domingo, 28 de agosto de 2011

SSFIV AE2012 Changes Parte 3

 

Finalmente a última lista com os últimos 13 personagens.

 

Dee Jay

We’ve focused on helping him with his lack of power, and buffing his hard-to-use Ultra Combo I move, [Sobat Festival].

[far MP]: Hit box size has been enlarged towards the front, now allowing him to cancel into a super move, similar to Ryu. As it does 90 damage, sometimes players might want to trade hits in order to setup something bigger.

[Air Slasher]: Removed a property from the move that left Dee Jay in a counter hit state even after move execution.

[Double Rolling Sobat]: Damage has been increased, Light: 80->90, Medium: 100->110, Heavy: 120->130. We have fixed a problem for the medium version where often times the 2nd hit would whiff after the 1st hit.

[Sobat Festival]: You can now cancel into this Ultra from his Super Combo, [Sobat Carnival]. Think of it like Dan’s Super Combo to Ultra Combo sequences. The cancel timing is right before the last hit of [Sobat Carnival], so if you can input the Ultra command in time you can cancel into the Ultra. The damage from the Super Combo -> Ultra Combo I is around 570 points, so players are going to want to save their Super Combo gauge for those instant comebacks.

 

Guy

Keeping his same fighting style, we’ve focused on improving the strengths of his moves.

[Vertical j.HP]: Increased size of the square hit box.

[Diagonal j.MP] and [Diagonal j.HK]: Increased the size of the square hit box, and the hittable area. For the most part it will be easier to hit opponents beneath you now after these modifications. 

Normal throws [Grab Throw] and [Shoulder Throw]: Throw range has been increased to be about the same as Ryu. So it will be easier to throw using Guy now.

[Elbow Drop]: Can now be executed by holding down forward or down back and MP as well. Now it can be executed more swiftly than before.

[Bushin Izuna Otoshi]: Regarding all versions of the move (including EX), Guy’s landing stun has been removed when the attack doesn’t come out. This way you can choose to land right in front of the opponent to go for a normal throw, or try to bait out an attack to go for a counter.

[EX Bushin Senpu Kyaku]: We have adjusted properties of the move which make it easier to hit opponents in various situations now. It no longer will easily whiff versus opponents who jump in, or specific characters who have a low crouch. 

[Neck Flip]: Changed the move so that it won’t fly over opponents who are crouched in close proximity. 

Lastly, his retreat speed has been sped up, which makes it easier to control distance with the opponent.

 

Cody

One point we focused on were the [Knife] attacks, that many people complained had little uses in a real match. We also changed his spacing ability and movement.

First off, his walk speed forward and backwards has been increased. 

[Hammer Hook]: Hit and block properties have been revised. Now the move grants +3 frames on hit versus standing opponents, -1 frame on hit versus a crouching opponent, and -4 frames when blocked. You can also use this move while holding a knife. If you hit a standing opponent, you can now do the combo, [cr.LK] -> [M. Ruffian Kick].

[Bad Spray]: Changed to a 2 hit move and is now Super Cancelable. So now you can follow up this move with a FADC into [Final Destruction]. 

[M. Ruffian Kick]: Hit box has been enlarged towards the front.

[Zonk Knuckle]: The EX version now pushes the opponent a bit further away on the first hit. As a result it is now easier to land an FADC into [Final Destruction]. 

With regards to knife attacks,

[Pick up Knife]: If you move the lever to the correct guard position during the animation, you will now be able to cancel into block immediately. 

[LP (Knife)]: Now gives +6 frames of advantage.

[MP (Knife)]: Now gives +2 frames of advantage.

[HP (Knife)]: Now gives +3 frames of advantage.

[cr.MP (Knife)]: Active frames have been changed to 4, and the hittable area around his arm has been reduced.

[cr.HP (Knife)]: Startup has been changed to 7 frames, and is now a better anti-air move.

 

Ibuki

We’ve made improvements where we can, along with revising some of her other attributes.

[Bonsho Kick](f+HK): Trajectory of the move has been adjusted so that it hits crouching opponents easier. It is now +1 frame on hit, -3 frames on block, and +5 frames on counter hit. The move should be more useful from now.

[Hammer Kick](f+MK): Including the target combo version, the move startup has been changed from 26 to 25 frames. 

[Tsuijigoe]: On the way up, the move is now invulnerable to throws until she is in an airborne state. We’ve also modified the hittable area so that from initial startup until the 12th frame it is easier to dodge low attacks coming from the opponents. You can also super cancel from an early time during the move. This way you can fake a normal right in your opponent’s face and then go for [Kasumi Suzaku].

[Yoroitoshi]: The non-animation bullet version of the move will now do full hits to an airborne opponent. Opponents who chose to back-dash to escape the throw animation version of the Ultra will also take full hits from the bullet. 

[Hashinsho]: All hits before the final locked animation sequence will connect on an airborne opponent. An example would be, if you connect with [Focus Attack Level 2]and follow up with [Hashinsho] while they are in the air, all the hits up until the locked animation will land.

 

Makoto

She showed her explosive power in AE, so we’ve reconsidered some points by looking at the overall balance of the game.

First off, her health has been reduced from 1000 to 950.

[Fukiage]: Damage has been reduced for the light, medium, and heavy versions from 100 -> 90. EX version damage has been reduced from 140 -> 120. 

[EX Karakusa]: Throw range has been changed to be the same as the light version of the move.

[HK]: Hit box has been enlarged downwards.

[Target Combo 1]: The [MK] portion is now cancelable like the normal move.

[Tanden Renki]: Now lasts 3 seconds longer than before.

[Vertical j.MP]: Hit box and hittable area has been enlarged forward.

[Hayate]: Charge ability of this move has been improved. Light version of the move at Level 3 and 4, and Medium version of the move at Level 4 have had their attack distance increased.  If the opponent guards any a Level 4 charge at any strength, Makoto is at -2 frames disadvantage. A Level 5 charge at any strength gains Armor Break properties, has its attack distance increased, and has the damage increased from 170 -> 190. Makoto will say something when she is charged to Level 5 to let you know when it’s good to go.

 

Dudley

We have tried to increase his total potential by revising his moves and attributes.

[HK]: Gives +7 frame advantage on counter hit. So now if you counter hit with [HK] and cancel into [L. Duck], you will be at +4 frame advantage. 

[Vertical j.LP]: Active frames and hit box has been increased.

[Vertical j.HP]: Startup changed to 6 frames, and active frames and hit box has been increased.

[Diagonal j.LP] & [Diagonal j.MP]: Active frames have been lengthened.

[Focus Attack Level 1]: Opponent gains an extra +1 stun after hit or guard. So Dudley will be at -3 frames after canceling into a forward dash after a blocked Focus Attack.

[Short Swing Blow]: Medium and Heavy versions of the move have had the lower body hittable area shrunk, and also made easier to connect against a crouching opponent.

[Thunder Bolt]: All strengths of the move (including EX) will no longer lose easily when trying to hit an airborne opponent, and a hit opponent cannot tech roll afterwards. For the EX version, the light flash and sound follow a bit later after the move comes out.

[Victory Rose]: Can now be Super Canceled, or EX Focus Canceled.

[Rolling Thunder]: All hits before the final locked animation sequence will connect on an airborne opponent. Similar to Ibuki, if you connect with [Focus Attack Level 2] and follow up with [Rolling Thunder] while they are in the air, all the hits up until the locked animation will land.

 

Adon

We have improved aspects people complained about, and also moves that were hard to use.

[close MP]: Move is now -4 frames disadvantage on block.

[close MK]: Move is now +2 frames advantage on hit, and +3 frames on block.

[Focus Attack]: Modified the hit box so that it will connect against low posture opponents as well.

[Rising Jaguar]: First hit of Light, Medium , and Heavy versions push the opponent away slightly further than before, and we have made it harder for Adon to end up facing the wrong way after an FADC follow up. Also, the FADC window for the Heavy version has been increased by 1 frame. Thus now it is possible to follow up with [Jaguar Avalanche]. 

[Jaguar Revolver]: Changed the move so that it won’t fly over opponents who are in close proximity. It will still go right over crouching opponents, but if they are standing it will be a clean hit.

 

Hakan

We wanted to wipe away the image that he is a weak character, so we made a number of buffs.

The biggest thing being, from the beginning of battle he starts in an oil state. At the beginning of every round Hakan will start off oiled up, but of course it will wear off as the match goes on. So please try to aim for increasing the amounts of oil from the get go. Other various changes are listed below:

[Vertical j.LK]: Hit box size and position has been changed.

[Vertical j.LP]: Active frames have been changed to 8.

[Vertical j.MP]: Active frames have been changed to 4.

[Diagonal j.LP]: Active frames have been changed to 8.

[cr.HP]: Changed to a 2 hit move.

[Hakan Tackle]: To make it a little less vunerable, the hittable area during the start of hit detection has been decreased.

[Guard Position]: When executed from a dash in an oiled state, he will slide. You can slide from either a forward or backwards dash.

[Oil Slide]: Stun calculation has been changed. A slide after an [Oil Shower] will do 100 points of stun, but a slide that hits with the [Body Press] follow up will do 150 stun all together. Try to make the most of chances to stun the opponent.

[Oil Dive]: Trajectory and attack reach has been changed, Heavy and EX versions have been powered up. Medium and Heavy versions will now fly over a low opponent who is in very close proximity. Light ver. startup has been lessened, Medium ver. startup has been changed to the previous Light ver., and Heavy ver. startup has been changed to the previous Medium ver. Throw hit box of all versions of the move (including EX) have been enlarged downwards, making it easier to connect on low posture characters.

[Flying Oil Spin]: Throw priority has been increased. Medium and Heavy versions will now fly over a low opponent who is in very close proximity. Startup of Light and Medium versions has been lessened.

 

Juri

Based on the overall gameplay, we modified her so that she is able to attack in a more technical manner.

[Feng Shui Engine]: Speed has been increased for her forward dash during this state. Therefore she can control space much better. She can now build Super Combo meter at 1/3 the normal rate during this state instead of no meter building at all. Managing your Super Combo meter will now let you go for more hits during this state.

[close MK]: Hit box of the 2nd hit has been enlarged so that it doesn’t whiff after the 1sthit connects.

[Focus Attack]: Modified the hit box so that it will connect against low posture opponents as well.

[Fuhajin]: Part where she kicks upwards has had its damage increased to 50.

[Senpusha]: First hit of Light ver. gives an additional +5 frames of advantage on hit. First and second hit of Medium & Heavy ver. gives an additional +5 frames. Second hit of EX ver. gives an additional +5 frames. So now [Senpusha] -> [EX Focus Cancel] -> [Forward Dash] -> [Kaisen Dankairaku] combo is possible. EX ver. during a [Feng Shui Engine] gains invincibility during the first hit, making it harder to beat.

[Shikusen]: Can now change the trajectory of the EX ver. during a [Feng Shui Engine] by using different kick button combinations. Light + Medium = trajectory until now, Medium + Heavy = Medium ver. trajectory in normal mode, Heavy + Light = Heavy ver. trajectory in normal mode. All 3 strengths pushed together also give the trajectory until now.

 

Yun

We eliminated things that made him a scrubby character, and made it so that players with strong technical skills will be able to shine when using him.

[Target Combo 2]: Damage changed to 120.

[Target Combo 3]: Damage changed to 120.

[Target Combo 4]: Damage changed to 130. If 2nd hit is blocked, Yun gets -6 frame disadvantage. 

[Target Combo 5]: Damage changed to 70.

[cr.LK]: Hittable area increased.

[cr.MP]: Damage changed from 60 to 50.

[Raigekishu](Dive Kick): All versions of the move must now be executed higher than before, and Yun gets an additional +2 frame landing stun. Also on hit and block, opponent gets an extra +2 frame stun. Now Yun players must be wary of how to attack and the use of the different versions of the move.

[Senpukyaku](f+MK): Damage during a [Geneijin] is reduced from 85->80.

[Zenpotenshin](command grab): Light, Medium, Heavy ver. of the move now has 11 frames until hit detection. EX ver. has 8 frames until hit detection. EX ver. is no longer invincible to throws.

[Zesshouhouhou](lunge punch): EX Ver. attacks have been redistributed from 7/2 to 6/3 and now the move is -1 frame disadvantage on a close block.

[Kobokushi](palm): Medium and Heavy ver. build meter at rate 20. Light ver. takes 25 total frames to execute, Medium ver. takes 45 total frames to execute, Heavy ver. takes 45 total frames to execute. Medium and Heavy ver. damage reduced from 160->140 and stun damage reduced from 250->200. Medium and Heavy ver. chip damage changed to 30. Medium and Heavy ver. active frames changed to 10. 

[Nishokyaku](up kicks): Invincibility on Light ver. now is gone after 1st frame of hit detection. All ver. of the move (including EX) give additional landing stun to Yun. Medium ver. damage reduced from 130->110.

[Tetsuzanko](shoulder): Heavy ver. damage reduced from 140->100. EX damage changed from 80+70 to 90+40, totaling 130. Part of the move that is invulnerable to projectiles has had its hittable area increased so it is easier to hit Yun.

[Geneijin]: Time is reduced by 1 second, and damage is decreased. 

 

Yang

We have revised his risk/return and made him into a more technical character that must be used with skill.

[Target Combo 2]: Damage changed to 130. If 2nd hit is blocked, Yang gets -7 frame disadvantage.

[LK]: Now takes 5 frames until hit detection. However, during [Seiei Enbu] it is the same as before.

[cr.LK]: Damage has been changed from 30->20, hittable area has been increased.

[cr.MP]: Damage has been changed from 80->70, during [Seiei Enbu] it deals 60.

[far MP]: Hit detection moved a bit back, attack reach shortened.

[Diagonal j.MK]: Hit box size has been modified so it doesn’t cross up as easily.

[Raigekishu](Dive Kick): All versions of the move have a larger hittable area during startup, and Yang gets an additional +2 frame landing stun. Stun damage changed from 100->50.

[Senkyutai](rolling kicks): Light ver. is only invulnerable to projectiles up until frame 5, Medium ver. has no projectile invulnerability. Hit box width has been cut nearly in half for all ver. (including EX). FADC after this move is blocked results in -4 frame disadvantage for all versions, and opponents guard stun has been adjusted.

[Zenpotenshin](command grab): EX ver. throw range is reduced, now has 8 frames until hit detection. EX ver. is no longer invincible to throws.

[Tourou Zan](mantis slash): Final hit of Light, Medium, Heavy now does 60 damage. EX ver. changed to a true block string if blocked.

[Byakko Soushouda](palm): Empty hitting palms will only build 10 gauge instead of 20. Light, Medium, Heavy ver. all take 2 frames longer to finish. Heavy ver. damage reduced from 150-140, chip damage changed to 30, stun damage changed from 250->200. Medium and Heavy ver. active frames reduced by 4.

[Seiei Enbu]: Time is reduced by 1 second, and chip damage is decreased. 

[Raishin Mahaken]: Max damage changed from 480->450. 

[Tenshin Senkyuutai]: Startup time reduced by 3 frames, max damge changed from 440->410. Last hit when the move doesn’t go into the locked animation has had its damage changed to 90.

 

Evil Ryu

We focused on increasing his attack capabilities and making him standout from Akuma.

First, health has been increased from 850->900, and stun gauge from 850->900.

[far HK]: Hit box has been enlarged.

[cr.HK]: Startup changed to 6 frames.

[far HP]: Causes knockdown on counter hit. 

[Target Combo]: The [HP] portion of this move always causes knockdown and can be followed up with an FADC for even bigger damage.

[Senbukyaku](f+MK): Can now be canceled into [Airborne Tatsumaki Senpukyaku]. Of course the EX version is also possible. Now if you can read your opponent’s Focus Attacks it will be possible to pull this off, or even go for a [Raging Demon] if you have enough Super Combo meter. If you are in the corner you can go for the combo[Senbukyaku] -> [EX Airborne Tatsumaki Senpukyaku] -> [Metsu Hadouken] or [Axe Kick]. 

[Shoryuken]: Medium ver. has had its invincibility increased by 1 frame.

[Axe Kick]: Light ver. hit gives +1 frame advantage. Heavy ver. takes 26 frames to startup, damage has been changed from 140->130, stun from 200->150, and has same properties as Medium ver. to go for additional hits. If Medium or Heavy ver. hits an airborne opponent, they can’t tech roll. Startup on EX ver. is 21 frames.

[Airborne Tatsumaki Senpu Kyaku]: Same as Ryu, the break trajectory of the Tatsumaki has softened when done during jump ascent.

[Raging Demon]: Damage increased from 350->370.

[Metsu Hadouken]: Time needed for a full charge is reduced. So if you land a [Focus Attack Level 2], and immediately follow up with a forward dash, you can connect a fully charged [Metsu Hadouken]. A useful combo would be [any normal attack] -> [EX Hadouken] -> [EX Focus (Level 2)] -> [Forward Dash] -> [Fully Charged Metsu Hadouken].

 

Oni

We’ve given him some buffs for stability.

Health has been increased from 950->1000.

[Goshoryuken]: For EX ver. only, first hit is untechable.

[Tatsumaki Zankukyaku]: Alleviated a problem where the EX ver. wouldn’t hit fully.

[Demon Slash]: Hit box enlarged towards the lower legs so that it is easier to hit crouching or low posture characters.

[Raging Demon]: Air and Land ver. damage changed from 350->370.

[Mesatsu Gotenha]: For this move that can only be used if you select Ultra I, startup has been changed to 9 frames, and until 1 frame after hit detection starts the move is invincible.

 

Bom é isso que provavelmente acontecerá com os 39 personagens!

O que você achou das mudanças?

Direto da Capcom.

[]’s

SSFIV AE2012 Changes Parte 2

 

Gouken

 

• The blog states Gouken has received the largest adjustments so far.
• Gouken's Denjin Hadouken (Ultra 2) has received many changes. The largest difference is that now depending on the number of times you spin the lever from the super flash to execution, you can increase the speed of the projectile up to 3 levels. The fastest speed is about 2 times as fast as the current speed, leading to more opportunities for it to hit.. This is how Ryu's Denjin fireball worked in Street Fighter 3 Third Strike.
Which attack level you get depends on how long you hold the move, and is not related to the Ultra Combo gauge amount. The specific frames are:
Level 1 – 13 frames
Level 2 – 17 frames
Level 3 – 37 frames
Level 4 – 57 frames
Level 5 – 80 frames
• Also, 45 more damage added to all the "levels" of Denjin Hadouken charges. For example, a level 1 attack will do 300 damage, and a level 5 attack will do 540 damage.
• All of Gouken's Running Palms got altered. Hitbox size on Light Running Palm increased towards the front. Medium Palm Strike has been changed to be the same as Light Palm Strike in SSF4. Hard Palm Strike has been changed to be the same as Medium Palm Strike was in Super. These changes will make the moves much more useful than before.
• Gouken's counters have a larger counter-box around his body, so it will be easier to intercept attacks. Stun for each counter increased from 150 to 200.
• Hit stun on cr.HP has been increased, allowing for close MP -> cr.HP -> EX Palm Strike to hit characters that it would previously whiff on.

 

T. Hawk
Taking into account the rest of the cast, various changes have been made.
• During Crouching Hard Kick, T. Hawk's head is invincible, so he can duck under things such as Sagat's High Tiger shots. Also, the blockstun for this attack has been increased by 2 frames to stop people from jumping away from the 2nd hit.
• 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, now it's -2 on hit.
• Medium Tomahawk Buster is now airborne at the beginning, which means the move is throw invincible.
• Condor Spire's input shortcut was improved, but the blog didn't say how.

 

In a lot of ways we are aiming to make this the strongest version of Dan ever in a Street Fighter Series, so we have changed many things.

Dan

 

• Pushback from his close Standing Hard Kick has been shortened, to allow a follow up close ranged attack when it hits properly.
• 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.MK xx EX Dankukyaku is now possible. Also if the cl.MP is a counter hit, you can now follow up with a sweep for a guaranteed knockdown.
• Reduced the height limit on Air EX Dankukyaku (Dan Kicks), they can be done from the 7th airborne frame now. Stun was reduced to 250.
• Dragon Punch, FADC, EX Air Dankukyaku can be done now.
• Air Hard Kick Dankukyaku now deals 150 damage instead of 120.
• 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
In order to change him into a more technical character, we have made specific buffs.
• Crane stance cr.HP now only receives 1.25 counter hit damage when Gen is hit.
• Increased the active frames of Crane Crouching Hard Kick by 5.
• When the final hit of Medium and Hard Kick Gekiro comes out, you build +10 meter.
• The final hit of a Hard Kick Gekiro performs an untechable knockdown now.
• EX Jyasen properties have changed drastically. First off, depending on the button combinations (light + medium, light + hard, medium + hard), the movement distance and number of damage hits will change, in addition to Gen being invincible to projectiles until the completion of hit detection. Also for all strengths of Jyasen, whether the attack right before the final part hits or is blocked, the opponent recovery has been increased by 4 frames. So after a FADC, Gen is +6 on hit, and +2 on block, giving him an advantage.
• 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

Without changing the current character base, we have modified a few specific points.
• Tanden Stream damage reduced to 340. This was 380 in AE.
• cr.HP -> Tanden Stream: Upon the combo hit, the Tanden Stream will now do full damage. We have also made it so that Seth is invincible after the first hit of the Ultra, so that the animation is not interrupted midway through.
• Jumping HP (both angled and neutral) now has four more active frames. Overall frame data in terms of startup and recovery were not changed.
• Neutral Jump Medium Kick: After hit detection has ended, the leg area (lower body) is invincible to projectiles.
• 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
Mostly unchanged except for a few things:
• Hard Kick Spiral Arrow: After much request, we have modified the active hit box back to the way it was in SSF4. Specifically, the first part of the move is active for 7 frames, and the second part is active for 12 frames, for a total of 19 frames. When combined with the buffs she received to her normal moves in Super SFIV AE, we feel it’ll be easier to combo her moves now.

 

Abel
We’ve reviewed changes that were made from SSF4, and have made his strong points more obvious this time around.
• Crouching Hard Punch's hitbox returned to it's SSF4 status where you could use it as an anti-air.
• All Tornado Throws do 10+ more damage. Light: 160, Medium: 180, Hard/EX: 200
• The second low hit of Abel's Change of Direction had its hit stun modified so that Second Low -> FADC gives you a maximum of +9 frames of advantage. Utilizing this, you can now do the combo Second Low -> FADC -> cr.HP -> Ultra 1.
• Breathless (Ultra 2) is now invincible to attacks during the initial charge start up, until the beginning of hit detection.

 

Rufus
The character’s overall balance will remain the same, and we are just making certain moves that people have been unhappy with in the past, easier to use this time around.
• If you use Ultra 2 as an anti-air, you get a bit more damage than before, landing 10 hits and about 236 damage.
• 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
We aimed to make him more fun for players who use him, so without affecting the overall balance too much, we have made some changes.
• Invincibility returned on Propeller Tortilla, like it was in SSF4. It's invincible after startup now.
• Reduced charge time on EX Quesadilla Bomb from 390 frames down to 210 frames.
• EX Quesadilla Bomb on counter-hit now does a wallbounce damage.
• From mid-screen after the wall bounce you can do Habanero Dash -> Gordita Sobat. If you are near the corners instead you can follow up with a Guacamole Leg Throw.
• Quesadilla Bomb's recovery was reduced by 10 frames after the move hits for the normal level 3 charge and EX versions of the move.
• Crouching Light Punch can be chain cancelled into other light attacks.
• Another bug was fixed which caused certain characters to fall out of HP -> Habanero Dash -> Calamari Slide.

 

Akuma
We have made modifications taking into account the overall gameplay balance, as well as his potential for loop setups.
• Demon Flip Punch attack no longer an overhead and can be blocked low.
• Forward throw recovery has had two more frames added after an opponent has been thrown.
• When you cancel a teleport into Ultra 2, the damage has been increased to 421.

 

Fei Long
For this character, which has great tools for dominating horizontal space and other top class attributes, we took the overall gameplay balance into account when making these changes.
• For the light, medium and hard Rekka Kens, we have adjusted the block stun for the second Rekka hit. Specifically, for a blocked second Rekka, Fei Long now receives:
Light: -8 frames, Medium: -10 frames, Hard: -12 frames of disadvantage.
• 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, but still possible.
• Fei Long can no longer do a half loop combo on certain characters with Close MP -> EX Chicken Wing.
• 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 (Toward + MK) has been increased from 60 to 70.

 

Rose
The main focus has been readjusting some changes that players were unhappy with from the previous games.
• 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) has had its properties changed to almost what they were in Vanilla SF4. Recovery has been shortened by 4 frames, the hit box has been moved more to the front, and the hittable area has been reduced.
• 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. This move was +3 on hit in AE.
• A glitch was fixed with Crouching Medium Kick where only Rose would receive counter hit damage when trading hits with an opponent.

 

Agradecimentos a shoryuken.com e eventhubs.com

[]’s

terça-feira, 23 de agosto de 2011

SSFIVAE Changes Parte 1

 

O developer’s blog está de volta , com as mudanças da versão 2012 de Super Street Fighter 4 Arcade Edition. Os personagens abordados na primeira parte são Ryu, Ken, Chun Li, Honda, Blanka, Zangief, Guile, Dhalsim, Bison, Balrog, Sagat, Vega, e Viper.

Agradecimentos para Azrael, Arc-rail, e Curbeh pela tradução e a shoryuken.com pelo post.

Ryu

Increased the vertical hitbox on U2 for better anti-air/full animation.
Can combo full U2 after counter hit Shakunetsu Hadoken. So if c.mk gets absorbed by a FA, Ryu can do EX Fireball, FADC U2 for 500 damage. If Ryu is close range he can hit EX Fireball -> U2 without FADC.

The “brake” frame on air Tatsu decreased by 3 frames, if used on this frame the trajectory will change.
Solar plexus 40+60 for 100 total damage.
If he hits S.RH counter hit on a crouching opponent he can combo sweep after it.

Chun

Head stomps will come out on DF, not just D. They note that DB won’t work though.
Kintekishu (B+MK) +3 advantage on counter hit, easier to hit confirm into the second hit.
Sweep 150 stun.
Kikoken startup 9F, easier to use as AA/use in combos.
They are fixing the bug where characters fell out of the U1 juggle in AE.

Ken

Target combo hits easier on crouching opponents, can also delay the inputs.
EX Shoryuken damage 80+30+30+50, 190 total.

Honda

Jab headbutt gets its upper body invincibility back.
Strong headbutt loses it, so it works the same as Jab Headbutt did in AE.

Blanka

Each ball gets an extra 10 in damage, so Jab 110, Strong 120, Fierce 130, EX 120.
For Fierce and EX Ball, if it hits on the second frame (same frame where FA cancel is possible), it causes blow-back damage. Will be easier to follow-up EX Ball with additional hits if FADC’d.
Charged Rock Crusher gives Blanka a 5 frame advantage, so he can do Rock Crusher, C.MK, FP Ball as a combo.

Gief

Jab SPD 150 stun.
EX Backfist damage 90+50 for a total of 140. Stun 100+50 for a total of 150.
Adjusted the hitbox on c.jab, so that it hits more easily off a jump-in against characters it formerly didn’t. Hurtbox for c.roundhouse reduced in height, making it easier to pass under certain attacks.

Guile

Balance adjustments centered around the changes made to him from Super to AE.
The frames in which Guile could be counter-hit after Sonic Boom have been eliminated? (Not 100% sure)
Air throws 3F startup.
Spinning backfist 100 damage.
Can’t be thrown out of upside down kick from the 6th frame until the last active frame.

Dhalsim

Yoga Inferno damage 75 x 2, 60 x 3 for a total of 330 damage.
EX Yoga Blast damage 90 + 50. First hit gets 20 more damage, second hit 20 less, so if Sim only gets the first hit he gets the better damage.
S.jab active for 4F. But other frame info unaltered.
Hurtbox on Yoga Blast reduced.
Can follow up Yoga Blast with additional moves for combo.

Balrog

Headbutt damage fixed back to Super, strong 120, Fierce 140, EX 150.
U2 damage 399.
Hit properties on Dash Overhead changed so that it can combo into c.strong on all characters.
Close stand fierce hitbox extended downwards so that it hits crouching characters that it used to whiff on.

Sagat

Angry Scar Tiger Uppercut damage increased: LP, MP, and EX get +10

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

Vega

-cr.HK damage increased to 110, same as Super.
-+1 more frame of hitstun on the opponent after cosmic heel, making it -3 at worst.
-Sky High Claw causes blowback when it hits a grounded opponent (same words as the blanka ball change)
-U1 hitbox after it hits on the way up increased drastically so that it doesn’t unexpectedly miss.
-U2 startup changed to 8f.

Bison

-Scissors stun changed to 100/50 (150 total) on all strengths
-First hit causes 1f extra hitstun, so if you FADC the first hit you can have +5 advantage at best.

 

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SSFIVAE Changes Part1

 

Desk conseguiu essa maravilha hoje. Nesse vídeo Yang conseuge 100 hits usando seu Super e Ultra no mesmo combo. O bom é que você pode assistir aos mãos de Desk’s executando o combo.

 

Babou???

 

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domingo, 21 de agosto de 2011

Tutorial – Third Strike

 

Estou aproveitando a semana do lançamento da versão do Street Fighter 3 Third Strike Online Version pra PS3 e Xbox360 e colocando aqui os primeiros vídeos de um tutorial maravilhoso feito pelo Royd em eu canal no Youtube. Vai desde o básico até algumas já avançadas.

 

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Depois continuo postando o resto dos Tutoriais. Por hoje é só…

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domingo, 14 de agosto de 2011

Hakan Basics Tutorial

 

Pra você que gosta de sacanear o amiguinho utilizando personagens considerados “ruins” por eles mesmos, que tal aprender o básico pra utilizar o personagem mais sensual de todos os tempos?

The Revenge Of Ruthless Bald Alico

Agradecimentos para KaraStepKick.

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terça-feira, 9 de agosto de 2011

Yang Glitch

 

CPU consegue fazer o Glitch do Yang, olhe como ele fica cheirando cola aos @0:39 do vídeo. LOL 

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sexta-feira, 5 de agosto de 2011

Top Player Exhibition Matches EVO2k11

 

Eis aqui 33 vídeos com um pouco mais de 5 horas dos melhores jogadores do EVO2k11, um golinho de Marvel e o resto de SSFIVAE. Eis aqui alguns nomes presentes nos vídeos:

Poongko, Latif, Wolfkrone, Gamerbee, Starnab, Ryan Hart, Humanbomb, Human Bomb, G3RMAN LUG3R, Big Marcus (aka Mig Barcus), Aquasilk, FlashMetroid, Aquasilk.

 

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WoW!!!! Cansei… 

Coloquei enumerado pra poder parar e continuar assistindo sem se perder. Enjoy.

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Ibuki Safe-Jump Tutorial

 

Safe-Jumping é uma técnica na qual você pula no seu adversário enquanto ele se levanta de um knockdown com um ataque certeiro, assim mesmo que seu adversário use um reversal invencível você é capaz de cair e bloquear.

Use safe-jump pra manter a pressão jogando com a Ibuki num tutorial criado por Niko9193.

 

Ibuki Safe-Jumping Tutorial by Niko9193

em breve colocarei mais tutoriais e tentarei coloca-los de uma forma mais completa.

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quinta-feira, 4 de agosto de 2011

Premier Combo Vídeos

 

Vídeos Damage and Vanilla Was Awesome. Vídeos épicos. Créditos pra Maj, Snooootch e um grande time de artistas do combo explorando dano máximo ou rápido no primeiro vídeo. Desk usa e abusa dos infinites e glitches em “Vanilla Was Awesome”.

 

Damage

 

 

Vanilla Was Awesome

 

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segunda-feira, 1 de agosto de 2011

Balrog – Behind the Glory

 

Um documentário que desmantela de uma vez por todos os mitos e lendas que envolvem dos principais personagens do Street Fighter. Balrog - Behind the Glory foi desenvolvido pela chubbyboyfilms e é glorioso.

balrogbehindd

 

 Balrog – Behind the Glory: 

 

Balrog - Behind the Glory

 

E aí, curtiu???

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EVO 2k11 TOP 8 Super Street Fighter 4

 

ssf4AE_logo

 

Um Top8 muito disputado, com lutas muito emocionantes mas com uma final fraca. Isso resume bem como foi esta da edição de EVO2k11.

Aqui estão as colocações do Top8:

1º Fuudo (Fei Long) 

2º Latif (C.Viper)

3º Poongko (Seth)

4º Daigo Umehara (Yun)

5º Kindevu (Yun)

5º Tokido (Akuma)

7º Wolfkrone (C.Viper)

7º Flash Metroid (Zangief, C.Viper)

 

Começou emocionante com partidas bem equilibradas, como resumirei a seguir:

1.

Evo 2011 Top8 - SFFIV AE–Tokido [Akuma] vs Flashmetroid [Zangief/Viper]

Tokido e Flash Metroid fizeram uma bela luta, porém fácil pra Tokido. Terminando com a eliminação de Flash Metroid.

2.

Evo 2011 Top8 - SFFIV AE–WolfKrone [Viper] vs Kindevu [Yun]

Como sempre WolfKrone lutou muito bem, mas não foi capaz de derrotar o Yun do Kindevu, sendo eliminado logo na primeira partida dos Losers. Talvez não tenha ficado tão chateado, já que aparentemente ganhou patrocínio da Madcatz.

3.

Evo 2011 Top8 - SFFIV AE–Latif [Viper] vs Fuudo [Fei Long]

Muito disputada, uma bela luta. Latif deixou de punir com Ultra na hora que garantiria o round e acabou entregando a partida. Em seguida sofreu outra derrota e foi jogado para o Loser’s side.

4.

Evo 2011 Top8 - SFFIV AE–Poongko [Seth] vs Daigo [Yun]

A luta mais esperada do EVO. Poongko (um grande novo jogador) contra Daigo (o maior campeão de street fighter). Todos esperavam uma grande luta, com grandes reviravoltas, mas só viram Poongko atropelar Daigo. Ganhou facilmente, uma bela luta para Poongko com direito a perfect, e um Daigo irreconhecível, cometendo erros que nunca vi cometer.

5.

Evo 2011 Top8 - SFFIV AE–Latif [Viper] vs Tokido [Akuma]

Tokido é eliminado por Latif, a luta foi bonita, mas a Viper de Latif dominou a partida.

6.

Evo 2011 Top8 - SFFIV AE–Daigo [Yun] vs Kindevu [Yun]

Agora no Loser’s side Daigo derrota e elimina Kindevu, continuando sua jornada pra uma vaga na grande final.

7.

Evo 2011 Top8 - SFFIV AE–Poongko [Seth] vs Fuudo [Fei Long]

Na disputa por uma vaga na final Fuudo vence Poongko com uma estratégia simples. Após disputar todo o torneio com o U2, ele escolhe o U1 do Fei Long afim de punir whiffed Dragon Punch’s ou Tatsu, com a vida frágil do Seth isso foi mortal. Apesar de lutar muito bem, Poongko foi jogado para o Loser’s side e Fuudo se classifica pra grande final.

8.

Evo 2011 Top8 - SFFIV AE–Latif [Viper] vs Daigo [Yun]

Outra luta acirrada, mas com falhas de Daigo e grande atuação de Latif. Termina com a eliminação do grandioso Daigo e a glória de Latif por eliminar o atual Bicampeão do torneio.

9.

Evo 2011 Top8 - SFFIV AE–Latif [Viper] vs Poongko [Seth]

Agora na disputa pela segunda vaga da grande final Latif logo após derrotar Daigo Umehara tem a missão de derrotar Poongko. Bem… ele conseguiu! Atuação brilhante, eliminou os dois favoritos e foi para a grande final.

10.

Evo 2011 Top8 - SFFIV AE–Latif [Viper] vs Fuudo [Fei Long]

Chegando embalado nas finais, Latif após eliminar Daigo e Poongko chega e faz uma… péssima luta! Final fraca, lutas feias, fácil e sem sal. Esse EVO valeu e muito pelas partidas do TOP8.

 

É isso, apesar da 4ª colocação de Daigo ele continua sendo o rei e Poongko a grande promessa em futuros torneios. É uma pena o campeonato ter sido vencido por um Fei Long, mas temos que reconhecer que Fuudo foi ótimo, poucos erros, belas execuções e estratégias. Parabéns ao novo campeão mundial… Fuudo!

 

evo_champ_fuudo2

 

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