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Super Street Fighter IV AE Thread Part 2


Creed Diskenth

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Giefs Light SPD stun has been made higher :/

No word if the range has been nerfed at all

Why should it be nerfed when EX green hand knocking down hasnt been reverted?

It should be back to original range, the buff was un neccesary imo. Green hands might not knock down anymore but the damage is better now

Who cares anyway this game is washed, 3S is out 2moro GG

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Guest haze-e



Also:

Gouken
• The blog states Gouken has received the largest adjustments so far.

• Gouken's Denjin Hadouken has received many changes. It takes less time for Gouken to charge the Denjin Hadouken to full power.


T. Hawk
• During Crouching Hard Kick, T. Hawk's head is invincible, so he can duck under things such as Sagat's High Tiger shots.

• The body press command normal (down + HP) can now be used during a neutral jump.

• Thrust Peak (Down-Torward + LP) has less frame disadvantage on hit.

• Medium Tomahawk Buster is now airborne at the beginning, which means the move is throw invincible.

• Condor Spire's command got changed for simplicity, but the blog does not say what was changed about the motion.

Dan
• Pushback from his close standing Standing Hard Kick has been shortened.

• Close Medium Punch now starts up in 5 frames. This was 6 in Arcade Edition.

• Crouching Hard Kick now starts up in 10 frames. This was 11 in Arcade Edition.

• The combo cl.HK, cl.MP, cr.MP xx EX Dankukyaku is now possible.

• Reduced the height limit on Air EX Dankukyaku (Dan Kicks), a.k.a., how high you needed to be before you could do it.

• Hard Kick Dankukyaku now deals 130 damage instead of 120.

• Dan's Jumping and Crouching Taunt build meter now. 70 on hit, 30 on block.

• Dan's Super Hissho Buraiken has been altered so that it's harder for characters to have hits whiff against them. However, the blog notes this buff won't work if you activate from too far away.

Gen
• Fixed an incorrect scaling with counterhit Crane crouching Light Punch.

• Increase the active frames of Crane crouching Hard Kick by 5.

• The final hit of MK Gekiro builds 10 more meter than before.

• Also the final hit of all Gekiros now perform untechable knockdowns.

• EX Jyasen now has three different versions. Activated with (LP + MP, LP + HP, MP + HP). The distance each travels and the damage each deals varies.

• EX Jyasen is completely projectile invincible from beginning to end.

• Iffy translation: Regular Jyasen now has 4 frames less recovery.

• Mantis Ultra 2 (Shitenketsu) has reduced startup from 9 to 7 frames.

Sakura
• Fixed the hitbox on the EX Hurricane Kick. cr.LK cr.LP cr.HP xx EX Hurricane will always work now.

• EX Fireball damage increased. Level 1 release now does 120, Level 2 release does 130.


Seth
• Tanden Stream damage reduced to 340.

• The damage from Seth's cr.HP into Ultra 1 has been altered in terms of overall damage distribution.

• Angled jumping HP now has four more active frames. Overall frame data in terms of startup and recovery were not changed.

• Neutral jump medium kick now has lower body invincibility.

• Sometimes when hitting someone with Seth's jumping Hard Kick, recoil would prevent Seth from comboing into Crouching Light or Medium Punch. This has been fixed.

Cammy
• Hard Kick Spiral Arrow's hit properties are back to how they were in SSF4 console (Note: In AE when you combo into Hard Kick Spiral Arrow, sometimes Cammy will go under your opponent and switch... which is especially bad when you've successfully pushed him into the corner).


Abel
• Crouching Hard Punch returned to Super status where you could use it as an anti-air.

• All Tornado Throws do 10+ more damage. Light: 160, Medium: 180, Hard/EX: 200

• You can FADC the second low hit of Change of Direction now. And that dashing forward afterwards and doing a cr.HP into Ultra works just as fine as if you had FADCed from the first hit. That leaves you at +9 after dashing forward.

Rufus
• If you use Ultra 2 as an anti-air, you get a bit more damage than before, 236.

• The follow up Light Kick (Flip) attack after doing an Medium Messiah Kick will combo now. It didn't combo before in Arcade Edition.


El Fuerte
• Invincibility returned on Tortilla.

• Reduced charge time on EX Quesadilla Bomb.

• EX Quesadilla Bomb on counter-hit does a wallbounce.

• Fixed the fact that some characters fell out of his RSF (Run Stop Fierce) loop due to recoil.


Akuma
• Demon Flip Punch attack no longer an overhead (Note: This was one of the few buffs in AE I think), so you can now block low for that.

• Forward throw recovery has had two more frames added after an opponent has been thrown.

• When you cancel a teleport into U2, the damage has been increased to 421.

Fei Long
• Recovery frames for the second hit of Rekkas (Light, Medium and Hard) have been changed. On block:
Light: -8
Medium: -10
Hard: -12

• Second hit Rekkas have less pushback now, so it's easier to punish on block.

• For light and medium Rekka Kens, the second hit does half as much chip damage.

• Flame Kick's damage has been revised.
Light: 120 -> 110 Medium: 140 -> 120 Hard: 160 -> 150 EX: 200 -> 190

• If you FADC a Flame Kick (any version) after the first hit, on block it is now -1.

• Hard Kick Chicken Wing's damage has been revised. It is now 35+35+30 for a total of 100.

• They've modified the hitboxes of all Chicken Wings in a way that they're less likely to cross-up (Translator's note: but still possible). Apparently previously you could perform "half a loop combo" against certain characters by doing close standing MP -> EX Chicken Wing. That won't be possible anymore.

• For both close standing and far standing LP, hitstun has been decreased by 1 frame. On hit it is now +5, so you can't combo into certain moves now.

• Crouching MP's damage has been reduced from 65 to 55.

• Damage for his overhead (Torward + MK) has been increased from 60 to 70.

Rose
• Soul Spark meter gain raised by 10, it's 30 now.

• Soul Satellite's (Ultra 2) startup frames reduced from 7 to 5.

• Soul Piede (Toward + Hard Kick) changed to Vanilla properties.

• Close Standing Medium Kick is +4 on hit, making it easier to combo into Crouching Light Punch, as well as making it possible to combo into Crouching Medium Punch.

• Fixed some bug with Crouching Medium Kick counterhits.



Fei Lolng. Unlk.
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Guest haze-e

Lol @ How much harder parrying is than it looks.

Jesus.

Nah seriously. Sorry for the DP but someone help me out Lol.

Basic trial - Parry 4

I parry the first two hits but wtf mehn ¬_¬

EDIT: f*ck off. I skipped it and did the next one first time. KMT.

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