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Super Street Fighter IV


Neko Arc Chaos

New Characters In SSFIV  

16 members have voted

  1. 1. Who are you hype the most for?

    • Dudley
      6
    • Makoto
      0
    • Ibuki
      3
    • Adon
      1
    • Cody
      2
    • Guy
      0
    • T.Hawk
      0
    • Dee Jay (Yah Mon!)
      1
    • Juri
      1
    • Hakan?
      2


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I am having mixed feelings about this hori stick. The buttons are way more sensitive, and that's a plus, starting up focus attacks to absorb fireballs is pretty easy now. The stick itself will take some getting used to. I can spam off fireballs and charges way easier with the ps3 analogue still, as well as 360s. The restrictor gate on the stick is also bigger than I'd like. The button layout is another thing I'm trying to get used to. I didn't like their default button mapping so I changed mine so where low punch/kick are furthest to left, mids are in the middle and heavy are to the right. The very right buttons I changed to all punch/kick, but I seldom use those. The combos I'll have to get new feel for using my fingers instead of rapidly moving my thumb and relying on shoulder buttons with index finger.

 

It feels like my transition from B controls to A controls in Armored Core. That transition was pretty painful, and took 2-3 months to full transition. I seem to be picking up on this one faster, so that's a good sign.

Edited by TMRaven
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I put my control setup to B, and I have hori fighting stick 3. The buttons are magical compared to ps3 controller, but I'm not used to square gate yet. I'm also not used to buttons either, but at least I can crank some simple combos out with them already.
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So what are the differences between the hori stick/buttons and the sanwa/seimitsu parts?

 

I know sanwa buttons make a nice sound when clicked.

it's just that it's more reliable than the seimitsu parts. like the sanwa buttons are more sensitive (preference) as where the hori buttons they are less responsive as some players like that because they want to know that the button they press hard enough works on that input.

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Super Street Fighter IV: Arcade Edition didn't get approval to be made into DLC. Looks like Capcom proves yet again that 1) they're pretty goddamn retarded, 2) they're terminally behind the times and 3) they're some exceptionally greedy bastards.

 

Have fun paying for another 40 dollar game next year. I'll be getting my love from the new Mortal Kombat game because it wasn't made by Capcom, therefore it's automatically better than anything Capcom does, and it actually might be solid since they're back on a 2D plane. Sure netcode will be goddamn unplayable, but I doubt I'll be nickel-and-dimed at every corner with the game. Midway has proven time and time again they have no clue how to make money.

Edited by Lenin
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<Abel>
- Crouch hp: 2nd hit attack box is smaller above and below
- Tornado throw: lower damage
- Marseille rolling: no more hit invincibility at the end of it, making it easier to get countered.
- Muga (Soulless) damage down by about 10%
- Mukuu (Breathless)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


<Blanka>
+ Recovery on Rock Crush (f+MP) decreased allowing far s.LP to be linked afterwards.
- active frames on Amazon River (df+HP) reduced, total frames have been reduced. hurtbox during recovery increased.
- Surprise Forward increased grounded frames in the beginning, easier to be grabbed.
- Hurtbox on Hori Ball widened, and bounceback increased on block.
- Various interpretations on what changes have been made to horizontal ball bounceback. Consensus is bounceback from safest to most unsafe (faarthest to closest) is lp, ex, mp hp. (latest post suggests that LP and EX bounceback is the same as current SSF4.)
- EX Rainbow's forward distance reduced, harder to escape from the corner.
+ EX Electricity faster start-up


"Boxer/Balrog:
- 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 on whiff and on block + damage is decreased. (headbutt > ultra possible)
+/- 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)
- 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
+/- There was a change to each of LK, MK, and HK SA, and we also adjusted HK SA's active frame distribution (<- since HK SA is 2 hits, maybe they'll shorten the first hit then lengthen the second hit, or vice versa). There are no changes to Knuckle and Hooligan (QnA translation)

Chun-Li
- Stun down on c.roundhouse (hard kick).
- Damage down on s.strong (medium punch). same hit properties as c.roundhouse (hard kick).
- DF+Light Kick comes out slower, more vulnerability. Can still combo after it if it hits an airborne opponent.
- Her Focus Attack is now easier for opponents to hit.

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.
+ Crack Kick (F+HK) gets more juggle
+ 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.

E. Honda
+/- LP Headbutt now has lower body invincibility instead of upper body invincibility, so it will be hard to utilize it as AA.
+ 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.
+/- During backdash, Honda is now considered airborne right after invincibility ends.
-damage nerf across the board

El Fuerte
+ 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).
- More recovery on Guacamole 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.

FEI-LONG
+ Close and Far stand jab are have an extra frame of advantage (now +6)
+ Close forward has a 4-frame startup
+ Less recovery on EX Rekka on hit and on guard
- No invincibility with HK Chicken Wing
+/- Is considered to be mid-air right after the invincibility frames of his backdash end

Gen
Mantis:
+ Two TCs have been added in. TC1 is c.LK xx c.Mk & s.HP 1st hit xx s.MK
+ s.LP's hurtbox during active frames have been resized, harder to get hit out of.
+ c.MP's start-up faster, possible to link from s.LP and c.LP.
+ s.HK range improved
+ U2 hitbox improved downward, so less chance to whiff
Crane:
+ U2's travelling speed is faster.
+ During backdash, he's airborne right after invincibility wears out


Gouken
+ close s.MP and close s.HK have more frame advantage.
+ close s.MK has 3f start-up
+ neutral jump HP and diagonal jump HK have pursuit properties, and will slam opponents into the ground.
+ j.mp 1st hit it can be canceled into tatsu
- 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.)
+ LP Palm (Senkugoshoha) has been drastically changed, so it will connect from weak attacks (LP/LK)
+ EX Tatsu locks opponent, making it easier to combo.
+ recovery of the Demon Flip Focus has been significantly decreased, making it easier to utilize.
+/- Kongoshin 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.
+/- During backdash, Gouken is now considered airborne right after invincibility ends.

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. Since EX Run can focus 2 hits to begin with, you can now focus all of Akuma's HP Shakunetsu Hadouken by timing your EX Run -> Stop (QnA translation). (<- 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

Ibuki
+ There has been changes to the normals (improved normals)
+ s.LK has 4f start-up
+ s.MK got changed to have 5f start-up
+ c.HK -> s.HK TC got added.
- Kunai's damage got decreased
- Ibuki drops down sharply after jump back ex kunai.
- Neck Breaker had damage and stun nerf.
+ command dash no longer counter hit when interrupted by opponent.

JURI
+ Her fireball charge kick knocks the opponent higher, You now combo Fireball charge > Pinwheel, for example
- Less stun and damage on charge kick
+ No changes to U1, but because of the changes to the charge kick, it's easier to score knockdowns
+ Faster walk speed (both foward and back)
+ Improvements to hitbox, EX FA (Not sure about this one, take with a grain of salt)
+ Fufajin Kick, it does put the opponent in juggle state and would be an unrecoverable knockdown.
(???) we altered some in her normals as well.

KEN
+ 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)
+/- 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,
??? Is considered to be mid-air right after the invincibility frames of his backdash end

MAKOTO
+ cr.LK has more range
+ st.LK is now kara-cancellable
+ cr.HK attack box extended, and the damage box has been lowered slightly, easier to use as an anti-air
+ cr.HP has slightly more active frames
+ F+LP has a 3 frame startup (formerly 4 frames)
+ 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...
- EX Tsurugi is now similar to EX Cannon Strike in what height the technique can be executed.
+ 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
+ increase to 1000 Health
+ Forward and back dash are faster. Because of this, now HP Hayate FADC cr.LK (and other normals) LP Hayate now combos.


Rose
- 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.
- Soul Satellite (U2) invincibility has been removed if you take hit right after activating it, the orbs will not appear.

RUFUS
- Anti-air U2 does not give you the full hits
- EX Messiah does less damage (80 PTS of Damage),
?? Is considered to be mid-air right after the invincibility frames of his backdash end

"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 tatsu whiffing the last few kicks on hit"
+ Ryu's LP SRK has now 1~3f as grounded, and 4f~to the ground as airborne. Therefore, there would be situations where trade LP SRK -> Metsu Hadouken is possible.

Sakura
+ Close strong (medium punch) has less recovery,
+ crouch strong and crouch forward (medium kick) can combo from hit confirm.
+ Far strong kick 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.
+ Less recovery on each level of Hadouken

VEGA
+ cr.MK start up is now 6 frames (2 frames faster)
- Less damage on cr.MP and cr.HK
- More recovery for Cosmic Heel on block
+ Less recovery on EX roll
+ You can now combo cr.MP from EX roll
- U2 has slightly more startup
??? Is considered to be mid-air right after the invincibility frames of his backdash end


-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.
Edited by atdsutm
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no, i mean they released information about some SSF4 changes earlier this year, so are these on top of those changes? or is this list the only list?

 

this update is after SSF4, so which means SF4 to SSF4 changes are already been applied and this changes are for SSF4 to SSF4 arcade edition.

 

and there are other changes in the future that hasn't been posted by capcom for the arcade edition (Guile players beware)

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