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Super Street Fighter IV AE Thread Part 2


Creed Diskenth

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Further changes for AE 2012

Ryu

[Hadouken]: Damage has been increased from 60->70. Chip damage remains the same at 15.

[H. Shoryuken]: Changed to be a 1 hit move, from the previous 2 hits. Start up is 3F. A deep hit (from active 1F to 2F) deals 160 damage, a shallow hit (from active 3F and up) deals 60 damage. First 4F from startup are invincible. Also [H.Shoryuken] cannot be EX Focus Canceled anymore, regardless of hit or block, so the risk and reward has been increased.

Ken

[cr.HK]: Startup changed from 7F->8F. So [far LP] -> [far MP] -> [cr.HK] combo string will no longer work.

[far HK]: Startup changed from 12F->11F, recovery from 21F->18F. On hit it now gives +1F, and on block -3F.

[Thunder Kick] (f+HK): Entire frame length of the feint version shortened from 27F->24F.

Chun-li

[EX Hyakuretsukyaku]: Distance the move covers until hit detection has been increased. Tough combos should be easier to connect with now.

[close HP]: Causes additional 1F guard stun on opponent. Push back distance from a hit has been decreased by about half. So [close HP] -> [H. Spinning Bird Kick] combo is now possible (290 damage, 400 stun).

[H. Spinning Bird Kick]: Damage and stun adjusted to 200.

[Tenkukyaku] (MK during Kintekishu): Hit box enlarged downwards so it is easier to hit crouching opponents.

E-Honda

[H. Hundred Hand Slap]: Hit box towards the end has been increased, allowing for easier full combo hits off a [cr.LP].

[EX Oicho Throw]: Stun damage increased from 100->150.

[Orochi Breaker]: Command has been simplified so it will be easier to use from now on.

Blanka

[EX Vertical Roll]: Now causes knockdown on hit. However on block, Blanka will now land even closer to the opponent so the risk is greater.

Zangief

[far HP]: Deals knockdown damage on hit.

Guile

[Flash Kick]: Deep hit now deals an additional +10 damage across the board: light 110, medium 130, heavy 140 damage.

[sonic Hurricane]: Damage distribution has been changed from the existing 150+15*4+90 to 90+30*4+90. Total damage has not changed, but [Flash Kick] -> [sonic Hurricane] combo now does an additional 50 damage or so.

[Reverse Spin Kick]: Causes additional 1F of hit stun, leading to a total of +5F on hit.

Dhalsim

[LP]: Causes additional 1F of hit stun, leading to a total of +2F on hit. So [LP] -> [EX Yoga Flame] combo now works.

[Yoga Blast]: On hit, light and medium version recovery has been reduced by 10F, heavy version recovery has been reduced by 5F.

Balrog

[Dirty Bull]: Command has been simplified so it will be easier to use from now on.

Vega

[bloody High Claw]: Hit properties have been adjusted. For example, the Ultra will now combo properly after a [Cosmic Heel] (df+HK).

[EX Sky High Claw]: Hit box has been enlarged downwards, making it easier to connect the whole thing.

Sagat

[cr.MP]: Hit box has been enlarged towards Sagat’s base, fixing a problem that caused it to whiff against certain crouching opponents.

M.Bison

[HK]: Damage from a shallow hit increased from 80->90.

C.Viper

[Air Burning Kick]: Damage reduced from 100->90.

Rufus

[big Bang Typhoon]: Adjusted move properties so that opponents won’t drop out early after an air hit.

[Target Combo]: Hit box of the 2nd hit has been enlarged downwards, making it easier to hit crouching opponents.

[EX Galactic Tornado]: Opponents who are hit by the suction part of the move now gain an additional 7F of stun. It will consume a lot of meter, but by performing an [EX Focus Cancel] afterwards, Rufus will now be at a maximum +8F. This will allow for new combo opportunities.

El Fuerte

[EX Guacamole Leg Throw]: El Fuerte’s stun after landing has been reduced by 3F, making it 10F total.

Abel

[breathless]: Removed throw invincibility from the lunge to hit detection period. It still has throw invincibility from startup to lunge period.

Seth

[shoryuken]: Excluding the EX version, when the 2nd hit is blocked, opponent guard stun has been reduced by 2F. Seth is now -3F when doing [shoryuken (2nd hit blocked)] -> [EX Focus Cancel] -> [Forward Dash].

Akuma

No additional changes since the “SSFIV AE Ver.2012 Alpha” location test.

Gouken

[sakotsukudaki] (f+MP): Hit box enlarged downwards, active frames changed to 4F. Hit stop and guard stop time has been changed from medium attack length to heavy attack length. Hittable area has been reduced, making it easier to dodge crouching attacks.

[Forbidden Shoryuken]: Startup greatly reduced from 11F->3F, which makes it easier to combo and counterattack with.

[far MP]: Deals additional 1F of hit stun, and is now special/super cancelable. Thus [far MP] -> [M. Senkugoshoha] combo is now possible.

[far HP]: Active hit frames changed from 3F->5F.

[close HK]: Active hit frames of first part changed from 2F->5F.

[Denjin Hadouken]: Lever rotations needed to speed up the move have been reduced.

SMH @ this game.

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fuck

Blanka

[EX Vertical Roll]: Now causes knockdown on hit. However on block, Blanka will now land even closer to the opponent so the risk is greater.

ITS GOING TO BE PEK FOR ANYONE RUSHING ME DOWN IN THE CORNER. FINALLY GOT IT AFTER 3 ATTEMPTS

E-Honda

[H. Hundred Hand Slap]: Hit box towards the end has been increased, allowing for easier full combo hits off a [cr.LP].

[EX Oicho Throw]: Stun damage increased from 100->150.

[Orochi Breaker]: Command has been simplified so it will be easier to use from now on.

LOOK AT THIS BEAST, MAINING HIM

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Dudley

[Jet Upper]: Startup of light and medium versions changed from 6F to 5F, heavy version changed from 4F to 3F.

[short Swing Blow]: On hit, medium and heavy versions do additional 2F of hit stun, giving Dudley +2F total.

[Ducking Upper]: Startup changed back to what it is in existing SSFIV AE.

[cr.MK]: Startup changed from 10F->8F and active frames lengthened from 5F->6F, making it a better poking tool.

[Rolling Thunder]: First hit will not connect against airborne opponents, but from 2nd hit onwards there is additional hit detection against airborne opponents.

great_success.png

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