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Super Street Fighter 4 Arcade Edition |OT4| Daigo Who?

Dartastic

Member
Makoto by google translate said:
It is explosive power or enhanced in AE,
are subjected to adjustments on the balance of the total.

First, adjust 950-1000 stamina was.
[Above] plus Fukiage fist thrust damage,
weakness to strength in the 100 → 90, EX contains adjustments to the 140 → 120.
Also, [[EX arabesque hang stranglehold was as much as throwing a weak interval.
[] Strong kick start down the decision to expand into attacks, just like a kick-[Regular Edition] in the fall of [combo 1] target
Cancellation was made.
Tan Tien Chi Lian [[type of attack because of the super combo adds 3 seconds duration was.
The vertical punch while jumping - has been scaled forward and dark rectangles rectangle attack.
Pick a positive charge - Ken Gale - joined the upward adjustment of performance when earned.
Lv3 the weak, Lv4 in Lv4 and has increased the distance traveled,
became 2F adverse side if the guard Makoto full strength Lv4.
Lv5 does break armor attribute is assigned to the total intensity,
the increase in distance traveled, 170 → 190 to increase the damage,
as seen in the voice has to be accumulated timing Lv5.
THEY BROUGHT HER LIFE DOWN BY 50 BACK TO CAPCOM BEING SEXIST STATUS CONFIRMED.

....so what else does this say?
 

Lost Fragment

Obsessed with 4chan
Looks like Makoto might've gotten a slight damage nerf, but buffs on a couple of her hitboxes. Looks like some of her charged hayates might've gotten adjusted too. Yeah, like people are gonna use that shit.

Eagerly awaiting a proper translation, but if these things are accurate then I ain't even mad.

Rickenslacker said:
Oh fuck, Makoto got vagina tax'd again. :(

Shit, I missed that. Oh well, still not that bad.

Looks like she got some kind of new property on her super.
 

Dartastic

Member
Hakan has oil at the beginning of the round now?!?!?!?

...I also like this bit in Yun. "[Tiger] Puke child is used to gauge the strength of 20 increase,
the overall operation of the weak 25F, 45F of the overall operation,"

HAHAHAH TIGER PUKE CHILD
 

USD

Member
No double check, so it might not be 100% accurate.

YUN
-Target Combo 2 120 damage
-Target Combo 3 120 damage
-Target Combo 4 130 damage, -6 on block for second hit
-Target Combo 5 70 damage
-cr.LK has an upward extended hurtbox
-cr.MP damage from 60 to 50
-Higher height restriction for Raigekishu (dive kick), for LK, MK, and HK (all versions)
-+2 extra frames of hit, block stun on Raigekishu
-Senpukyaku (i'm assuming overhead) from 85 damage to 80 during Gen'ei Jin
-LK, MK, HK Zenpou Tenshin slowed to 11F, EX to 8F
-No throw invincibility on EX Zenpou
-EX Zesshou (lunge) hit distribution changed from 7/2 to 6/3, -1 on block
-MP, HP Kobokushi (palm) meter gain to +20
-LP Koboku is 25 frames total, MP, HP 45 frames total
-MP, HP Koboku damage from 160 to 140, stun from 250 to 200; chip damage for MP, HP to 30
-Active frames for MP, HP Koboku to 10
-Nishoukyaku (up kicks): LK only has invincibility up to (and including) the first active frame
-More landing recovery on all versions (including EX)
-MK Nishou from 130 damage to 110
-Tetsuzanko (shoulder): HP damage from 140 to 100, EX from 80+70 to 90+40 (130 total); during the projectile invincible parts of the move, Yun's hurtbox against physical strikes is expanded
-Gen'ei Jin is a second shorter, does less damage

Yang next.
 

kitzkozan

Member
USD said:
No double check, so it might not be 100% accurate.

YUN
-Target Combo 2 120 damage
-Target Combo 3 120 damage
-Target Combo 4 130 damage, -6 on block for second hit
-Target Combo 5 70 damage
-cr.LK has an upward extended hurtbox
-cr.MP damage from 60 to 50
-Higher high restriction for Raigekishu (dive kick), for LK, MK, and HK (all versions)
-+2 extra frames of hit, block stun on Raigekishu
-Senpukyaku (i'm assuming overhead) from 85 damage to 80 during Gen'ei Jin
-LK, MK, HK Zenpou Tenshin slowed to 11F, EX to 8F
-No throw invincibility on EX Zenpou
-EX Zesshou (lunge) hit distribution changed from 7/2 to 6/3, -1 on block
-MP, HP Kobokushi (palm) meter gain to +20
-LP Koboku is 25 frames total, MP, HP 45 frames total
-MP, HP Koboku damage from 160 to 140, stun from 250 to 200; chip damage for MP, HP to 30
-Active frames for MP, HP Koboku to 10
-Nishoukyaku (up kicks): LK only has invincibility up (and including) the first active frame
-More landing recovery on all versions (including EX)
-MK Nishou from 130 damage to 110
-Tetsuzanko (shoulder): HP damage from 140 to 100, EX from 80+70 to 90+40 (130 total); during the projectile invincible parts of the move, Yun's hurtbox against physical strikes is expanded
-Gen'ei Jin is a second shorter, does less damage

I knew they would nerf his genei jin. :p Damn, he certainly won't be an auto pilot character now.
 

h3ro

Member
Thanks USD, I just posted the changes in the Guard Crush thread. Art just read a few of them on the air and gave you a shout out as well :)
 

Edgeward

Member
From eventhubs

Guy

• 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.

• 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 position.


Dee Jay

• His Far Standing Medium Punch is now special cancelable.

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

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

• 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.
 

zlatko

Banned
Lost Fragment said:
Holy shit at the Yun nerfs.

Sad thing is that he'll probably still be pretty good.

Everything I've read right now on that list still makes him top 10 when compared to the rest of the cast shown so far for 2012.

They seem to have got rid of the "bull shit" stuff, but it didn't ruin his tools. He's still going to mix you up, rush you down, and have easy combos. He'll just need 1-2 more set ups to wrap someone up. Still these nerfs will make him 5-5 for a lot of the cast, and he may end up getting some actual bad match ups, and that's what is necessary.
 

PhatSaqs

Banned
Edgeward said:
From eventhubs
• 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 position.
Love these. No walk speed increase is sad tho.
 

kitzkozan

Member
Lost Fragment said:
Holy shit at the Yun nerfs.

Sad thing is that he'll probably still be pretty good.

Yun will still be good, probably mid or high mid at worst. :) He function really well in the SFIV engine even with those nerfs.
 

zlatko

Banned
PhatSaqs said:
Love these. No walk speed increase is sad tho.

He needed a more consistent fucking cross up medium kick like the rest of the cast's cross ups, and improve his floaty ass jump in general.

The elbow drop one is solid shit though.


Also.... WTF Capcom. Stop buffing Dee Jay. Just because he's slept on, doesn't mean you didn't buff the fuck out of him already. That super to U1 in particular is like WTF why did he need that?

Dee Jay is too god like. :(
 

Mœbius

Member
Edgeward said:
From eventhubs

Guy

• 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.

• 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 position.
Now that's pretty cool!
 

Edgeward

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

Why the fuck was this needed?
 
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