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Ultra Street Fighter IV


JLM

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Woah. Losing crossup hard kick is a big change to how Seth will play. Or will it more be the case he'll just do similar mixups but using j.mk instead, resulting in less damage? I don't know much Seth.

Oni being able to cancel his SRK on block is a pretty big deal for him. Only the first hit is cancelable but at least now he can resort to a legitimate get-off-me wakeup move if he has enough meter.

EX Fukiage hitting standing opponents is great too, but I've heard some folk say it's currently fast enough to combo into as well as being jump cancellable on hit or block? That's a terrifying sounding Makoto.

Talking of terrifying Makoto; I'd have loved an airborne stunned opponent to have been extra-juggleable like in 3rd Strike rather than immune until they land. Scale it all you want; it would be a load of fun.

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Rose

Forward dash now 20F, down from 21F

Crouch LP damage 20 -> 30

Crouch LK damage 30 -> 40

Crouch MP damage 60 -> 70

L/M/H Soul Spiral damage 100 -> 110

EX Soul Spiral damage 120 -> 130, invincibility 11F -> 13F

M Soul Spark start-up 22F -> 20F

H Soul Spark start-up 29F -> 27F

Illusion Spark start-up 12f -> 10f

Soul Satellite input changed to 214×2+KKK

L Soul Spiral distance increased (via Zhi)

+40 damage for her BNB? I'll take that (edit: with scaling it's +35. Because it was very important to work that out with a calculator, of course.). And no more random EX Reflects/Throws instead of Ultra. Well, once I get used to it and stop using PPP out of muscle memory.

Also Santa has listened to lewismistreated (cf. my sig quote). Shame he's coming a few months late, but never mind eh?

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Dan builds meter with his taunts and FADC into his Ultra 2 does full damage now apparently. That's pretty good. They also say his Dan Kicks will hit crouching opponents and I guess that seems good but I'm worried it might mess up a few of his tricky gimmicks. Hopefully crossup Dan Kicks are still possible without having to use his non-armour-breaking airborne one.

But just think of the pressure on charge characters, I also am a big fan of taunting building meter :)

Delayed wakeup is apparently only on hard knockdowns.

Still not sure whether this will break Elf's mixup game or not.

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Dhalsim

  • Far MP - startup 9F, Hit and/or(?) Blockstun reduced by 1F
  • Far HP - damage 80; Advantage on hit +1
  • Far MK - damage 40-30, stun 100-100

Hooray! Take that focusmongers.

  • back LK - damage 40
  • back MK - less knock back on hit and block

Hooray! Annoying when flame completely misses after b.MK.

  • back HK - damage 100
  • LP Blast - Smaller hurtbox
  • MP Blast - startup 14F
  • EX Blast - damage 90-60, soft knockdown, better horizontal hitbox
  • EX Flame - damage 70-70, better horizontal hitbox
  • U2 - More range

Hooray! I will only use these powers to annoy.

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I copy and pasted the list from Eventhubs as it was this morning because I can't get on any games sites (or reddit) at work. If people could be nice and tell me all the changes that are missing from my post I would be grateful.

Some thinkings:

All of those 'sim changes are excellent, though I still don't know why they'd take that hard knockdown on EX upblast away. Even if delayed wake up does nerf his mix ups, having an extra moment to run away or decide where you want to be on screen afterwards is invaluable to 'sim. Still not seen a good justification for that change but it was announced really early so they must have a reason.

Abel

Close fierce hitbox hitting lower down is a change he's needed since forever. It's rubbish that he can't hit his B'n'B on crouchers. Wheel kick recovery reduced is a bit of a silly change I think. It's a move you shouldn't be able to just throw out brianlessly and good Abel players have all learned to use it properly. That's a change that rewards bad habits. EX falling sky getting better invincibility is another one he's needed for ages. It doesn't do its job at present and it would be nice to see this change.

Good buffs, but delayed wake up will be a real pain for him.

Adon

Jaguar kick damage nerf is very welcome indeed. Such a stupid move.

Akuma

No more sweep cancel into ultra is definitely a step in the right direction. Hoping to see some more nerfs to the sweep before the list is complete though.

Balrog

Medium Punch Swng Blow now +2 on hit, -3 on block.
Last hit of his Ultra 1 can either be Punch or Kick now.
Dash Straight now -1 on hit, -1 on block.
Light Punch Dash Swing Blow 0 on hit, -2 on block.

Not sure about dash straight only being -1 as it sounds a bit brainless. I would hope it's still going to be spacing/strength of punch dependent? I didn't think his dashing straights needed any changes at all really. The other adjustments all see sensible.

C. Viper

- Burst Time has less smoke effect
- Her Focus Attack is +4 on block.
- Viper's moves have increased start up, but better recovery.
- Her super does more damage.

Hard to know what to make of "increased start up but better recovery" until it gets more specific. Super damage is irrelevant. Burst time having less smoke effect; is this to let people see if it's dropped a bit sooner so they're ready to quick rise?

Chun

I assume the stuff Combo showed at the Ultra announcement is in, though it wasn't on the list I read. EX Hazanshu breaking armour is so, so necessary as Chun is incredibly easy to focus crumple and has nothing to deter constant focus attacking in the mid range game. The buffed jump sounds very exciting. Definitely into that as her current jump is garbage.


Cody

- Cody's slide attack is now -2.
- Airborne frames for his Toward + Heavy Kick increased by 1.

That crack kick change was a popular request from Cody players. Makes a lot of sense.

Cammy

- Her crouching light kick is now 4f.
- Reports say she does overall less damage and stun.

Good.

Dan

- Now builds meter on all of his taunts, regardless if he's crouching, or jumping.
- Gets full hit on his DP FADC Ultra 2 juggle.
- Dan Kicks have a better hit box and should be connect on crouching characters.

Yes. Yes to these, though I share Joffo's concerns about Dan kick gimmickry suffering.


Dee Jay

- Standing Light Punch start up is 6f.
- Crouching Light Kick start up is 4f.
- Crouching Medium Punch's hit box has been improved.
- Crouching Medium Kick's damage is now 80.
- Crouching Hard Kick's hit box has been improved.
- Air Slasher now has 15 frames of start up, it was 12 in AE.
- Heavy Kick Dread Kicks (Sobat) are now -3 on block. They were -9 in AE.
- His ultra 1 travels further.

All pretty good changes there. I like these.

Dhalsim

All of those 'sim changes are excellent, though I still don't know why they'd take that hard knockdown on EX upblast away. Even if delayed wake up does nerf his mix ups, having an extra moment to run away or decide where you want to be on screen afterwards is invaluable to 'sim. Still not seen a good justification for that change but it was announced really early so they must have a reason.

Dudley

- Standing Hard Punch, Standing Hard Kick, Crouching Light Punch, Crouching Medium Punch were all reported to be buffed.
- Light Punch Machine Gun Blow is -1 on block.
- Short Swing Blow has longer throw invincibility.

Yes to that SSB change. Yes. It is designed to beat throws, so getting thrown out of it is the most infuriating thing ever. I love the idea that standing fierce can even be buffed. Standing roundhouse and cr. mp buffs are also delicious. Smug already makes those look like the best normals in the game, so they should be beastly. I'd like to see a cr. mk buff to help in some of his horror match ups though.


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I think not being able to time his mixups to the opponent's wakeup will definitely be a bad thing for El Fuerte. Of course he has pretty weak wakeup options himself so he might escape where he wouldn't have before. I wonder how the delay will work; if it's just a different but consistent delay then I'm sure people will develop pressure to take that into account. A Ryu jumping hard punch into lk.tatsu which would have caught backdash and may well land in time to continue with further meaty pressure.

Do any of the videos show the timing? I've not obsessed over them yet.

Haha. Good ole Jellum.

Here's a copying pissed of all the SRK page's changes:

System Changes

(via reiketsuhidou)

  • Red Focus Attack only absorbs 2 hits, the 3rd hit causes a counter-hit.
  • EX Red Focus Attack cancel costs 4 bars
  • EX Red Focus Attack Level 1 does not crumple the opponent (via _BNBBN_)
  • Delayed wakeup activated by holding any two buttons when in hard knockdown (via Kim1234)

Character Info

(These details are listed in alphabetical order by character name.)

Abel

(via _BNBBN_)

  • Close standing HP hitbox expanded downward
  • Wheel Kick recovery reduced
  • EX Falling Sky upper body invincibility increased from 2 to 3

Adon

  • Jaguar Kick damage reduced (via atwiki)

(via Aristobule)

  • L/M Jaguar Kick damage 140 -> 130
  • H Jaguar Kick damage 130 -> 120
  • Far HK seems to be only one hit now.
  • All air Jaguar Kick damage reduce by half
  • Jaguar Crunch (F+MP) now +3 on hit against standing opponents

Akuma

  • Crouching HK can not be cancelled into Shun Goku Satsu (via _BNBBN_)

(via kanaya0530)

  • Back jump Zanku Hadoken has 2 more frames of recovery
  • HP Goshoryuken can only be Focus cancelled on the first hit, invincibility reduced from 6F to 5F

Balrog

(via Aries0079)

  • Dash Straight now -1 on hit, -1 on block
  • LP Dash Swing Blow now ±0 on hit, -2 on block
  • MP Dash Swing Blow now +2 on hit, -3 on block
  • EX Dash Ground Smash now -1 on block
  • UC1 (Violent Buffalo) – Last hit can be either Punch or Kick
  • Buffalo Headbutt recovery is mostly the same

Blanka

  • Close standing MK from start-up to 4F is airborne (via _BNBBN_)

Cammy

(via Kim1234)

  • Combo damage and stun reduced.
  • Crouching LK start-up now 4F

(via _BNBBN_)

  • Crouching HP reduce from +7 to +5 on hit
  • Crouching LK no longer can be chained
  • Cannon Strike height restriction reduced, landing recovery increased from 5F to 9F

Chun-Li

(via _BNBBN_)

  • Jump reduced from 41F to 36F
  • EX Kikoken now knocks down
  • UC2 (Kikoshou) damage increased by 50
  • EX Hazanshu now breaks armor

(via 4eajt)

  • Vitality increased to 950
  • DF+LK hitbox expanded, start-up 10F
  • EX Spinning Bird Kick hitbox expanded
  • UC2 (Kikoshou) invincible until 9F, until start-up

Cody

  • Crack Kick (F+HK) is airborne from first frame (via _BNBBN_)

C. Viper

  • UC1 (Burst Time) Smoke effects reduced (via _BNBBN_)
  • Increased damage on Super (via Kim1234)

Dan

(via Zhi [1, 2])

  • Now builds meter with every taunt
  • Full hits on Koryuken (623+P) FADC to Ultra 2
  • Dankukyaku (214+K) hitbox improved, now hits crouching opponents

Dee Jay

(via yoshy047)

  • Far standing MP start-up reduced from 7F to 6F
  • Far standing HP meaty hit floats the opponent on counter-hit
  • Crouching LK start-up reduced from 5F to 4F
  • Crouching MP hitbox size increased
  • Crouching MK damage increased from 70 to 80
  • Crouching HP hitbox size increased
  • Air Slasher chip increased from 12 to 15
  • LK Double Rolling Sobat now -3 on block (correction via haku623)
  • Sobat Festival forward movement increased

Dhalsim

  • Standing MK does 2 hits, 200 stun (via _BNBBN_)

(via perico2321 [1, 2])

  • Standing MP start-up reduced from 10F to 9F, -1 on hit and block
  • Standing HP damage increased from 75 to 80, +1 on hit
  • Standing MK Damage 40*30, stun 100*100
  • DB+LK damage increased from 30 to 40
  • DB+MK slightly less pushback on hit and block
  • DB+HK damage increased from 90 to 100
  • LK Yoga Blast has slightly reduced hurtbox
  • MK Yoga Blast start-up reduced from 15F to 14F
  • EX Yoga Blast damage increased from 90*50 to 90*60, hitbox slightly expanded forward
  • EX Yoga Flame damage increased from 50*70 to 70*70, hitbox slightly expanded forward
  • EX Yoga Blast now causes soft knockdown instead of hard
  • UC2 (Yoga Shangri-La) throw range slightly increased

Dudley

(via Crue_)

  • Stand HP hitbox slightly expanded forward and downward
  • Stand HK has less pushback on counter-hit
  • Crouching LP hitbox slightly expanded forward
  • Crouching MK start-up now 7F
  • F+HK hitbox slightly expanded forward
  • All Target Combo damage increased by 10
  • Light Machine Gun Blow -1 on block
  • Normal Short Swing Blow throw invincible until the end of active frames
  • EX Short Swing Blow throw invincible until the first hit

E. Honda

  • EX Oicho now invincible (via _BNBBN_)

(via itsumobasho)

  • Close standing HP’s hitbox increased
  • Far standing HP’s damage changed to 90
  • Jump MP’s hurtbox reduced
  • Jump MK’s active frames increased
  • EX Headbutt on block leaves him closer to opponent by a lot. Vega’s crouch MP can now hit him with ease
  • Super has 8 frame startup
  • Ultra 2 comes out in 1 frame, character width 1.4, 720 motion
  • Far standing HK is now -6 on block (used to be -7)
  • Sumo splash active frames increased by 1 frame

Elena

Uryo’s early impressions (translation via Shouta):

Slide is strong. Her overheads are long and fast. Her jump is slow-moving. If you hit the EX DP, you knock them all the way to the top. Her EX overhead is ridiculously fast. Her FA is floating. She feels kind of like Sakura. Feels like a character strong at controlling the match. With a bit of research time, she could be really strong.

(via Zhi [1, 2, 3, 4])

  • Slide (3+HK) is powerful
  • Fast overhead
  • Strong footsie game
  • Jump is very floaty
  • Scratch Wheel (623+K) launches opponents very high
  • Healing increases the longer you hold buttons, may restore nearly 50% life
  • Sweep goes under fireballs (via Kim1234)

El Fuerte

(via Iorifuerte)

  • Far Standing LK start-up 3F, not cancellable
  • Tostada Press active frames increased by 1F
  • Fajita Buster damage increased to 180
  • Quesadilla Bomb connects from crouching MK
  • Close standing HK start-up now 10F
  • Crouching MK EX Red Focus does not conncect
  • LK and HK Guacamole Leg Throw invincibility increased
  • non-EX Quesadilla Bomb start-up now 14F, recovery reduced by 4F
  • EX Quesadilla Bomb now throw invincible
  • Gordita Sobat recovery reduced by 1F

Evil Ryu

(via _BNBBN_)

  • Vitality increased to 950
  • Crouching HK start-up is now 6F
  • Senbukyaku (F+MK) hitbox expanded downward
  • Target Combo can now be done from far standing MP
  • HK Ryusokyaku start-up reduced from 26F to 25F

(via wnder1261)

  • Crouching MK guard recovery increased by 1F
  • Tatsumaki Senpukyaku has farther movement distance

Fei Long

  • LP Rekkaken has slightly reduced range (via atwiki)

(via Aries0079)

  • Crouching LK is now 4F start-up
  • Crouching MP damage increased
  • Tenshin has reduced recovery

Gen

(via Zhi)

  • Less pushback and recovery on Hyakurenko (hands)
  • Opponent can quick rise after HK Gekiro (623+K)
  • EX Gekiro causes hard knockdown
  • Jyasen ([4]6+P) better on block

Gouken

(via LiNGo164)

  • Far standing LK is now cancellable
  • Crouching MP now +3 on hit (from +1)
  • Kongoshin will no longer activate with DF, F, DF motion
  • Hyakki Gosai (Demon Flip throw) stun reduced from 200 to 160
  • LP Senkugoshoha has slightly expanded hitbox
  • EX Tatsumaki Gorasen has expanded hitbox (hits crouchers)

Guile

  • UC1 auto-corrects, start-up 5F (via _BNBBN_)

(via rari4649)

  • Hurtbox on wake-up reduced
  • Crouching LP +5 on hit
  • Crouching MK hitbox and hurtbox expanded
  • Reverse Spin Kick hitbox expanded downard
  • Air throw range slightly increased
  • Flash Kick has 1F more invincibility
  • UC1 start-up now 5F, invincible 15F, 450 damage, auto-corrects
  • UC2 (Sonic Hurricane) damage increased to 350

Guy

(via _BNBBN_)

  • Walk speed increased
  • Crouching MP has weaker hitbox, can’t be used as an anti-air
  • EX Bushin Senpukayku has a larger hitbox, easier to suck in opponent, start-up increased from 4F to 6F

Hugo

Uryo’s early impressions (translation by Shouta):

(via Zhi)

He’s so big, it’s just impossible. The only combo I knew was cr.lk into EX lariat. You can land cr.lp a lot. st.mk is an overhead. His normals are so heavy and slow that he doesn’t have many you can use (I think). He’s just too big.

  • Feels clunky, little mobility
  • LK can cancel into Monster Lariat (236+K)

Ibuki

(via _BNBBN_)

  • Angle of LP Kunai now more vertical
  • All Neckbreakers except EX are soft knockdown
  • MK Tsumuji recovery increased by 1 frame

(via pgr_pgr_)

  • F+MK hitbox expanded downward, +2 on block
  • Second hit of TC4 hitbox expanded downward
  • Tsujigoe total frames reduced by 6
  • Tsumuji hitbox expanded downard
  • EX Kazegiri invincibility increased from 6F to 7F

Juri

(via atwiki)

  • F+MK is airborne from first frame
  • Jump HP no longer downs, but from Focus Attack Level 2 → Backdash, Forward Jump MP → Jump HP connects
  • Far standing LK now 4F
  • Crouching MK is now 5F
  • F+MK is airborne from first frame
  • Far Standing HK is airborne on 3F
  • Standing LP hitbox expanded
  • EX Senpusha invincible until 7F
  • UC2 hitbox expanded forward

Ken

(via minekids0108)

  • Movement speed increased
  • Close standing MK hitbox expanded downward
  • Crouching HK start-up now 7F
  • Hadoken damage increased by 10
  • F+HK is ieven on block
  • UC1 (Shinryuken) – Non-cinematic damage increased by 30
  • UC2 (Guren Senpukyaku) – Hitbox of first hit expanded forward

Makoto

  • Fukiage hits grounded opponents, jump cancellable on hit or block (via _BNBBN_)

M. Bison

  • LK Double Knee Press now -1 on block (via Aries0079)

Oni

  • First hit of Goshoryuken can be Focus cancelled on hit or block (via _BNBBN_)

Poison

Uryo’s early impressions (translation by Shouta):

(via Zhi [1, 2, 3])

I tried Poison out. Her jump is floaty. Her Rekka won’t connect from the tip of her cr.mk. Her cr.lk into weak rekka will connect. FADC connects into full Ultra 1. EX Rekka can be followed up by Weak DP. cr.mk and st.mk can be special canceled. You can land cr.lk from her flip kick on counter hit. Maybe you can connect it on a normal hit?

  • cr.MK has good distance and is cancelable
  • Ultra 2 is a counter.
  • Love Me Tender (214+K) can link into LK
  • Jumps feel floaty
  • Retains Kissed by a Goddess (623+K), juggles after EX Rekkas
  • Retains varying Aeolus Edge (236+P) speeds
  • Can FADC from Kissed by a Goddess to Ultra 1
  • Rekka doesn’t connect after maximum length cancel from cr.MK

Rolento

Uryo’s early impressions (translation by Shouta):

(via Zhi)

cr.mk is really short, about the same as Rufus or so. Stinger feels lackluster on all fronts. First rep of Patriot circle seems to be about -2 or -3. cr.lp (I think) seems strong as always. Seems like there’s a lot more to dig into.

  • cr.MK distance similar to Rufus’
  • First hit of Rekka on block feels -2/-3
  • Jabs still powerful
  • Can’t combo Patriot Circles after cr.LP (via Kim1234)

Rose

(via Aristobule)

  • Forward dash now 20F, down from 21F
  • Crouch LP damage 20 -> 30
  • Crouch LK damage 30 -> 40
  • Crouch MP damage 60 -> 70
  • L/M/H Soul Spiral damage 100 -> 110
  • EX Soul Spiral damage 120 -> 130, invincibility 11F -> 13F
  • M Soul Spark start-up 22F -> 20F
  • H Soul Spark start-up 29F -> 27F
  • Illusion Spark start-up 12f -> 10f
  • Soul Satellite input changed to 214×2+KKK
  • L Soul Spiral distance increased (via Zhi)

Rufus

(via pilothis)

  • Forward throw damage reduced to 135
  • UC1 damage reduced to 420
  • UC2 damage reduced to 360
  • Falcon Kick has 1F more recovery from neutral and forward jump
  • Messiah Kick recovery for M follow-up 22F, H follow-up 19F
  • EX Messiah Kick no longer crosses over the opponent

Ryu

(via cmp_mlk)

  • Crouching MK → Hadoken is easier to connect
  • UC2 (Metsu Shoryuken) has 1F more invincibility

Sagat

(via _BNBBN_)

  • UC1 now does full air juggle in the corner
  • Second hit of far standing LK is now special cancellable

Sakura

  • LK Shunpukyaku now -1 on block (via Aries0079)

(via _BNBBN_)

  • Jump HP has a larger hurtbox
  • EX Shunpukyaku +2 on block

Seth

(via Aries0079)

  • Triangle Jump distance has been reduced
  • Jump MK can crossup
  • Jump HK no longer crosses up
  • Jump back HP, arms extend like Dhalsim
  • Divekick hurtbox increased
  • First hit of Shoryuken cannot be focus canceled
  • Shoryuken invincibility changed from 7F to 5F
  • UC1′s hitbox has been expanded vertically
  • UC2′s recovery (?) changed from 89F to 70F

T. Hawk

(via _BNBBN_)

  • Walk speed increased
  • Close standing MP has less knockback
  • Crouching MK is now special cancellable, super cancellable, Focus cancellable

Yang

(via atwiki)

  • Walk speed increased
  • Jump MK now the same as it was in AE (crosses up)

Yun

  • Invincibility removed from HK Nishou Kyaku. (via Iorifuerte)

(via atwiki)

  • Zenpou Tenshin has reduced throw range
  • Crouching MP and Standing MP damage increased by 10

Zangief

(via minekids0108)

  • LP Banishin Flat is -2 on hit
  • EX Banishing Flat now knocks down, start-up is 16F
  • LP Spinning Pile Drive throw range reduced from 1.75 to 1.6
  • Far Standing MP has bigger hurtbox (via _BNBBN_)

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I am going to write some things about some numbers that have subtly changed in a childrens fighting game that I'll probably never play once I move house.

I wouldn't be surprised if one of those rose spiral buffs means that either lk or mk spiral will connect after a max range cr.mp, so that she doesn't have to foully spend meter on her bnb.

And look at all those nice rufus nerfs.

Sakura's j.hp is less moronic, and ex tatsu is a sane amount of +frames on block, hooray. She's still going to suffer from the delayed wakeup though, so she'll probably be hit quite hard.

T.Haw's thrust peak input change is VERY useful. Getting that out instead of crouching jab was so annoying, since it's punishable on HIT ffs. Condor spire is also now a dp with kicks, which is an excellent input change. Apparently he can FADC ex spire, which seems pointless to me, since you can just use ex dive to escape. Unless there are combeax you can use after maybe.

Gief can safely combo into lp banishing flats, which is kinda useful I guess. BUT I don't think he can hit confirm into ex banishing flats now, with the foul increased startup that it has. That changes EVERYTHING (something).

Bipson's -1 after blocked lk scissors now. Given the pushback I don't think that really changes too much.

Ken continues the roundabout of will he/won't he be able to combo into sweep off (I think) an FADC.

Despite being a Guy main, combofiend doesn't seem to like Guy. What the hell is he meant to anti-air with now?

I dislike cody's slide being safe. I hate safe slides.

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Abel

Close fierce hitbox hitting lower down is a change he's needed since forever. It's rubbish that he can't hit his B'n'B on crouchers. Wheel kick recovery

reduced is a bit of a silly change I think. It's a move you shouldn't be able to just throw out brianlessly and good Abel players have all learned to use it

properly. That's a change that rewards bad habits. EX falling sky getting better invincibility is another one he's needed for ages. It doesn't do its job at

present and it would be nice to see this change.


Good buffs, but delayed wake up will be a real pain for him.


Adon


Jaguar kick damage nerfs are all very welcome indeed. Such a stupid move.
Far standing roundhouse only doing one hit is absolutely huge. Big big nerf there.

Akuma


No more sweep cancel into ultra is definitely a step in the right direction. Hoping to see some more nerfs to the sweep before the list is complete though.
Extra recovery on jump back fireball is great too. For those characters with bad walk speed or bad sweeps it can be tough to get a consistent/worthwhile

punish on those.


Balrog


Not sure about dash straight only being -1 as it sounds a bit brainless. I would hope it's still going to be spacing/strength of punch dependent? I didn't

think his dashing straights needed any changes at all really. The other adjustments all see sensible.


Blanka


Blanka getting a Rose-style standing MK is cool. That move has always looked like it should be throw invulnerable throughout so I'm glad they've done it. I

assume there are more buffs to come.

C. Viper


Hard to know what to make of "moves have increased start up but better recovery" until it gets more specific. Sounds very odd. Super damage is irrelevant.

Burst time having less smoke effect; is this to let people see if it's dropped a bit sooner so they're ready to quick rise?

Chun


EX Hazanshu breaking armour is so, so necessary as Chun is incredibly easy to focus crumple and has nothing to deter constant focus attacking in the mid

range game. The buffed jump sounds very exciting. Definitely into that as her current jump is garbage. Extra damage on U2 is also a necessary change. EX

fireball knocking down makes it a much more viable option in fireball wars, plus it allows for new fun combos. Extra health is very welcome, as is the return

of her best anti-air for covering angles she can't deal with in AE2012. Oh, and EX SBK buff is beautiful. Didn't think we'd be getting that at all. It'll

still be easy to safe jump, easy to bait and generally not good, but if it stops losing to cross ups that don't even need to be set up properly I would be

very happy indeed.

Cody


That crack kick change was a popular request from Cody players. Makes a lot of sense. Hope he gets more stuff though. Love me some Cody.

Cammy


Less damage and stun had to be done. Extra recovery on cannon strikes is a beautiful thing. Not being able to chain cr. short any more is a significant nerf

too. All sensible changes.

Dan

Yes. Yes to these. Love the meter building taunts and making FADC ultra 2 more worthwhile is a good call. I share Joffo's concerns about Dan kick gimmickry

suffering a little but the Dan kick change initially seems like a good buff too.


Dee Jay

All pretty good changes. U1 needed extra range to do its job properly. LK dread kick -3 seems fair. Far standing MP getting a speed buff is amazing for him;

making an already strong anti-air even better. A buff on cr. mk damage is big too as he tends to end everything with it and his damage output is generally

terrible. Faster crouching short is really nice for him too. That move has great range already, so a bit of extra speed will make it very effective. Anti-air

far fierce causing juggle more reliable is great too. That's supposed to work already but it's ludicrously hard to pull it off in matches.


Dhalsim


The majority of those 'sim changes are excellent. More damage, less frustrating combo drops. Lots of stuff he needed there. I still don't know why they'd

take that hard knockdown on EX upblast away though. Even if delayed wake up does nerf his mix ups, having an extra moment to run away or decide where you

want to be on screen afterwards is invaluable to 'sim. Still not seen a good justification for that change but it was announced really early so they must

have a reason.

Dudley

Yes to that SSB change. Yes. It is designed to beat throws, so getting thrown out of it is the most infuriating thing ever. I love the idea that standing

fierce can even be buffed. Standing roundhouse and cr. mp buffs are also delicious. Smug already makes those look like the best normals in the game, so they

should be beastly. Buffed overhead and crouching jab ranges are most welcome. The cr. mk buff to help with his horror match ups is the best one though. Oh my

how he needs that.


E. Honda


Jumping MP is going to be Sakura-esque. It's already close to its Super broken-ness in AE 2012 and it's getting buffed again. Dang. EX Ochio invincibility is

long overdue. It's always felt like it should be invincible. Good stuff.


El Fuerte


Lots of nice buffs for El Fuerte. EX Q. Bomb getting throw invincibility is pretty big as he's currently free to grabs on his wake up. Delayed wake up is a big problem fo rhim. Oh well.

Evil Ryu


Extra health is nice. 6f sweep is nuts. Tatsu going further is important. as it's a really common issue at the moment that combos into lk tatsu won't connect at ranges where they really should. He's going to be a big threat in ultra. He was already strong and he's getting nothing but buffs that he doesn't strictly need.


Fei Long


Nerfed rekka range was the big one. Everything else is neither here nor there for me. As long as he doesn't have a poke that covers half the screen, gives a knockdown and corner carries then he can have all his other stupid stuff.


Gen


The hands thing will need to be match up tested. Curious to see how the punishable on hit/do you leave it out or not mix up thing will be changed.


Gouken


EX tatsu hitting crouchers is THE buff for Gouken. So, so glad they've finally sorted that. Cr. mp is already godlike, giving it +3 is lovely. Far standing light kick being cancellable is fantastic too. Very happy indeed with all of that.

Guile


Everything he needed and more there.


Guy


Cr. mp hitbox was a tad silly. Haggles, standing roundhouse is a very capable anti-air, so it won't be too crippling a nerf., plus there are few characters better at going air to air than Guy. Buffed walk speed is ridiculous. He already has a hugely underrated ground game, plus his already terrifying tick throw/counter hit game will get even better if he can walk in and out of grab range faster. Better hitbox and vacuum on EX tatsu is great too. Lovely stuff for Guy.

Ibuki

De-vortexed and MK tsumuji pressure a bit less derpy. Good changes. She still has a ridiculously deep bag of tricks outside of the kunai vortex. She'll be fine and she'll be effective in a less intelligence-insulting way than before.

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Juri

Great buff on her overhead to make ther high/low/throw mix up even more potent, particularly during U1. Standing jab hitbox buff is interesting. If it hit crouchers then that's a significant buff. 5f crouching MK is outstanding. EX pinwheel buff is massive. If she wants to spend three bars on a safe wake up then it should at least have real invincibility. Excellent stuff all round.


Ken

Good buffs for Ken. He should feel more agile and nimble than Ryu, so I'm all for the movement speed increase. They really can't decide what to do with his sweep can they. It's a tough one because he's not meant to have Ryu footsies but you could argue that he needs to be able to combo into it. U2 needed a hitbox buff for sure; I hope it's significant enough to make it more useful as it's on the verge of being a good ultra and a real alternative to U1.

Makoto

Fukiage buffs sound insanely good. She's already an underrated beast of a character in 2012, so this must be a welcome surprise for Mak players.

M. Bison

-1 on LK scissors seems fair. That said, people are used to Bison corner pressure now and I think it's only very good as opposed to too good in 2012. Extra recovery on teleport is a godsend for characters who don't have a suitable option select or potent chase down to deal with it. For everyone else it'll make little difference. Seems like a reasonable change. Far standing MP buffered into short scissors might be pretty good. Crouching fierce needed a buff. It's always looked like a good button but actually been quite shit, so hopefully it'll have some use as an anti-air now. The U2 charge buff was definitely necessary. Changing the input from qcf to charging really neutered that move, reducing the charge time at least provides a bit of a compromise.

Oni

DP FADC on block for Oni might be the single biggest buff so far, perhaps alongside Gouken's EX tatsu. Real game changer for him that one. Like Evil Ryu, I think Oni will end up getting a few more buffs that he doesn't necessarily need and do some tier list climbing soon. Wao and OMH will be very pleased.


Rose

Damage increase on the B'n'B is lovely. EX spiral buff is nice. Again, I think a move that takes 3 bars to be done safely is allowed to be a legit invincible reversal. That U2 change is what they should have done several updates ago. About bleedin' time. LK soul spiral range buff could end up being a notable nerf rather than a buff. Its limited range is one of its strengths because it lends itself so well to safe pressure when spaced correctly.


Rufus

The Messiah kick ender "mix up" on block is a bit of a silly thing, so it's not a great loss that they've changed that. There's still the delayed LK ender, immediate LK ender, no ender, LK ender FADC, LK ended FADC (Hold) mix up available. If they truly have fixed it so EX Messiah stops going over characters for good then that is probably the biggest buff you could give him. Personally don't think the Ultra damage nerfs are necessary. Forward throw probably was, though that might just be me selfishly being happy about it.

Ryu

Still curious to know the full extent of cr. mk xx fireball buff as it could be ridiculous or it could end up being a non-issue. I don't think Ryu needed any changes at all and that 2012 Ryu is a near perfect iteration of him. 1f more invincibility on U2? Sure, why not I guess.

Sagat

U1 getting full hits in the corner is a huge buff for him. He gives up so much damage from that thing dropping in the corner and cutting off the most damaging bit. With that sorted I don't think Sagat needs any further changes. I maintain that he is the most legit. character in the game in his current form.

Sakura

Yup, all the correct nerfs there. With those fixed I think she's fine. Still a very strong character but not in such a stupid way.


Seth

I actually don't think the jump roundhouse/jump mk cross up switcheroo was necessary. All I wanted in terms of his air normals was for the dive kick hurtbox to be increased and they've done that as well. Still, I think it's the fact that it was a roundhouse was what irked people and I can totally see that argument. Getting the Dhalsim sniper back is quite a big one. Zangief will be THRILLED. DP nerfs are welcome. Still a stupid character by design and all you can really do with him is damage limitation. Seems like they're trying.


T. Hawk

Walk speed increase was so very very necessary. Cr. mk functionality is all good. It'd be nice if they fixed fierce condor spire. What have they done with the thrust peak input? I haven't seen the up to date lists.


Yang

Getting jumping MK cross up was the number one buff he needed. Increased walk speed is huge for him as he's an excellent footsies character already. I still think he needs a touch more damage, but other than that I'm happy.

Yun

I think AE 2012 Yun is fine, so surprised to see some fairly big nerfs. Those damage buffs are quite significant though, seeing as he can link medium punches together for days.


Zangief

Putting Gief back to Super Gief is obviously the correct choice. EX green hand knockdown and more sensible jab SPD range is the way to go. Why they felt the need to change that in the first place has always been a mystery to me. Shame they've nerfed standing MP though, I love that move.


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If someone could copy in stuffs that weren't on the list Joffles very kindly posted then I would be grateful. I hadn't seen the T. Hawk thrust peak change and one or two others people have mentioned.

Uryo's Hugo write up is wonderful too.

He's just... he's just too big.

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Jellum as far as I've seen gief's ex banishing flats (I will keep calling it that) now starts up in 0.266667s as opposed to 0.2166667s. Which means he cannae combo into it from light attacks. Instead he'll have to end combos with lp flats for -2 advantage on hit, but ex flats gets the knockdown.

That's a real mixed bag and I don't know whether it's a buff or nerf to be honest.

That reddit link i posted earlier is being repeatedly updated and has some of the stuff i was referring to that might not be mentioned.

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pls also where is the hugo write up

It's tooooooo big

Also Elf now has this

- EX Guacamole Leg Throw downward hitbox increased. Apparently his RSF loop can now be canceled into EX Guacamole Leg Throw and hit.

which might have some other interesting uses?

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I can't get on reddit here. :(

Will have to scour it over the weekend. Actually, I'm sure it will all be discussed in painstaking detail on the trips too/from Teesports tomorrow.

Not being able to combo into ex green hand from lights would be awful.

Uryo on Hugo:

He’s so big, it’s just impossible. The only combo I knew was cr.lk into EX lariat. You can land cr.lp a lot. st.mk is an overhead. His normals are so heavy and slow that he doesn’t have many you can use (I think). He’s just too big.

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