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Super Street Fighter IV AE Thread Part 2


Creed Diskenth

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Ryu

• Increased the vertical hitbox on Ultra 2 for better anti-air/full animation.

• Can combo full Ultra 2 after counter hit EX Fireball. So if Crouching Medium Kick gets absorbed by a Focus Attack, Ryu can do EX Fireball, FADC U2 for 500 damage. If Ryu is close range he can hit EX Fireball -> U2 without a Focus Attack Dash Cancel.

• The "brake" frame on Air Hurricane Kick decreased by 3 frames, if used on this frame the trajectory will change.

• Solar Plexus (Toward + Hard Punch) 40+60 for 100 total damage.

• If he hits Standing Hard Kick counter hit on a crouching opponent, he can combo sweep after it.

Notes

The biggest change is to his Metsu Shoryuken, we made it much easier to use.

First, we improved its function as an anti air. The vertical hitbox is larger and it is easy to the the lock (full ultra) hit.

Also, if you manage to get a good read on your opponent and land a counter hit Shakunetsu (EX) Hadouken, you can combo into U2. You will only get the full ultra if the EX hadouken counter hit the opponent. For example, if you threw out a crouching forward and it was focused you could then do EX Hadouken → FADC → Dash → U2. You could get upwards of 500 damage with this, giving you a change to make a heavy comeback in one shot. If you are very close to your opponent, you could combo U2 off an EX Hadouken without a focus cancel.

Other things

The effective frames for the "brake" on a rising air Tatsumaki Senpuukyaku (Tatsu) has been reduced by 3 frames (from the front of the "brake" frames). When you use it on these frames, the trajectory of your tatsu will change (larger window for a "normal" air tatsu).

Solar Plexus Strike is now 40+60, giving you 100 points of damage.

You can combo into crouching roundhouse no matter what your opponent's character is from a close standing roundhouse.

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Chun-Li

• Head Stomps will come out when holding down-forward, not just down. They note that down-back doesn't work, though.

• Kintekishu (Back + Medium Kick) +3 advantage on counter hit, easier to hit confirm into the second hit.

• Her Sweep (Crouching Hard Kick) has 150 stun.

• Fireball startup is 9 frames, easier to use as anti air and in combos.

• They are fixing the bug where characters fell out of the Ultra 1 juggle in Arcade Edition.

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Ken

• Target combo hits easier on crouching opponents, can also delay the inputs.

2 • EX Shoryuken damage 80+30+30+50, for 190 total. This did 180 damage in Arcade Edition.

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E. Honda

• Light Punch Headbutt gets its upper body invincibility back.

• Medium Punch Headbutt loses invincibility, so it works the same way as Light Punch Headbutt did in Arcade Edition.

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Blanka

• Each Rolling Attack (Beast Roll) gets an extra 10 in damage, so Light Punch 110, Medium Punch 120, Hard Punch 130, EX 120.

• For Hard Punch and EX Ball, if it hits on the second frame (same frame where Focus Attack cancel is possible), it causes blow-back damage. Will be easier to follow-up EX Ball with additional hits if Focus Attack Dash Cancelled.

• Charged Rock Crusher gives Blanka a +5 frame advantage, so he can do Rock Crusher, c.MK, Hard Punch Rolling Attack as a combo.

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Zangief

• Light Punch Spinning Pile Driver does 150 stun. Up from 100 in Arcade Edition.

• EX Green Hand (Banishing Flat) damage 90+50 for a total of 140. Stun 100+50 for a total of 150. Damage in Arcade Edition was 130 and stun was 100.

• Adjusted the hitbox on Crouching Light Punch, so that it hits more easily off a jump-in against characters it formerly didn't.

• Hurtbox for Crouching Hard Kick reduced in height, making it easier to pass under certain attacks.

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Guile

• Balance adjustments centered around the changes made to him from Super to Arcade Edition.

• The frames in which Guile could be counter-hit after Sonic Boom have been eliminated? (Not 100% sure).

• Air throws have 3 frames of startup now, this is down from 4 in Arcade Edition.

• Spinning Backfist does 100 damage.

• Can't be thrown out of upside down kick from the 6th frame until the last active frame.

vs_character_dhalsim.png

Dhalsim

• Yoga Inferno (Super move) damage 75 x 2, 60 x 3 for a total of 330 damage. This did 300 damage in Arcade Edition.

• EX Yoga Blast damage 90 + 50. First hit gets 20 more damage, second hit 20 less, so if Dhalsim only gets the first hit he gets the better damage.

• Standing Light Punch active for 4 frames. But other frame info unaltered.

• Hurtbox on Yoga Blast reduced.

• Can follow up Yoga Blast with additional moves for combo.

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Balrog

• Headbutt damage fixed back to Super, Medium Punch 120, Hard Punch 140 and EX 150.

• Ultra 2 damage is 399, up from 300 in Arcade Edition.

• Hit properties on Dash Overhead changed so that it can combo into Crouching Medium Punch on all characters.

• Close Standing Hard Punch hitbox extended downwards so that it hits crouching characters that it used to whiff on.

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Sagat

• Angry Scar Tiger Uppercut damage increased: LP, MP and EX add +10 damage.

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C. Viper

• MP Thunder Knuckle 120 -> 110 damage

• EX Thunder Knuckle startup reduced to 25f, but +2 recovery

• EX Seismo 120 -> 100 damage

• U1 -> 441 damage

• U1 hitbox improved so it's easier to hit fully after air burnkick and HP Thunder Knuckle

• U2 damage increased to 410

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You lot don't seriously believe it makes that much difference to Viper do you? :lol:

They didn't reduce any of her stun and they hardly reduced any damage. If I land enough thunder knuckles, cr.hp or sweeps you are still getting stunned and you are going through the same sh*t as before. The damage thing on ultra is annoying though seeing as it's not as easy to land as people think but whatever.

Plus, it makes all this haters look like idiots seeing as she was virtually unchanged and it's just people took time to learn how to play her to a high level. Three Vipers in top 8 and now she is over powered? SMH. Joke ting is they actually nerfed her burning kicks from Vanilla. Vanilla it was a piss take completely.

/

f*ck all this nerfing business. They should have just left everyone the same and let everyone deal with it. As we saw, a Yun didn't win EVO.

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Vega

We thought that Claw players would only want a few more improvements, so we changed a couple of small things.

• Crouching Hard Kick damage increased to 110, same as SSF4.

• +1 more frame of hitstun on the opponent after a Cosmic Heel, making it -3 at worst.

• Sky High Claw causes a knockdown when it hits a grounded opponent.

• Ultra 1 hitbox after it hits on the way up increased drastically so that it doesn't unexpectedly miss. When he hits with the knee, the hitbox has been greatly expanded to prevent people from falling out.

• Ultra 2 startup changed to 8 frames. It had 9 frames of startup in Arcade Edition.

Is that what ou were hoping for Chuck?

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Why buff ball when you can get punished for doing it??? That is fuked. Why not buff electricity?! f*ckin being a stupid f*ck*ng prick. Who uses rockcrusher? smh

When you combo into heavy ball it knocks down though?

Oh, never saw that :lol:

That would be a very nice buff if ball knockdowns, especially in the corner!

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Vega

We thought that Claw players would only want a few more improvements, so we changed a couple of small things.

• Crouching Hard Kick damage increased to 110, same as SSF4.

• +1 more frame of hitstun on the opponent after a Cosmic Heel, making it -3 at worst.

• Sky High Claw causes a knockdown when it hits a grounded opponent.

• Ultra 1 hitbox after it hits on the way up increased drastically so that it doesn't unexpectedly miss. When he hits with the knee, the hitbox has been greatly expanded to prevent people from falling out.

• Ultra 2 startup changed to 8 frames. It had 9 frames of startup in Arcade Edition.

Is that what ou were hoping for Chuck?

LOL

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