and there during development.
We decided to nerf its damage, but its throw invincibility will stay.


-Gen-

Q: I have a few questions about him!!

1. Are there no changes to Crane normals?
2. Are there no changes to frame advantage to his roll on block?
3. Is Mantis U2 change hitbox only?

I'm especially concerned about his Mantis U2.
- Doesn't connect fully on airborne opponents
- Most of the damage are focus
- Short range
- Cannot be KO'ed when the opponent's health left is not minimal

A: For crane normals, we did small adjustments to increase their usefulness, such as hurtbox reduce on some of them.
There are no changes to frame advantage to his Roll.
Mantis U2's change is the hitbox increased upward/downward only.


-Makoto-

Q: About Makoto's changes,
"HP and EX Oroshi cannot be fast recovered when hit"
^
I thought they couldn't be fast recovered in the first place.
Could it be that you mistyped it, and it's Tsurugi instead?

About Karakusa,
"s.LK is cancelable during start-up.
With this, we think that kara karakusa became fun in a different sense from SF3."
^
s.LK's kara karakusa was a system in 3rd strike as well, so how is it "different"?
Also, are there differences from F+LK karakusa that currently exists?

A: To talk about Oroshi,
HP could be fast recovered on counter hit, so it's changed to be same as EX.
-snip-
About SSF4 AE Makoto's kara,
the ones existing will stay there,
s.LK is added in to be cancellable into Karakusa,
and F+LK has 6f to be cancellable into not only Karakusa, but Hayate, Oroshi, Fukiage, and EX Focus as well.
SSF4 AE's s.LK and F+LK have different frame data from those of 3rd strike, so they will feel different.
We believe that s.LK's kara will be more simple if your objective is to get out Karakusa only.
Next week is Dee Jay, Guile, Seth and Hakan.




arcadia magazine SSF4 AE changes


OMG DUDLEY FOR GOD TIER!!!!! although i noticed that many charge characters are getting nerfed.

edit: i will compile every changes at the last post, and will also post + or - if its a buff or nerf
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bump for the SSF4 AE updates

EX BANISHING FLAT DOESNT knockdown, imagine the mix possibilities on corner for zangief

-apparently andrew posted this. dumbass.

andrew: just to bump the topic, dear brother.
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http://www.capcom.co.jp/sf4/trailer.html
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I look like Marn LOL Wish I can play top-tier too xD
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COSPLAY!
=-D
==========It's easier to believe a lie told a thousand times than a truth you've never heard before==========

February 1938 - Popular Mechanics Magazine: “NEW BILLION-DOLLAR CROP”

[Image: 1234234723396-1-1-1.jpg]
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