Jump to content

phelen

member
  • Posts

    1094
  • Joined

  • Last visited

Posts posted by phelen

  1. Cody, C Viper, Dan, Dee Jay, Dhalsim, Dudley, E Honda Changes

    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.

    C Viper

    - Ultra 2's hitbox size increased.

    Dan

    - Close Standing Light Punch's startup is changed to 3 frames. This was 4 frames in SSFIV.

    - Crouching Medium Punch's startup was changed to 5 frames, was 7 frames in SSFIV.

    - Close Standing Light Kick, Close Standing Medium Punch, Close Standing Hard Kick, Far Standing Light Punch, Crouching Light Punch, and Crouching Medium Kick's recovery time was reduced, so there are new combos available.

    - For example, Far Standing Light Punch into Crouching Medium Kick will combo along with Crouching Medium Punch 2x.

    - Neutral Jumping Hard Punch has pursuit property, and will slam opponents down to the ground when hit.

    - Medium and Hard Dan Kicks damage distribution got adjusted.

    - Hard Dan Kick's total damage was decreased.

    - Koryuken (Dragon Punch) will give air reset on trade, this is likely on Dan, not the opponent.

    - Haoh Gadoken's invincibility was decreased to 8 frames after Ultra freeze. As a result, if it can be stuffed, and projectile will not come out when that happens.

    -Normals are enormously buffed, so it became interesting in a close range brawl.

    Dee Jay

    - Far Standing Light Punch's hittable box around his arm was removed, so it's more difficult to beat this attack.

    - Crouching Medium Punch's priority was strengthened, and it deals more damage.

    - Close Standing Medium Punch's active frames were increased by 1, making it a total of 5 active frames, so it's easier to use as a close anti air.

    - Far Standing Medium Kick was changed to be a 2-hit normal, and it got adjusted in damage distribution, in startup, and in the total duration. Now, the 1st hit is Cancelable, so combos such as Crouching Light Punch, into Far Standing Medium Kick, into Special Moves and also Close Standing Medium Kick into Far Standing Medium Kick into Special Moves combos are possible.

    - Close Standing Hard Kick is now a techable knockdown against air opponents. You can now do juggle combos after the second hit.

    - Far Standing Hard Kick's startup is 1 frame faster, and the active frames for it was increased by 1.

    - Crouching Hard Kick's distance was shortened, but has more active frames, and it will recover faster after the active frames end.

    - Toward Jumping Medium Kick's pushback on hit is adjusted, so combos after crossing up with it are easier.

    - Air Slasher's (Fireball) recovery got shortened, and the hitstun/blockstun got reduced as well. There are no changes to EX Air Slasher. Opponent's attack will now be registered as a counter hit if you get hit out while doing this, so if the opponent jumps in on you, you will be in a world of hurt.

    - Light Dread Kicks' (Double Rolling Sobat) startup was changed to 12 frames, and his lower body invincibility was lengthened as well. It's comboable from Light attacks now. It's throw invincibility and airborne state were removed.

    - Medium, Hard and EX Dread Kicks (Double Rolling Sobat) 1st hit deals longer hitstun, so landing the first 1st hit, Focus Attack Dash Canceling, and following up with a combo may be great.

    - Machinegun Upper's damage was increased.

    - Light Jacknife Maximum (Up Kicks) damage was increased, and is completely invincible until active frames end.

    - Hard Kick and EX Jacknife Maximum are now less likely to whiff attacks on hit.

    - Ultra 2's has less recovery after the cinematic.

    - Dee Jay's forward dash has more frames where you can input a Super or Ultra command. As a result, his forward dash into Ultra 2 is easier than it was before.

    Dhalsim

    - Down-Back + Crouching Medium Punch has faster startup and less recovery time. Now this combo is possible, Down-Back + Crouching Medium Punch 2x into EX Yoga Flame.

    - Faster startup time on the EX Yoga Flame, making it comboable from Medium Punch and Kick normal moves. Damage was reduced from 180 down to 120.

    - Yoga Inferno (Super) damage was reduced to 300, down from 350.

    - During back dash, airborne frame comes immediately after invincibility frames end.

    - We looked through his damage again, and as a result he was nerfed a bit, but there are changes beneficial to Dhalsim in other parts of his game. He has a huge diversity between a good match-up and a terrible match-up, but he has strong potential in himself.

    Dudley

    - Crouching Medium Kick's active frame window was increased to 5 frames, was 3 frames in SSFIV.

    - Standing Hard Kick's recovery time was reduced. While it hasn't changed on hit, the frame advantage is 0 on block, so the risk is reduced and therefore it's easier to utilize. Previously, this was -3 on block.

    - Jumping Hard Kick will slam down opponents to the ground if they're hit in airborne state, so it's better as an anti air option.

    - We changed Toward + Medium Punch's startup to 7 frames, and increased hitbox as well, so it is possible to hit some characters out of their low attacks. The startup on this was 9 frames in SSFIV.

    - Toward + Hard Kick's hitbox was buffed, so it is possible to connect from further away than now.

    - A new special, EX Duck, is added in, it's different from regular versions. EX Duck has upper body invincibility during movement, and canceling into follow-ups is possible from the 3rd frame.

    - Light Punch or Light Kick into EX Duck into Ducking Straight/Upper is possible now.

    - Jet Upper Focus Attack Dash Cancel on block has frame advantage of -2.

    - Also, we fixed cases where a throw wouldn't connect on some dizzied opponents.

    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.

    - During backdash, Honda is now considered airborne right after invincibility ends.

    - 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.

  2. Balance Changes (grabbed from GAF)

    Abel, Adon, Akuma, Balrog, Blanka, Cammy, ChunLi Changes

    Abel

    - 2nd hit of Abel's Crouching Hard Punch has a smaller hitbox, both upward and downward.

    - Tornado Throw damage reduced.

    - Roll lost some of its hit invincibility at the end of it, making it easier to punish. There was no change to the recovery frames.

    - Ultra 1 had a 10% damage reduction. Ultra 1's new damage would range from 309-450. In SSF4 it was 343-500.

    - Ultra 2 10% damage reduction, slower startup, super armor gets removed when Abel starts to run forward and there's a longer recovery time when you cancel out of it. New damage totals for Ultra 2 should range from 295-440. In SSF4 these were 328-480.

    Adon

    - Many of Adon's normals were buffed.

    - Crouching Light Punch, Close Standing Medium Punch and Crouching Hard Punch all had changes made to their frame data.

    - Close Standing Medium Punch, on hit, will have a frame advantage of +6, so it's possible to Link specials moves to combo, although it's still not Cancelable. This move was -1 on hit in SSF4.

    - Far Standing Light Punch, Far Standing Medium Punch and Crouching Medium Punch were given bigger hitboxes.

    - EX Jaguar Tooth will not do the yellow EX Flash until he gets to the wall and is invincible to projectiles until grounded.

    - Medium Jaguar Kick's hitbox was changed, so Close Standing Hard Punch into Medium Jaguar Kick will register as a combo.

    - Super's (Varied Assault) startup changed to 7 frames, down from 9 in SSF4, and the first hit's hitbox is extended downward more.

    - Wakeup time was nerfed. Adon now takes longer to get up off the ground than he did in SSF4.

    - His buffs are centered around using his normals, so he will be stronger while on ground.

    Akuma

    - Medium Punch Shoryuken's invincibility was lengthened, now he is completely invincible for the first 5 frames.

    - Air Hurricane Kick's jump arc was changed, so running away with it is impossible.

    - EX Hurricane Kick damage and stun were reduced.

    - His Ultra 2, when Canceled during teleport only, has bigger hitbox downwards. Standing Hard Punch, Teleport into Ultra 2, is possible now.

    - During back dash, airborne frame comes immediately after invincibility frames end.

    - Considering balance, the runaway tactic with his Air Hurricane Kick was removed, but other things can be done as you currently can, so you will be able to apply your skill in SSF4 to SSF4 AE as well.

    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.

    Blanka

    - Rock Crusher (Toward + Medium Punch) has less recovery. Rock Crusher, into Far Standing Light Punch into Beast Roll is possible now.

    - Beast Slide (Down-Toward + Hard Punch) has less active frames, as a result the whole animation time is shorter. Also, his hittable box during the recovery of this move has been increased.

    - His Forward Hop (Toward + 3x Kick) has more grounded frames of animation during start up, making him easier to grab out of it.

    - The hittable box of his Beast Roll has been widened in size while rolling around, and the distance traveled after having it blocked has been altered. Distance on recovery from a blocked Beast Roll for the Light Punch and EX versions is the same in SSFIV as it is in Arcade Edition. Medium Punch punch and Hard Punch distances were reduced, with Medium Punch taking Blanka away a longer distance than Hard Punch. So it is necessary to plan which one to use at which distance more so than it is now.

    - EX Backstep Rolling's (Rainbow Ball) forward distance has been reduced a little, so it's harder to escape from the corner. It is still possible to move forward and back based on joystick movement, though.

    - EX Electricity has much faster start up now, so it's easier to use.

    Cammy

    - Close and Far Standing Light Punch recovery time decreased.

    - Close Standing Medium and Hard Punch recovery time decreased.

    - Crouching Light and Medium Punch and 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.

    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

  3. The Ipad case is a great idea but I can't help but feel they designed a solution for a problem that doesn't exist. Namely the fundamental flaw is the Ipad itself and using outside in daylight is pretty much a futile excercise.

  4. Quick question for people those who have access to the Subnet. Will F/W follow the tradition of S/S and come as packs now?. Also I hope will we see an introduction of new designs too?.

    Thanks

  5. Next season. Really dissapointed with the SS line

    I'm pleasantly suprised, but for me ACR, Veilance the real 'meat' is the F/W stuff. Holdall is robocopped though.

  6. What happens to the F/W stock on the Veilance?, wanted the Ss01 field Blazer and was hoping they have it on sale. Tannery cancelled my order for the 36 due to item not being instock.

  7. OK, here's some info which I found, you can execute Hsien Ko's Hyper Armour super then do a delayed hyper combo to swap her out, and she keeps the armour on while off screen. This lets you call in her big pendulum swing assist and she simply can't he hit out of it. Still takes red damage, but it's definitely a worthwhile trade.

    Even better though, some guy was sitting right next to me on the bus listening to Michael Jackson's 'Scream' through his loud tinny earphones while everyone else was slumped in utter silence. Then it got to the chorus and he started belting it out himself, aggressively slapping on the headrest in front almost in rhythm. Amazing. I like that it really meant something to him.

    Pringles etc.

    Also check this vid out...

×
×
  • Create New...