Saturday, August 27, 2011

Super Street Fighter 4 Arcade Edition 2012 - 3

Hakan

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

• Hakan gets oiled from the start of the match.

• Neutral Jump Light Kick hitbox is bigger.

• Neutral Jump Light Punch is active 8 frames.

• Neutral Jump Medium Punch is active 4 frames.

• Jumping Light Punch is active 8 frames.

• Crouching Hard Punch now hits twice.

• Toward + Medium Punch has a smaller vulnerability area during the start of hit detection.

• Hakan now slides when you do Guard Position (Command Crouch) from a dash and you're oiled, applies to both forward and back dashes.

• Oil Slide does more stun; if you input Oil Shower follow-up, the slide does 100 stun. If you do the Body Press follow-up, 150 stun total during the press. This means you won't miss your combo chances if you stun an opponent with the slide.

• Oil Dive's trajectory and reach revised, buffing Hard Kick and EX.

• Medium and Hard Oil Dive, when whiffing a crouching opponent, will go past your opponent to make punishing him harder.

• Light Kick Oil Dive has a faster startup, Medium Kick has the old LK startup, Hard Kick has the old MK startup.

• Dive won't whiff against shorter characters if they're standing.

• Hakan's Super activates faster, throw priority has been increased and, like Oil Dive, Medium and Hard versions can pass over crouching opponents. LK and MK have a faster startup.

Adon

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

• Close Standing Medium Punch is now at -4 frame disadvantage on block. This was -6 in Arcade Edition.

• Close Standing Medium Kick is +2 on hit, and +3 on block. This was -1 on block and +4 on hit in AE, so it's a big change.

• Adon's focus attack's hitbox size was increased so that it won't whiff on certain characters while crouching.

• All versions of Rising Jaguar got a horizontal hitbox increase on their first hits. This will prevent accidental cross-unders after an FADC of Rising Jaguar.

• Also, there is now one extra frame in Rising Jaguar where it can be FADCed. Thus now it is possible to follow up with Ultra 2.

• Ultra 1 hitbox adjusted so that it's less likely to whiff against standing opponents at close range. This will still whiff on crouching opponents, though.

Evil Ryu

• Health and stun both increased to 900, these were previously 850.

• Far Standing Hard Kick has a bigger hitbox.

• Sweep starts up in 6 frames now, this was 7 frames in AE.

• Far Standing Hard Punch causes a knockdown on counter hit.

• Target Combo's standing Hard Punch causes a knockdown now and can be followed up with an FADC for even bigger damage.

• You can now cancel the Hop Kick into an Air Hurricane Kick. This includes EX. If you are in the corner, you can combo Hop Kick -> Air EX Hurricane Kick -> Ultra 1 or Axe Kick.

• One more frame of invincibility on Medium Dragon Punch.

• Hard Axe Kick now has 26 frames of startup and can be comboed into. Damage and stun on the move has been reduced to 130 and 150, respectively, and has same properties as Medium version to go for additional hits. This attack did 140 damage and 200 stun in AE. It started up in 27 frames before.

• Light Axe Kick on hit gives +1 frame advantage, and the startup on the EX version is 21 frames now. It was 22 frames in AE.

• Landing the Medium or Hard Axe Kick against an airborne opponent causes an untechable knockdown.

• Raging Demon damage increased by 20, doing 370 damage now.

• The amount of time to charge Ultra 1 to full power has been decreased. As an example, you can now land a fully charged Ultra 1 after a Level 2 Focus crumple. A combo example; EX Hadouken -> Level 2 FA crumple -> Full Ultra 1 animation.

Dudley

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

• Standing Hard Kick is now +7 on counter-hit. The blog notes that if you land a counter-hit standing Hard Kick and cancel into Light Ducking, you'll still be at +4.

• Neutral jump Light Punch got a hitbox size buff and the active frames were increased.

• Neutral Jump Hard Punch startup changed to 6 frames, the active frames were increased and the hitbox was extended in size. It started up in 8 frames in AE.

• Angled jumping Light and Medium Punch have had their active times lengthened.

• Dudley's Level 1 Focus Attack has an extra frame of blockstun, when it's guarded. This means that if you dash forward after a Level 1 Focus Attack is guarded, Dudley is now at -3.

• Medium and Hard Short Swing Blow attacks had their hurtbox on Dudley's lower body reduced, it's also easier to connect against a crouching opponent with this.

• EX Thunderbolt does not flash yellow right away and the sound is delayed a bit too, to keep it more ambiguous.

• Thunderbolts no longer lose out as often against airborne opponent's attacks. On hit, opponent cannot tech roll afterwards.

• You can now Super Cancel Dudley's rose taunt. This also means that you can FADC it.

• Dudley's Ultra 1 will now strike more hits against an airborne opponent. [Translator's note: The blog might be talking about making Dudley's Ultra 1 and Ibuki's Ultra 2 so that they juggle non-cinematic like Yun and Yang's do.]

Oni

• Stamina increased from 950 to 1,000.

• EX Dragon Punch leads to an untechable knockdown if the first hit connects.

• EX Hurricane Kick is more likely to give you the full hits (though it sounds like you still might get some hit whiffs).

• Demon Slash has lower extended hitbox, easier to hit low stance or crouching characters.

• Raging Demon's damage increased from 350 to 370, regardless if it's ground or air.

• With Ultra 1, when you aim it upwards, it's 9 frames on startup, this previously started up in 10 frames. From 0 frame to the second active frame (inclusive), is completely invincible (so from 0 frames to 10 frames).

Juri

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

• Faster toward dash during Feng Shui Engine (Ultra 1), further reach.

• Close Medium Kick 2nd hit has a larger hitbox, less likely to whiff when the 1st hits.

• Focus Attack hitbox revised, will hit smaller characters, when crouching, etc.

• Fuhajin (Fireball) kick attack damage to 50.

• Senpusha (Pinwheel): LK is has 5 frame extra advantage on first hit; MK, HK have 5 frame extra advantage on 1st, 2nd hit; EX has 5 frame extra advantage on 2nd hit.

• Senpusha -> FADC -> Kaisen Dankairaku (Ultra 2) now possible.

• EX Senpusha has an extra frame of invincibility during Feng Shui Engine for the first hit.

• EX Shikusen (dive kick) trajectory can be changed by the kick buttons used during Feng Shui. LK+MK: Same trajectory as before; MK+HK: Same as normal MK version, LK+HK: Same as normal HK version; LK+MK+HK has the same trajectory as before.

• Juri now gains 1/3 meter during Feng Shui Engine, improved from no meter gain.

Ibuki

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

• Bonsho Kick (Toward + Hard Kick) is now +1 on hit, -3 on block and +5 on counter-hit. It also has a different movement trajectory, will hit crouching opponents more easily. This attack used to be -1 on hit and -5 on block in AE.

• Hammer Kick (Toward + Medium Kick) startup time reduced by one frame, it now starts up in 25 frames.

• Tsujigoe (Command Jump) is throw invincible until Ibuki is airborne, from activation until 12 frames and has a smaller hurtbox, making low attacks are easier to dodge; can Super cancel from an earlier timing than before. This way you can fake a normal right in your opponent’s face and then go for her Super.

• Yoroi Toshi's (Ultra 1) fireball release after a whiffed grab will now combo into full hits if it lands on an airborne opponent.

• Yoroi Toshi's fireball will also fully connect against a backdashing opponent, if your spacing is correct.

• Ibuki's Ultra 2 has been altered so that it juggles airborne opponents. The blog had a hard time explaining this one, but basically after a Level 2 Focus Attack, and allowing the opponent to crumple, all hits of Ultra 2 will still land. This might be the non-cinematic juggle like Yang and Yun can do.

Makoto

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

• Reduced health from 1,000 to 950, back to SSF4 value.

• Fukiage (Upwards Punch) damage for LP, MP, HP reduced by 10, it does 90 damage now. EX went from 140 to 120

• EX Karakusa (Grab and Choke) has less range, it's now the same as the Light Version which is 0.93. The range on this was 0.98 in Arcade Edition.

• Standing Hard Kick has a lower extended hitbox.

• Target Combo 1's Standing Medium Kick can be cancelled, like the normal version.

• Tanden Renki (Super Combo) is 3 seconds longer.

• Neutral Jumping Medium Punch has a forward extended hitbox and hurtbox.

• Hayate (Dash Punch) have improved properties on charge.

• Hayate changes: Light Punch Lv3, Lv4 and Medium Punch Lv4 have further forward movement, all Lv4 strengths are -2 on guard

• All Lv5 Hayate strengths break armor, further forward movement, from 170 to 190 damage.

• Can tell when you reach Lv5 charge timing by Makoto's voice.

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 reduced to 130 and the second attack is -7 on block.

• Standing Light Kick's startup increased by two frames for a total of five. However, it keeps the original startup time during Yang's Super.

• Crouching Light Kick's damage reduced from 30 to 20. Upward hurtbox extended.

• Crouching Medium Punch's damage reduced from 80 to 70, and now inflicts 60 damage during his Super.

• Far Standing Medium Punch had its hitbox moved backwards, meaning less range on the attack.

• Jumping Medium Kick's hitbox was altered so it is not as easy to cross up with as before.

• All versions of the dive kick have a larger hurtbox. 2 frames of extra landing recovery were added to all dive kicks and the stun for each was reduced from 100 to 50.

• Light Roll Kick is only invulnerable to projectiles up until frame 5, Medium version has no projectile invulnerability.

• Hitbox on all Roll Kicks were reduced horizontally and have an extra four frames of recovery on block.

• EX Zenpou Tenshin (Flip Grab) has less reach, starts up in 8 frames, and is no longer invincible to throws. In AE this move started up in 7 frames.

• Final hit of Mantis Slashes for all versions does 60 damage. EX Mantis Slashes are now a true blockstring if guarded, meaning there are no frame gaps between any of the slashes.

• Medium and Hard Palm Strike meter gain on whiff reduced from 20 to 10 and all regular versions of the Palm, including the feint, have two extra frames of recovery.

• Hard Palm Strike's damage has been reduced from 150 to 140, chip reduced to 30, stun from 250 to 200; Also, the Medium and Hard Palms now have four fewer active frames.

• Sei'ei Enbu (Super) lasts a second shorter and certain moves do less chip while it is activated.

• Ultra 1 max damage reduced from 480 to 450.

• Ultra 2 startup is 3 frames slower and the damage has been reduced from 440 to 410. The last hit of the non-cinematic Ultra 2 now does 90 damage

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.

• Walk speed both forwards and backwards has been increased.

• Hammer Hook (Toward + Hard Punch) has been heavily revised in terms of frame advantage. If Hammer Hook lands on a standing opponent, then Cody is at +3 frame advantage. If he hits a crouching opponent with it he gets -1 frame disadvantage. If the move is guarded, Cody is at -4 frame disadvantage. You can also use this move while holding a knife.

• After connecting a Hammer Hook on a standing opponent, cr.LK xx MK Ruffian Kick followup combo is now possible.

• Bad Spray is now two hits and Super cancellable. You can now FADC the Bad Spray.

• Bad Spray, FADC into Final Destruction (Ultra 1) is now possible.

• Medium Ruffian Kick has had a hitbox size increase in the forward direction.

• EX Zonk Knuckle's first hit does further horizontal knockback.

• The blog notes that EX Zonk Knuckle -> FADC -> Final Destruction (Ultra 1) is a little easier now.

• Cody can now block during his Knife Pickup animation.

• Knife Standing Light Punch +6 on hit. This was +5 in AE.

• Knife Standing Medium Punch is +2 on hit. This was +3 in AE.

• Knife Standing Hard Punch is +3 on hit. This was +2 in AE.

• Knife Crouching Medium Punch now has 4 active frames, smaller arm hurtbox, making it harder to stuff.

• Knife Crouching Hard Punch is now a 7 frame start-up, easier to use as anti-air.

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 now does 120 damage, down from 150.

• Target Combo 3 now does 120 damage, down from 150.

• Target Combo 4 now does 130 damage, down from 160/170. The second hit of the move is now -6 on block, when it used to be -3.

• Target Combo 5 now does 70 damage, down from 90.

• Crouching Light Kick has an upward extended hurtbox.

• Crouching Medium Punch damage reduced to 50, was previously 60.

• There is now a higher height restriction on all dive kicks.

• All dive kicks get 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.

• Yun's Senpukyaku (Overhead) now does 80 damage instead of 85 during his Super.

• All versions of Zenpou Tenshin (Flip Grab) were slowed down to 11 frame startup each. EX Zenpou Tenshin now has a startup of 8 frames, and has lost its throw invincibility.

• EX Lunge Punch active frames for each hit were altered from 7/2 active to 6/3 active. Also the move is now -1 when blocked from close range.

• Palm Strike meter gain reduced to +20 meter on whiff.

• Palm Feint is now 25 frames overall, whereas the regular Palm Strike is now in motion for 45 frames.

• Palm Strike damage reduced from 160 to 140, stun reduced from 250 to 200, chip damage reduced to 30, active frames reduced from 15 to 10.

• Light Upkicks now only has invulnerability covering up until the first active frame of the move.

• More landing recovery on all versions of Up Kicks (including EX).

• MK Upkick damage nerfed from 130 to 110.

• Hard Punch Shoulder's damage was reduced from 140 to 100, and the EX version had its damage reduced from 80+70(150) to 90+40(130). During the projectile invincible parts of the move, Yun's hurtbox against physical strikes has been increased.

• Gen'ei Jin has had its active time shortened by one second.

Guy

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

• The hitbox on Guy's Neutral Jump Hard Punch has been increased in size.

• Angled jump Medium Punch and angled jump Hard Kick have also received expansions to their hitboxes and hurtboxes. For the most part it will be easier to hit opponents beneath you now after these changes.

• The blog notes that when it says hitbox size increase, it mostly means they extended the bottom for each one.

• Guy's ground throw range has been increased. The blog says that it's now the same as Ryu's.

• Elbow Drop (command normal version) can now be activated with the joystick in the down-back or down-toward position.

• If you choose not to perform an attack after the Izuna Flip, this includes the EX version, Guy's landing recovery has been removed. 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 Hurricane Kick got a hitbox adjustment so that the opponent gets juggled into all of the hits easier. It no longer will easily whiff versus opponents who jump in, or specific characters who have a low crouch.

• Neck Flip was changed so the move won’t fly over opponents who are crouched in close proximity.

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

Dee Jay

We’ve focused on helping him with his lack of power, and buffing his hard-to-use Ultra 1, Sobat Festival.

• Far Standing Medium Punch 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.

• The amount of time that a "Counter Hit" can be registered on Dee Jay after he fires an Air Slasher (Fireball) has been decreased.

• Double Rolling Sobat (Dread Kicks) got a damage increase. Light 80 -> 90, Medium 100 -> 110, Hard 120 -> 130.

• Fixed problem with the Medium Kick Double Rolling Sobat where the second hit would whiff after the 1st hit.

• Dee Jay can now cancel out of Sobat Carnival (Super) into Sobat Festival (Ultra 1). This makes him, according to the blog, the only other character besides Dan who can cancel a Super directly into Ultra. If you land both it does around 570 damage. 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.

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