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phelen

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  1. ^I owned the HuMan jacket and the Civilized looks much better design wise despite it riffing from SI Stealth jacket but its something I'm keeping an eye out after Veilance/ACR release fall collection.

    EDIT:Also the link was for the 2010 model not 2011.

  2. How's Veilance fit? I'm in between an XS and S. Would the XS be on the tighter side?

    Veilance fits large, I had to go down from a small to an xs. Fits well but again sleeves are tad long but thats my only quibble.

    Can't wait for FW11.

  3. They should just make XS for you phelen ;)

    About the Veilance cuff adjusters....bit dissapointed. They work OK but the limitation is that you can't pull it more tight if you want. For me they are just about the right tightness but I certainly wouldn't mind a tad more!

    Best cuff adjusters I have are on my Acronym GT-J20 jacket, can pull it as tight as you want and you don't have to deal with bulking up fabric like on the J4TS and GT-J16.

    XS be a godsend but never happen, anyway I agree with your view on the Veilance and GT-20 adjusters.

    just get longer arms and you won't have these problems.

    I'm working on it.

    Anyway I don't want to pollute the thread with anymore of this, can I ask whats the general opinion on FW2011. Better or more of the same, all new jackets or renewals of previous designs?.

    Thanks

  4. Yeah Veilance is definately long in the sleeves, I agree on the length issue too however, that has improved over the seasons but the only issue I had which is isolated to me I guess is the sleeves which 'bunch' up. Its not something I can address with a tailor since its gore-tex materail they be working with.

  5. Ibuki, Juri, Ken, Makoto, M Bison, Rose, Rufus Changes

    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.

    - 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.

    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

    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.

    - Is considered to be mid-air right after the invincibility frames of his backdash end.

    Makoto

    - Crouching Light Kick has more range.

    - Standing Light Kick is Kara Cancelable during its start up animation. The Kara Karakusa is possible again.

    - Crouching Hard Kick hit box extended out in front of Makoto, and the hittable box has been lowered slightly, making it easier to use as an anti air.

    - Crouching Hard Punch has slightly more active frames.

    - Toward + Light Punch has a 3 frame startup (formerly 4 frames).

    - EX Hayate (Dash Punch) now breaks armor and has a slightly faster start up.

    - Opponent can no longer do a quick get up after Makoto connects with a Hard Punch or EX Oroshi (Overhead Chop). It's more useful now in resets and wake up situations.

    - Fukiage (Upwards Punch) when Makoto's arm is fully extended, the hittable box from her chest up has been almost completely removed. Downward attack box has been extended as well, so there are now almost no situations where it trades or is stuffed. It still can't hit grounded opponents, though. The start up for all versions has been improved so it's more useful than it is now.

    - EX Tsurugi (Axe Kick) is now like Cammy's EX Cannon Strike, in that it can be done very low to the ground, i.e. an Instant Axe Kick. It takes practice, but since it is a 2-hit special that makes grabs whiff and hits as an overhead, it'll be more interesting to use in offensive/defensive situations.

    - Ultra 1 damage distribution has been changed. It still does the same total damage, but you will see the difference during combo damage and damage scaling based on life left. Apparently, this should result in it doing more damage.

    - Ultra 2 has a faster startup time making it easier to counter Fireballs with.

    - Makoto's stamina is now 1,000, which is the average stamina rating in the game.

    - Forward and back dash are faster, total animation frames were decreased.

    - Now a combo such as a Level 1 Hard Punch Hayate (Dash Punch), Focus Attacl Dash Cancel, Crouching Light Kick (and other stuff) into Light Punch Hayate is possible, because of the changes to her Dash speed. Mixing this in with her Grab and Choke (Karakusa) makes this a powerful grab or hit tool.

    M Bison

    - If you hit with Standing Hard Kick from the knee up it does 80, if you hit with it from the knee down, does 110 damage.

    - Crouching Light Kick's hittable box was made slightly larger, making it easier to counter.

    - Light Scissor Kicks push back further when blocked, making it harder to punish him, but also making it more difficult to keep pressure on with Crouching Light Kick afterwards.

    - Super is projectile invincible during its active frames.

    - Ultra 2 is now a charge command, damage was also increased to 450. Was previously 420.

    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.

    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.

    -Is considered to be mid-air right after the invincibility frames of his backdash end.

    Ryu, Sagat,Sakura, Seth, T Hawk, Vega, Zangief Changes

    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.

    Sagat

    - The total damage is increased on Standing Light Kick when both hits get connected.

    - As before, only 1st hit is Special Cancelable.

    - Tiger Uppercut's damage is increased when connected at the 1st or 2nd active frames.

    - There has been many complaints about Angry Scar that it comes out when unintended, so we changed its command to Kick buttons instead.

    -As there were huge changes in transition from vanilla Street Fighter 4 to SSF4, there are no changes in Arcade Edition to anything besides damage and command adjustments.

    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.

    Seth

    - His Toward Jumping Hard Punch's number of active frames is doubled, so it's easier to hit with now.

    - Far Standing Medium Kick's active frames were lengthened a little, and his hittable box when he extends his leg horizontally was reduced, so it will function better as a poking tool.

    - Close Standing Medium Punch's startup is faster and the total duration of the move is reduced as a result, plus frame advantage on hit was increased, so it got significantly buffed.

    - Crouching Hard Punch's start up is slightly faster.

    - Crouching Medium Kick has slightly more active frames.

    - Neutral Jumping and Jumping Away Hard Punch (Stretchy Arms) now is his Jump Toward Hard Punch animation. The jumping stretchy arms attack has been removed.

    - His Dive Kick's hitstun and blockstun were decreased, so it's slightly harder to use the move as an offense tool.

    - All three Head Stomp moves had their active frames reduced, and the timing to hit all three of them was changed.

    - Sonic Boom's recovery was reduced by 1 frame, and EX Sonic Boom's recovery is reduced by 3 frames. Now regular attacks into his regular or EX Sonic Boom, Focus Attack Dash Cancel and a follow up combo are pretty powerful.

    - His Spin Kicks (Hyakuretsukyaku) deal more damage and less stun.

    - Super's invincibility window was lengthened, and "the pursuit priority is increased." [Translator's note: It's assumed this means it will connect more hits against airborne opponents instead of the attack not fully connecting when someone jumps into it.]

    - Ultra 2's recovery was shortened.

    - Full invincibility was changed to 12 frames, and after that Seth is only invincible to projectiles until the end of active frames. In SSF4, according to the frame data, Seth was invincible for the first 88 frames of animation, so this is a significant reduction.

    - Ultra 1 deals more damage, but has a longer recovery time.

    - Stamina increased to 800, stun increased to 900. In SSF4 it was 750 for both his stamina and stun ranking.

  6. El Fuerte, Fei Long, Gen, Gouken, Guile, Guy, Hakan Changes

    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 Quacamole Slew (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.

    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).

    - Is considered to be mid-air right after the invincibility frames of his backdash end.

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

    Gen

    - Two Target Combos have been added in. 1st: Crouching Light Kick into Crouching Medium Kick. 2nd: First hit of Standing Hard Punch into Standing Medium Kick.

    - Both Medium Kicks can be Canceled now, so go for more damage by Canceling into his Specials.

    - Standing Light Punch's hittable box from his elbow and onward has been deleted, so it's harder to get hit out of now.

    - Crouching Medium Punch's start up is faster, so it's possible to Link from Standing Light Punch and Crouching Light Punch.

    - Crouching Medium Punch can now be Canceled, providing good setups into his Hands special on hit or block.

    - Standing Hard Kick's range slightly increased. There is no hittable box from his ankle, so it might be useful as a footsie tool.

    - Ultra 2 downward hitbox improved, so it has less chance to whiff.

    - Traveling speed for Crane Style's Ultra 2 is faster, making it easier to connect with now.

    - During backdash, he's airborne right after invincibility wears out.

    - Gen received no nerfs.

    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.

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

    - 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.

    Guile

    - Deleted hittable box for his Reverse Spin Kick (Toward or Back + Hard Kick) from his knee and below during the first few frames after starting up and reduced its damage. With this adjustment, it's possible to make attacks like Ryu's Crouching Medium Kick whiff and hit them out.

    - Spinning Back Knuckle's (Toward + Hard Punch) damage reduced.

    - Sonic Boom's meter gain at startup is halved, and we adjusted his meter gaining rate through the match.

    - Light Kick, Medium Kick and Hard Kick Flash Kicks damage reduced.

    - Sonic Hurricane's damage has been reduced, and the startup time is a bit slower.

    - Damage nerf is applied to Special Moves and his Ultra 2, so we can say his damage is reduced throughout.

    - He will require more attacks to finish off opponents.

    - There are almost no changes to his frame data, so in Arcade Edition he can do everything that he can already do.

    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.

    Hakan

    - Standing Hard Punch's hittable box around his arm got smaller, so it's easier to use as an anti air attack or a poke.

    - When Oiled, normal moves buffered after a forward dash now have sliding property.

    - Step Low (Toward + Light Kick) is now Cancelable, has a faster startup, can link from Close Standing Medium Punch and other attacks.

    - For Oil Shower, the duration of the oil will be stacked now. The maximum duration is 30 seconds. Also, the Medium, Hard and EX versions of the Oil Shower have 5 frames less recovery time, and the EX version can be Canceled into Guard Position (Coward Crouch).

    - Oil Shower is one of Hakan's follow ups after an Oil Slide. The effect is the same as Light Kick Oil Shower, and he will be in advantage nevertheless.

    - Light Punch Oil Slide has a faster startup, and can be connected from Crouching Light Punch or Step Low (Toward + Light Kick).

    - Oil Dive, including the EX version, while holding button, can be canceled into Guard Position (Coward Crouch), you can now use it as a feint and to build meter.

    - Oil Rocket and Oil Dive's input property is adjusted, so the feeling will be same with that of Zangief's Spinning Piledriver.

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