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Posted
Same on both counts. I prefer Yang to Yun anyway. I wonder if they'll retain their Third Strike colors, or get a portion of them and then have others completely made up at random.

Yang IS better than Yun when Genei Jin isn't considered. Without GJ, Yun is a mid-tier character at best, at least in 3s.

if you saw makoto walking down the street would you say to her "hey, babe, nice jugs" would you say "i got ranch in my pocket"?

What.The.Fuck! :lol:

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  • 2 weeks later...
Posted

Balance changes so far

General

* All characters now considered to be mid-air right after the invincibility frames of their backdashes end.

Ryu

+ Far Standing Medium Punch is now Special Cancelable.

+ Close Standing Medium Kick damage increased. This took off 70 life in SSF4.

+ Close Standing Hard Kick has more frame advantage on hit and block. You can Link into a Shoryuken now with it.

+ Decreased Crouching Medium Kick's active frames.

- Towards + Hard Punch (Dash Punch) damage decreased. This took off 120 life in SSF4.

- Jump arc nerfed on his Air Hurricane Kick. It's more difficult to run away with this, but crossups with it will be more ambiguous.

+ EX Air Hurricane Kick will no longer miss last few hits.

Balrog

-/+ Damage for Close Standing Medium Punch was decreased slightly. It now forces opponent to stand on hit, and is Special Cancelable. This move took off 80 life in SSF4.

- Far Standing Light Punch will now miss crouching opponents.

- Damage on Headbutt was decreased and it now has more recovery frames of animation, but recovery time is the same if it hits. Balrog's Headbutt took off 100/120/140/150 for the Light, Medium, Hard and EX versions in SSF4.

+ Ultra 2 (Dirty Bull) motion changed from a 720 to two half-circle backs + 3x Punch.

C. Viper

+ Ultra 2's hitbox size increased.

Cammy

+ Close and Far Standing Light Punch, Close Standing Medium and Hard Punch, Crouching Light and Medium Punch recovery time decreased. These changes give Cammy more frame advantage with her Normals.

- Cannon Spike flies less distance away after connecting, making it easier to punish, this is on block and hit.

- Regular version of Cammy's Cannon Strike (Dive Kick) cannot be done as low to the ground as before. The EX version was unaffected.

Guy

-/+ Crouching Light Kick damage decreased. Has a 3 frame startup now, it was 4 before and took off 30 damage.

+Far Standing Medium Kick has faster startup time and less recovery.

+Far Standing Medium Punch hitbox improved.

+Towards + Medium Punch (Overhead) is two hits now and no longer leaves you at a frame disadvantage on hit.

+EX Run timing for followups is the same as the regular version now.

+EX Run Stop follow up has Super Armor.

+EX Run Slide follow up has projectile invincibility.

+Super does more damage, and fixed some problems with it not connecting after a combo.

Ken

+ Less recovery time on Crouching Medium Punch. He can now combo Crouching Medium Punch into Crouching Medium Kick.

+ Improved the hit box for Crouching Light Punch.

+ Target Combo hit box (Medium Punch into Hard Punch) also had its hitbox improved.

+/- Light Punch Shoryuken has 2 extra frames of recovery, but now does 120 damage. It did 100 damage in SSF4.

+ EX Fireball can juggle twice in the air, so now you can get full juggle off a Light Punch Shoryuken into EX Fireball.

- EX Air Hurricane Kick can now be blocked high or low. Used to be that it had to be blocked high.

Vega

+ Crouching Medium Kick start up is now 6 frames, which is 2 frames faster.

- Crouching Medium Punch and Crouching Medium Kick do less damage.

- More recovery time for Cosmic Heel (Down-Toward + Hard Kick, Launcher) on block.

+ Less recovery time on EX Rolling Crystal Flash.

+ You can now combo Crouching Medium Punch from an EX Rolling Crystal Flash.

- His Ultra 2 has slightly more startup time.

Rufus

- EX Messiah does less damage. It took off 100 damage in SSF4.

- When Ultra 2 (Big Bang Typhoon) is used as an anti-air, it won't fully connect, so it does less damage in these scenarios now.

Fei Long

+ Close and Far Standing Light Punch have an extra frame of advantage, making it +6 now.

+ Close Standing Medium Kick has a 4 frame startup.

+ Additional frame advantage on many moves.

+ Less recovery on EX Rekka on hit and on guard.

- No invincibility on his Hard Flying Kick (Chicken Wing).

- Crouching Medium Kick still cannot be Canceled, earlier reports said this might happen.

Juri

+ Her Fireball Kick (projectile) knocks the opponent higher up into the air. Now you can combo it into a Pinwheel Kick, for example.

- Less stun and damage on the kick part of the Fireball Kick.

+ No changes to Ultra 1, but because of the changes to the kick part of the Fireball Kick, it's easier to score knockdowns.

+ Faster foot speed, while walking towards and backwards.

+ EX Focus Attack hitbox improved.

Chun-Li

- Stun damage reduced on Crouching Hard Kick. Damage reduced on Standing Medium Punch. Both moves have the same hit properties.

- Her Focus Attack is now easier for opponents to hit. Assumption on what this means: Chun-Li would step back when she started her Focus Attack animation, some moves would miss her because of this. It sounds like this will no longer be the case in Arcade Edition.

- Down-Toward + Light Kick comes out slower, more vulnerability. Can still combo after it if it hits an airborne opponent.

+ No changes to her Special Moves.

El Fuerte

+ Far Light Punch and Crouching Light Punch now have a 4 frame start up (these moves had a 5 frame start up in SSFIV), but also have additional active frames, making them easier to connect.

+ Crouching Light Punch can now be Chain Canceled.

- More recovery on Guacamole Slam (Air Grab) on landing, which includes the EX version, making this easier to punish.

- Tortilla Propeller (Run away, press Hard Punch) lost invincibility, can be countered more easily.

- More startup frames on El Fuerte's Ultra 2 and the damage was also reduced. The size of the hitbox changes with movement (?), making it harder to hit overall.

Sakura

+ Close Medium Punch has less recovery.

+ Crouching Medium Punch and Kick can combo from a hit confirm.

+ Far Standing Medium Punch can be Canceled, just like Ryu.

+ Vulnerable hitbox on far Standing Medium Kick reduced, making it harder to hit her out of it.

+ Air Arcing Hurricane Kick can get more airborne hits.

+ Recovery time on her Fireball reduced.

+ Other various adjustments on making hitboxes bigger, damage, and recovery done to make her stronger.

Cody

+ Crouching Light Kick now has a 3 frame start up, it was 4 frames in SSFIV. Frame advantage on hit is still the same. Should be a better low poke, with reach, now.

+ Toward + Hard Kick has more ability to juggle after connecting it. Until now, on a grounded opponent, the first hits of EX Criminal Upper didn't connect, but now they will.

+ The range at which Cody can pick up the knife has been increased.

E. Honda

- Light Punch Headbutt now has lower body invincibility instead of upper body invincibility, so it will be harder to utilize it as anti air.

+ Ultra 1 has projectile invincibility until the last active frame.

+/- Ultra 2's command has been changed to two half-circle backs from a 720 motion. It's easier to get it out now. Also, while its range increased, it starts up in 2f so it's possible to dodge it after screen freeze.

-/+ He had solid skills that builds high damage, so he had overall damage decrease. His basis of strength has not changed, so he can fight as he does now.

Gouken

+ All of Gouken's normal moves have been improved.

+ Close Standing Hard Punch and Close Standing Hard Kick have more frame advantage.

+ Close Standing Medium Kick has 3 frame start up start-up, so it'll be easier to compete against some of the other fighters.

+ Neutral Jump Hard Punch and diagonal Jump Hard Kick have pursuit properties, and will slam opponents into the ground.

* Ranges on his normal moves haven't changed.

- Back grab has been changed to deal gray damage, so the combo damage from the grab has been decreased. (Translator's note: They're probably saying that the back grab deals 0 gray damage, so it'll get scaled as a combo as well.)

+ In specials, Light Punch Running Palm (Senkugoshoha) has been drastically changed, so it will connect from weak attacks (Light Punch/Light Kick), and EX Hurricane Kick locks opponent, making it easier to combo.

+ Recovery of the Demon Flip Focus has been significantly decreased, making it easier to utilize.

+ Kongo (Counter) is changed as well. To be precise, it can only be activated now by using Punch buttons and the strength of the Punch changes where it sets up a counter hit at. Light for low attacks, Medium for middle attacks, and Hard for upper body attacks.

+ His normal and special moves have been changed, and he will be able to do new things while retaining old tactics.

-/+ As a result, his 'easiness' might have been changed, but you will be able to enjoy strategies different from Ryu and Akuma.

Rose

- Her Super will no longer work when there is a Soul Spark in the screen. It is still possible to Cancel into Super from a Soul Spark, though.

- Soul Satellite (Ultra 2) has been changed. For the sake of balance, its invincibility has been decreased (or erased).

+ Normals, her projectile, anti air and her basic tactics will stay, so basically, Soul Satellite is the only one that has really been changed.

Ibuki

- There have been changes to her normal moves.

+ Standing Light Kick has a 4 frame start-up, so it'll be easier to utilize as a weak attack.

+ Standing Medium Kick got changed to have a 5 frame start-up so it's possible to use it as the starting point of combos.

Special Moves

- Kunai's (Dagger Toss) damage was decreased.

- Neck Breaker had damage and stun nerf.

* Jump back Kunai's trajectory has been changed to nearly straight vertical-wise.

+ A Crouching Hard Kick into Standing Hard Kick Target Combo was added. It works in the same way as the later part of her Target Combo 6, but it added in more strategies.

+ Her Jump Flip (Tsuijigoe) would register as a counter hit when she was hit out of it, so this was fixed.

+/- Some of the normal moves have been buffed, and some special moves nerfed, but her potential will be the same as she is now. She will still be the same character when she is in control of the game, so it'll be fun to utilize her!

Posted

im gonna laugh so hard if with all the tweaks they ruin the balance that the game has (even though im still not convinced that ssf4 is as balances as people like to say :/ )

Posted (edited)
>>even though im still not convinced that the SF series is as balanced as people like to say :/

Fix'd for better accuracy.

well, anyone that believes that previous games like 3s are balanced is on crack

Edited by Hecatom
Posted
+ You can now combo Crouching Medium Punch from an EX Rolling Crystal Flash.

Waitwaitwait. cr.MP links from an EX RCF? So you can do EX RCF > cr.MP > EX Barcelona?

This is glorious.

  • 2 weeks later...
Posted (edited)
Waitwaitwait. cr.MP links from an EX RCF? So you can do EX RCF > cr.MP > EX Barcelona?

This is glorious.

Not necessarily. EX RCF is fireball invincible, but it's also slow as balls to start up (20f), so unless they sped it up for AE, you're gonna be hard pressed to tag all but the DUMBEST fireballs (Shoto fireballs...Guile's just going to laugh at your yodeling ass like always) with a HIT EX RCF (although it's fairly easy to get it blocked and it's only -2 on block so unless you're fighting Gief/Hawk/metered Chun, you're not terribly screwed...and why the fuck would you use EX RCF in those matchups anyway unless you KNEW the chip would kill them?)

Still, if you can land it it WOULD make for a pretty cool combo. Stylish, but barring a massive buff to EX rollclaw, insubstantial.

I'm much more excited about EX Scarlet Terror being a real reversal, though. Becuse God forbid Vega get a fully invincible, metered, un-FADCable reversal that doesn't just make your opponent laugh as you flip into his throw/OS, because having something like that would magically turn him into vanilla SF4 Sagat. Never mind that he STILL has no reliable anti-air for all but the dumbest jump-ins (if you are getting hit by ST/vertical j. HK/air throw...what the fuck are you DOING?) and his blockstrings are damn near nonexistent.

Edited by Ben Reed
Posted (edited)
http://www.eventhubs.com/news/2010/nov/27/ssf4-achievement-images-show-yun-yang-possibly-evil-ryu/

...What the fuck are you doing, Capcom? More Shotos = more retardedness.

If this is real then Ono will be confirmed for god of trolling. His sheer force of trolling will surpass even this site.

Well this wouldn't be completely unexpected because lets face it clones are easy to make especially shotoclones lol. Also I like how they went out of their way to make Evil Ryu and Shin Akuma look quite noticeably different than their plain counterparts. And from the looks of it Satsui no Hadou=SSJ.

Also this is Ono we are talking about he single handedly rivals 4chan with his trolling.

Edited by Starlight777
Posted

more shotos = fail

if this ends being true, im gonna be really pissed, specially if they dont add R. Mika, Elena or Karin because of that bullshit >:/

Posted
Also this is Ono we are talking about he single handedly rivals 4chan with his trolling.

I lol'd so hard at this.

Anyway I wouldn't be surprised if they just added Shin Akuma and Evil Ryu instead of other characters. I'm actually not even mad. Sure, there are now more shotos in the game (if this rumor is true), but I don't think there would be more shoto players really for high level play. As for online play, if someone decides to pick up one of these guys, they probably would have played some other shoto anyway. My concern is balance; other than that, I'm cool.

Posted (edited)
Other SSF4 characters have reliable blockstrings?

HAR HAR NEVER HEARD THAT ONE BEFORE

But seriously, at least Bison can't get DPed out of something like c. LP, cs. LP, s. LK xx Knee Press. Vega can't even get that much. Yes blockstrings are ass in general in SSF4, but it just seems so excessive that Vega has NOTHING in that department given how he's already got dick for frame traps, damn near dick for anti-air, and he's lunch meat on wakeup.

Well, there's always jumpin cl.hp xx EX RCF c.mp EX Barcelona.

Not sure what the proration on this is, but it'd still do it for the flashiness.

I only ever used cs. HP for the c. MP xx EX FBA combo, so I forgot that the first hit was actually special cancellable...and I forgot that Vega actually had a special-cancellable move with enough hitstun to land fierce RCF (and therefore EX RCF, which is the same startup).

You might be on to something here if the proration isn't too bad. Unfortunately my Super copy is on loan right now, so I can't look at it myself.

Edited by Ben Reed
Posted

Well, there's always jumpin cl.hp xx EX RCF c.mp EX Barcelona.

Not sure what the proration on this is, but it'd still do it for the flashiness.

Posted

I just found about the cook alts, wtf Capcom. Whoever finalizes the alts is doing a terrible job.

Anyway was that thing about Ono implying the game would be purposely unbalanced true?

Posted
I just found about the cook alts, wtf Capcom. Whoever finalizes the alts is doing a terrible job.

Anyway was that thing about Ono implying the game would be purposely unbalanced true?

Who knows?

Posted (edited)

That was just a euphemism, not to be taken seriously. In Vanilla SSF4 they tried putting every character into the middle ground, and the majority of the charge characters came out on top. With AE they're "purposely making certain characters strong and others weak".

Short version: Ono's version of unbalanced = balanced in our non-troll language.

EDIT: More balance changes for Zangief, Dan, Dudley, and Sagat.

http://www.eventhubs.com/news/2010/nov/29/ssf4-dev-blog-ae-changes-zangief-sagat-dan-dudley/

And Arcadia released a partial list of changes to other characters. These go in tandem with the above.

http://www.eventhubs.com/news/2010/nov/29/list-changes-ssf4-arcade-edition-arcadia-magazine/

Edited by Vulcan422

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