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(360) Super Street Fighter IV AE Thread


Roy Batty

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Don't have much time.Yun:U1 You Hou, U2 Sorai Rengeki. Super is Genei JinU1 is 4-hit, last hit is a launcher. If the first hit connects cleanly, will go into animation. If not, Yun does the other attacks anyway. Very similar to Makoto's U2. Can follow up U1 with Zesshou (lunge punch), or GJ combos. Only if GJ is activated before U1. I tried to activate afterwards, could not get anything to connect in time. Short range, does not hit on any FADC'd moved.U2 is a punch rush, if the final hit connects cleanly Yun goes into animation where he rides the opponent in the air like a skateboard, then kicks them down to the ground. Similar to Fei Long's U1. Does not combo from any FADC's. Short range.Genei Jin - shadows, cancel recovery on all moves, everything juggles. Was able to get 40-50% off GJ combos mid-screen, 50-60% in the corner. Can be super-cancelled off Tetsu Zankou (shoulder check).Kobokushi (palm move) - Jab is a fake, Strong/Fierce change the distance at which the opponent flies away. EX Nishou Kyaku (up kicks) will probably be good anti-air. Ultras do not combo off MK launcher.Yang:U1 Raishin Mahhaken, U2 Tenshin Senkyuu, Super Seiei EnbuU1 Yang throws out a single attack - if it connects cleanly, animation follows. If not, the ultra ends there - similar to Makoto's U1. Animation is sort of like Gen/Guy's, but with Yang style. Close range.U2 Yang rolls forward and goes up in the air with his rising kick. If Yang connects cleanly on the ground with the roll portion, animation kicks in. If not, Yun goes up in the air with kicks - looks like Yun's Nishou Kyaku. U2 will pass under fireballs. Seems to have some tracking properties - if U2 started while opponent is in the air, Yang will rise up with kicks where the opponent is for non-animation damage. Combos off FADC/MK Launcher for non-animation damage.SE - Works similar to 3S. Doesn't seem nearly as useful as Yun's GJ of course.Ryu, Akuma:If tatsu done in air at or before jump arc peak, becomes floaty and goes nowhere. Can no longer escape corner with air tatsu. Crossup tatsu still works.Ken:EX Tatsu can be blocked low. More recovery on jab SRK. Can follow up jab SRK AA with EX Hadouken, just like Ryu.Chun:No apparent changes noticed, except sweep doesn't seem to deal as much stun.Guile:Damage down, Sonic Boom does not build super meter.Honda:Damage down, U2 now HCBx2 motion. May be harder to combo into Hundred Hands.Bison:U2 now charge motion, way more recoveryZangief:Range on U2 increased, recovery also increased. EX Green Hand doesn't knock down.Seth:Dhalsim J.FP gone.Cammy:Normals easier to combo, but tiger-knee Canon Strike no longer possible. Can still Canon Strike normally, EX can still be tiger-kneed.Makoto:EX Hayate armor break, slightly faster walk speed, axe kicks more like 3S.Dudley:EX Ducking added - no armor. Moves the same distance as RH Ducking but recovers almost instantly. Crouch roundhouse different - faster? Not sure how but it is definitely different. J.RH knocks down air to air.Blanka:Blocked Blanka Ball now recoils at half the distance, much easier to punish.
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WTF is this sh*t?!No tiger knee'd cannon strikesSeth doesn't have his original j.hpNO meter from sonic boomBison U2 is now charge motion with more recoveryBlanka balls can be puniched even easierSMH @ Capcom.They definitely have lost their mind since SF4.

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most of them changes are good imothe stupid ones like no meter for guile and no tkcs for cammy will not stickthere prob gonna be about 2-3 diffrent versions of the game before it drops dont know what everybodys worried about you wont know for sure till release build anywaysrember when ex dread kicks crumpled?

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I will wait until sh*t actually drops before I believe anytihng. f*ck them guys on SRK.And really and truly using TKCS effectively in pressure situations isn't as easy as people think it is. Cr.lp or some cr.mp crouch techs will beat it clean, so I don't know why they nerfed it or are planning to. It hardly builds any meter outside of hit/block anyways.

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