SSFIV AE 2012 ALL character changes (FINAL )

Super Sick CaseSuper Sick Case PuroresuLuvJoined: Posts: 425
This thread will include all changes to Super Street Fighter IV: Arcade Edition 2012 version for all characters.This was last updated 12/1/11
All three versions ALPHA, BETA and FINAL changes are included. They have been combined into one big list as opposed to 3 lists.

Abel

• Ultra 2 - Breathless - Made strike-invincible from start of dash to just before hit detection. Eliminated throw invincibility after start of dash.
• Change of Direction - Second Low - Extended hit stun by 2F, giving a possible +9F advantage when completing EX Focus?Dash in the shortest possible time.
• Crouching Hard Punch - Expanded hitbox upward to ease use as an anti-air move.
• Tornado Throw - Changed damage from 150 to 160 for light, 170 to 180 for medium, and 190 to 200 for hard/EX versions.

Adon

• Focus Attack - Adjusted position of hitbox to ease hitting of short opponents.
• Close Standing Medium Punch - Shortened hitback and block push distances. Also made attacker have a -4F (dis)advantage when blocked.
• Ultra 1 - Jaguar Revolver - Fixed issue whereby the move could slip around to the back of an opponent on the ground when hit up close. Increased the 3rd hit's knockdown distance when fighting airborne opponents.
• Rising Jaguar - Made super-canceling possible on 2nd active frame of first hit for strong version. Slightly increased forward knockdown distance on first hit for the light, medium, and hard versions to fix Adon facing the wrong way on EX Focus -> Dash.
• Jaguar Kick - Expanded body hurtbox downward to toe of lowered leg for light and medium versions. Made expanded part of hurtbox invincible to projectiles. Changed hard version's damage from 140 to 130.

Akuma

• Forward Throw - Increased Akuma's total frame count on a hit by 2F.
• Ultra 2 - Demon Armageddon - Changed hit damage when canceling out of Ashura Senku from 400 to 421.
• Demon Flip Punch (Hyakki Gosho) - Changed from an overhead attack to a mid attack.
• Far Standing Hard Kick - Changed damage from 60 + 40 (100 total) to 50 + 30 (80 total). Shortened block stun by 2F on second block, giving the attacker a -2F (dis)advantage when blocked.
• EX Demon Flip - Made EX Air Fireball cancelable from immediately after start of move.

Balrog

• Buffalo Headbutt - Increased damage from 100 to 120 for medium, 100 to 140 for hard, and 100 to 150 for EX version.
• Ultra 2 - Dirty Bull - Increased damage from 300 to 399. Made easy command mode input the same as SSF4.
• Dash Swing Blow (Overhead) - Shortened hitback distance when hitting opponents on the ground, and eased linking with crouching medium punch, etc.
• Near Standing Hard Punch - Expanded hitbox downward, enabling contact at close range with Ryu, etc. when crouching.

Blanka

• Rolling Attack (Beast Roll) - Changed damage from 100 to 110 for light, 110 to 120 for medium, 120 to 130 for hard, and 110 to 120 for EX version. Made opponent get knocked down when hit connects within 2F of hard or EX version's active period. Made follow-up possible when hit connects within 2F of EX version's active period.
• Rock Crusher (Toward + MP) - Lengthened hit stun by 3F on a max. focus hit, giving the attacker a possible +5F advantage on a hit. Shortened hitback distance on a hit and on a block.
• Jungle Wheel (Back Throw) - Extended total frame count of Blanka's move by 1F on a hit.
• EX Vertical Roll - Made opponent get knocked down on a hit, and made landing point closer to opponent when blocked. Lengthened landing stun on a block by 5F from 7F to 12F.

Cammy

• Hard Spiral Arrow - Changed active periods from (first hit) 2F + 17F to 7F + 12F. (Overall active period unchanged.)
• Quick Spin Knuckle - Decreased distance all versions push back when blocked.


Chun-Li
• Yosokyaku (Head Stomp) - Made accessible from stick diagonally forward-down + medium kick as well as from stick down + medium kick.
• Hard Spinning Bird Kick - Changed damage from 30 * 9 (270 total) to 40 + 20 * 8 (200 total). Made the move hit fully when canceled into from a near standing hard punch.
• Ultra 2 - Kikousho - Changed startup from 10F to 9F.
• Ultra 1 - Hosenka - Made hitboxes match SSFIV.
• Kintekishu (Back + MK) - Lengthened opponent's stun when counter-hit by 3F, giving the attacker a +3F advantage on a counter-hit.
• Tenkukyaku (MK during Kintekishu) - Expanded hitbox downward to make it easier to hit crouching targets.
• Crouching Hard Kick - Increased stun from 100 to 150.
• EX Lightning Legs - EX Hyakuretsukyaku - Increased amount of movement directly following the move's opening and extended attack reach.
• Near Standing Hard Punch - Lengthened hit stun by 1F, leaving the attacker with a -2F (dis)advantage on a hit. Shortened hitback distance.
• Crouching Light Kick - Expanded strike hitbox for deep hit.

Cody

• Increased both forward and backwards walk speed.
• Hammer Hook (Toward + Hard Punch) - Increased hit and block stun by 2F. This gives the attacker a +3F advantage on a hit against a standing opponent, a -1F (dis)advantage against a crouching opponent, and a -4F (dis)advantage when blocked. Enabled execution even when holding a knife.
• Standing Light Punch (With Knife) - Lengthened hit stun, giving the attacker a possible +6F advantage on a hit.
• Standing Medium Punch (With Knife) - Changed from a 1-hit to a 2-hit attack. No change to action or damage.
• Standing Hard Punch (With Knife) - Lengthened hit stun, giving the attacker a possible +3F advantage on a hit.
• Crouching Medium Punch (With Knife) - Shrunk hurtbox on attacking arm.Also set hitbox active period to 4F. No change to overall frame count.
• Crouching Hard Punch (With Knife) - Startup changed from 9F to 7F. Changes total frame count from 24F to 22F.
• Jumping Light Punch (With Knife) - Increased length of hit detection.
• Jumping Medium Punch (With Knife) - Expanded hitbox up and down.
• Pick up Knife - Made transition to block possible during move.
• Bad Spray - Changed from a 1-hit to a 2-hit attack. No change to overall damage.Also made second hit super-cancelable.
• EX Zonk Knuckle - Increased forward knockdown distance somewhat.
• Ruffian Kick - Expanded medium kick's hitbox forward slightly.
• Angled Jumping Medium Punch - Expanded hitbox up and down.

C. Viper

• Ultra 1 - Burst Time - Changed damage from 480 to 441. Moved position of hitbox to make the move easier to hook in combos.
• Ultra 2 - Burning Dance - Changed damage from 380 to 410.
• Thunder Knuckle - Changed medium version damage from 120 to 110. Made throw-invincible until first active frame for hard version.
• EX Thunder Knuckle - Changed EX version's startup from 27F to 25F. Lengthened Viper's stun by 2F on an EX version hit.
• EX Seismic Hammer - Changed damage from 120 to 100. Eliminated throw invincibility.
• Aerial Burning Kick - Changed normal damage from 100 to 90. Made follow-ups with Hard Thunder Knuckle or Burst Time possible after EX version fully hits.

Dan

• Air Dan Kicks (Dankukyaku) - Made EX Airborne Dankukyaku fully hit after EX Focus canceling a Koryuken. Changed hard version's damage from 50 + 40 + 30 (120 total) to 50 * 3 (150 total). Changed EX version's height restrictions, allowing it to be activated 1F earlier. Changed EX version's stun from 100 * 3 (300 total) to 100 + 75 + 75 (250 total).
• Dan Kicks (Dankukyaku) - Changed hard version's damage from 50 + 40 + 30 (120 total) to 50 + 40 + 40 (130 total).
• Super - Hissho Buraiken - Adjusted to fully hit when used up close against any character.
• Ducking Taunt, Jumping Taunt - Made Super Meter bonus +70 on a hit and +30 on a block.
• Close Standing Medium Punch - Changed startup from 6F to 5F. Takes the total frame count to 23F.
• Close Standing Hard Kick - Shortened hitback distance on standing or crouching hit.
• Crouching Hard Kick - Changed startup from 12F to 10F. Takes the total frame count to 33F.

Dee Jay

• Air Slasher - Abolished counter-hit hurtbox in place from projectile discharge to end of move for all versions. Hurtbox now exists until point of discharge.
• Far Standing Medium Punch - Expanded hitbox to end of glove, and made cancelable into a special move.
• Ultra 1 - Sobat Festival - Made canceling into this move possible on penultimate hit of Sobat Carnival Super Combo.
• Double Rolling Sobat - Expanded hitbox along attacking foot for medium version's second hit only when first hit connected. Changed damage from 80 to 90 for light, 100 to 110 for medium, and 120 to 130 for hard version.
• Close Standing Hard Kick - Made first hit do forcible stand-up damage when it connects with opponents on the ground. Expanded second hit's hitbox downward.Made attacker have a -2F (dis)advantage when second hit is blocked. Made second hit super-cancelable.

Dhalsim



• EX Yoga Blast - Changed EX version's damage distribution to 90 + 50. No change to overall damage.
• Standing Light Punch - Increased hit detection period from 1F to 4F. Increased hit stun by 1F, giving the attacker a possible +2F advantage on a hit.
• Super - Yoga Inferno - Changed damage from 60 * 5 (300 total) to 75 * 2 + 60 * 3 (330 total).
• Yoga Blast (Up Flame) - Shrunk mid-move hurtbox for medium and hard versions. Made follow-up with any move possible after a hard version hit. Shortened post-hit recovery by 10F for light and medium versions. Shortened post-hit recovery by 5F for hard version. Made quick-stand impossible on a hit for all versions. Made release-triggering impossible for light, medium, and hard versions.
Dudley

• Victory Rose (Taunt) - Made EX Focus Attack possible. Added light attack hit/block effects and sound effects.
• Thunderbolt - Made it easier to fully hit airborne opponents for all versions of the attack. Prevented quick-stand even when hitting airborne opponents for all versions. Shortened horizontal travel when jumping without changing final total horizontal travel. Delayed thunderbolt discharge and sound effect timing for EX version.
• Ultra 1 - Rolling Thunder - Made second and subsequent hits also connect with airborne opponents.
• Short Swing Blow - Shrunk size of lower-body hurtbox after throw-invincibility expires in medium and hard versions. Lengthened hit stun by 2F for medium and hard versions, giving attacker a possible +2F advantage on a hit.
• Vertical Jumping Light Punch - Changed hitbox active period from 3F to 5F, and expanded its size. Changed startup from 8F to 6F, hit detection from 3F to 4F, and expanded hitbox size.
• Angled Jumping Light Punch - Changed hitbox active period from 5F to 8F.
• Angled Jumping Medium Punch - Changed hitbox active period from 3F to 5F.
• Standing Hard Kick - Lengthened hit stun by 3F on a counter-hit, giving the attacker a possible +7F advantage on a hit.
• Focus Attack - Lengthened block stun by 1F for hits charged to level 1. With the fastest possible Dash, this leaves the attacker with a -2F (dis)advantage on a hit or block.
• Crouching Medium Kick - Changed startup from 10F to 8F, hit detection from 5F to 6F. Takes move's total frame count from 29F to 28F.
• Jet Upper - Changed light and medium version's startup from 6F to 5F, and hard version's startup from 4F to 3F.

El Fuerte

• Propeller Tortilla - Made strike- and projectile-invincible from start until 13th frame.
• Quesadilla Bomb - Made EX version's counter-hits lead to wall bounce damage. Reduced EX version's charge time from 390 to 210F. Shortened recovery by 10F when EX version or normal move hits at full charge.
• Calamari Slide - Fixed issue whereby using a Hard Punch -> Calamari Slide combo against a crouching Balrog, etc. wasn't hitting the opponent.
• Crouching Light Punch - Made all light version attacks rapid-fire cancelable.
• Guacamole Leg Throw - Reduced landing stun from 13F to 10F.

Evil Ryu

• Increased Health and Stun ratings from 850 to 900.
• Air Hurricane Kick - Airborne Tatsumaki Senpukyaku - Adjusted timing of trajectory break-point to be 3F behind the previous point when initiated with an angled forward jump. Enabled Airborne Tatsumaki Senpukyaku to be canceled out of a Senbukyaku at all strengths, and changed the characteristics from normal use.Set stun to 100 for light and medium versions when canceled into from a Senbukyaku.
• Axe Kick (Ryusokyaku) - Increased hit stun by 1F for light version, giving the attacker a possible +1F advantage on a hit. Changed hard version's startup from 27F to 26F, damage from 140 to 130, and stun from 200 to 150. Also enabled follow-up against opponents that have been knocked back, as with the medium version. Inhibited quick-stand after a medium or hard version hit against an airborne opponent.
• EX Axe Kick (EX Ryusokyaku) - Changed EX version's startup from 22F to 21F. Enabled further follow-up from a Senbukyaku -> EX Airborne Tatsumaki Senpukyaku combo with the medium version when at the edge of the screen.
• Far Standing Hard Kick - Adjusted size and position of hitbox to match Ryu's.
• Crouching Hard Kick - Changed damage from 90 to 100, and lengthened active hitbox period from 2F to 3F.
• Super - Raging Demon - Changed damage from 350 to 370.
• Far Standing Medium Kick - Slightly expanded hitbox forward. Also slightly increased amount of forward motion during startup. Reduced recovery by 1F, taking the total frame count from 26F to 25F.
• Target Combo - Made 2nd hit a knockdown.
• Far Standing Hard Punch - Made this move cause a knockdown on a counter-hit.
• Ultra 1 - Metsu Hadoken - Time taken the charge the attack by holding down the button has been cut compared to before. This makes it easier to land repeated knee-crippling hits in a Focus Attack. Expanded hitbox downward in 1st active frame when executed as a charged attack at close range to an opponent.
• Dragon Punch (Shoryuken) - Extended invincibility of medium version by 1F, making first 5F totally invincible. Changed hard version's damage from 90 + 60 (150 total) to 100 + 60 (160 total).

E. Honda

• Sumo Headbutt - Made upper body totally invincible from start until 14th frame for light version. Changed damage until 2nd active frame from 130 to 100 for light version. Made medium version from start until 10th frame projectile-invincible and totally invincible around the foot.
• Hard Punch Hundred Hand Slap - Expanded final hit's hitbox forward, making it easier to connect with all characters.
• Ultra 2 - Orochi Breaker - Changed easy command.
• Ultra 1 - Ultimate Killer Head Ram - Made KO possible even when the move's first hit is double hit.
• EX Oicho Throw - Changed EX version's stun from 50 + 50 (100 total) to 75 + 75 (150 total).

Fei Long

• Rekkaken - Set chip damage from first and second hits to 6 for light version. Set chip damage from first and second hits to 7 for medium version. Decreased distance of block push for second light/medium/hard hit. Reduced block stun for second light/medium/hard hit, giving the attacker a frame (dis)advantage of -8F for light, -10F for medium, and -12F for hard hits.
• Flame Kick (Shienkyaku) - Changed light version deep hit damage from 120 to 110. Changed medium version deep hit damage from 140 to 120. Changed hard version damage from 100 + 60 (160 total) to 100 + 50 (150 total). Changed EX version damage from 100 + 50 + 50 (200 total) to 100 + 50 + 40 (190 total). Shortened first hit block stun by 1F for all versions.
• Chicken Wing (Rekkukyaku) - Changed hard version damage from 40 + 40 + 60 (140 total) to 35 + 35 + 30 (100 total). Stopped hit connecting after cross up for all versions.
• Crouching Medium Punch - Changed damage from 65 to 55.
• Near Standing Medium Punch - Prevented first (hard/EX) Rekkukyaku canceled from near standing medium punch from hitting.
• Near Standing Light PunchFar Standing Light Punch - Shortened hit stun by 1F, giving the attacker a possible +5F advantage on a hit.
• Chokkarakusho (Toward + MK, Overhead) - Changed damage from 60 to 70.
• Engekishu (Toward + HK) - Changed damage from 90 + 60 (150 total) to 80 + 50 (130 total). Made second hit super-cancelable.

Gen

• (Crane) Crouching hard Punch - Changed counter-hit damage to be the standard 1.25 times normal damage.
• (Crane) Crouching hard Kick - Changed hitbox active period from 3F to 5F.
• (Mantis) Ultra 2 - Shitenketsu - Changed startup from 9F to 7F.
• Gekiro (Up Kicks) - Given Super Meter a +10 bonus when medium or hard versions make it to the final hit. Made quick-stand impossible on final hit of hard version.
• Jyasen - Varied number of hits when using EX version depending on punch button combination (light + medium or medium + hard or light + hard). Made EX version projectile-invincible until end of active period. Increased opponent's stun by 4F on the penultimate hit or block of the rolling portion of the attack for light/medium/hard version. Following the fastest possible EX Focus -> Dash, this gives the attacker a +6F advantage on a hit, or a +2F advantage when blocked. Increased hit stun by 5F and block stun by 4F on the penultimate hit of the rolling portion of the attack for the EX version. Following the fastest possible EX Focus -> Dash, this gives the attacker a +8F advantage on a hit, or a +2F advantage when blocked.
• (Mantis) Focus Attack - Lengthened hit stun by 3F on a level 1 hit, giving equal frame advantage/disadvantage on a hit after completing the fastest possible Dash.
• (Crane) Focus Attack - Lengthened block stun by 3F on a level 1 block, giving equal frame advantage/disadvantage on a block after completing the fastest possible Dash.
• (Crane) Crouching Medium Kick - Made +1F advantage on a hit and -1F (dis)advantage when blocked. Shrunk mid-move leg hurtbox.
• EX Oga - Changed damage from 100 to 150. Increased movement speed.
• EX Oga (Far Kick) - Changed startup after wall bounce from 12F to 7F. Made follow-up possible on a hit.
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Comments

  • Super Sick CaseSuper Sick Case PuroresuLuv Joined: Posts: 425
    Gouken

    • Running Palm (Senkugoshoha) - Expanded light version's hitbox forward. Changed medium version's characteristics to match SSF4's light version. Changed hard version's characteristics to match SSF4's medium version.
    • Crouching hard Punch - Lengthened hit stun by 1F.
    • Ultra 2 - Denjin Hadoken - Made fireball speed variable by 3 steps by shaking (rotating) the stick before start of hit detection. Increased final damage by 45 for all charge levels. Unified charge time required to launch all versions of attack, regardless of Ultra Meter level.
    • Counter (Kongoshin) - Expanded counter hitbox for medium and hard versions. Set stun to 200 for all versions.
    • Near Standing Medium Kick - Fixed issue whereby simultaneous near standing medium kicks in Gouken-Gouken attacks would miss each other.
    • Sakotsukudaki (Toward + MP, Overhead) - Expanded hitbox downward. Changed hitbox active period from 2F to 4F. Shrunk hurtbox on upper arm. Aligned hit stop time with length of hard attack.
    • Near Standing hard Kick - Changed first hit active period from 2F to 5F.
    • Super - Forbidden Shoryuken - Changed startup from 11F to 3F.
    • Far Standing Medium Punch - Made Special Move cancelable. Lengthened hit stun by 1F, giving the attacker a possible +5F advantage on a hit.
    • Far Standing hard Punch - Changed hitbox active period from 3F to 5F.

    Guile

    • Sonic Boom - Abolished counter-hit hurtbox in place from projectile discharge to end of move for all versions. Hurtbox now exists until point of discharge.
    • Flash Kick - Changed deep hit damage from 100 to 110 for light, 120 to 130 for medium, and 130 to 140 for hard version.
    • Air Grab (Flying Mare) - Changed startup from 4F to 3F.
    • Back Air Grab (Flying Buster Drop) - Changed startup from 4F to 3F.
    • Spinning Back Knuckle (Toward + Hard Punch) - Changed damage from 90 to 100.
    • Reverse Spin Kick (Back/Toward + Hard Kick when near) - Made throw-invincible from 6th frame after start until landing. Increased hit stun by 1F, giving the attacker a possible +5F advantage on a hit.
    • Ultra 2 - Sonic Hurricane - Changed damage distribution to 90 + 30 * 4 + 90 and increased damage potential of follow-up. No change to overall damage.

    Guy

    • Increased backwards walk speed.
    • EX Hurricane Kick (EX Bushin Senpukyaku) - Expanded first hit's hitbox and increased active period from 1F to 2F to make the move easier to land.
    • Elbow Drop (Down + MP in the air) - Made attack activate not only from stick down + medium punch, but also from stick down-forward + medium punch or stick down-back + medium punch.
    • Bushin Izuna Otoshi (Flip Grab or Elbow Drop) - Reduced landing stun for all versions when additional button input was missed.
    • Grab Throw / Shoulder Throw - Expanded hitbox forward slightly.
    • Vertical Jump hard Punch - Expanded hitbox up and down.
    • Angled Jump hard Kick - Expanded hitbox up, down, and to the front, and expanded hurtbox accordingly.
    • Angled Jump Medium Punch - Expanded hitbox up, down, and to the front, and expanded hurtbox accordingly.
    • Ultra 1 - Bushin Goraisenpujin - Slightly increased movement amount prior to first hit.
    • Ultra 2 - Bushin Muso Renge - Expanded hitbox to the front. Made easy command mode input the same as SSF4.
    • Neck Flip - Prevented cross up over E. Honda, Chun-Li, Vega, Rufus, Cammy, Sakura, Adon, and Juri when executed close up and opponent is crouching.
    • Wall Jump - Sped up timing of follow-up input after kicking the wall.
    • Super - Bushin Hasoken - Expanded the final hit's hitbox, making it easier to fully hit.

    Hakan

    • Applying Oil - Made it possible to get oiled from start of round. Effect lasts approximately 10 seconds.
    • Vertical Jumping Light Punch - Changed hitbox active period from 3F to 8F.
    • Vertical Jumping Medium Punch - Changed hitbox active period from 2F to 4F.
    • Vertical Jumping Light Kick - Changed hitbox active period from 7F to 11F. Expanded hitbox and moved it upward.
    • Angled Jumping Light Punch - Changed hitbox active period from 6F to 8F.
    • Guard Position - Made move slide when executed from a dash or backstep while oiled.
    • Oil Dive - Adjusted trajectory and reach of hitbox to bolster hard and EX versions. Changed to fly over crouching opponents (not all characters) when the medium or hard version is executed at close range. Changed light version's startup from 14F to 9F, EX version's startup from 22F to 19F, and reduced max. power stun. Expanded hitbox downward for all versions.
    • Crouching hard Punch - Changed to a 2-hit attack. Also altered the total frame count, leaving the attacker with a -3F (dis)advantage on a hit, and a -6F (dis)advantage when blocked.
    • Standing Light Punch - Changed to a +4F advantage when blocked.
    • Flying Oil Spin - Adjusted light version's startup from 18F to 9F, and medium version's startup from 18F to 12F. Changed to fly over crouching opponents (not all characters) when the medium or hard version is executed at close range. Removed hurtbox around arm at startup.
    • Hakan Tackle - Contracted upper hurtbox downward at start of hit detection to match the rest of the active period.Contracted active period front hurtbox backward to match the situation immediately after detection starts.
    • Oil Slide - Changed to do 100 points of stun when the slide originates from an Oil Shower move. Made Super Meter bonus 30 when the slide originates from an Oil Shower move. Made effect of oil when the slide originates from an Oil Shower move last for 450F (approx. 7.5 seconds).

    Ibuki

    • Hammer Kick (Torward + Medium Kick) - Changed startup from 26F to 25F. Changes move's total frame count from 37F to 36F. Accordingly, Target Combo 7's startup is 25F.
    • Bonsho Kick (Torward + hard Kick) - Adjusted trajectory to facilitate hitting crouching opponents. Enabled a +1F advantage on a hit and a -3F (dis)advantage on a block. Enabled a possible +5F advantage for the attacker on a counter-hit.
    • Ultra 2 - Hashinsho - Made all hits connect with airborne opponents until locked animation sequence. Made first hit do forcible stand-up damage when it connects with crouching opponents.
    • Ultra 1 - Yoroitoshi - Made projectiles fully hit against airborne opponents. Made easy command mode input the same as SSF4.
    • Tsuijigoe (Command Jump) - Made move throw-invincible from start until 7th frame. Removed all hurtboxes apart from that over the head region from start until 12th frame.Made move super-cancelable from 10th frame after start onward.

    Juri

    • Close Standing Medium Kick - Expanded 2nd hit's hitbox forward to end of leg.
    • Fireball Kick (Fuhajin) - Changed damage from 30 to 50 for all versions when upward kick connects.
    • Pinwheel Kick (Senpusha) - Extended hit stun by 3F on first hit of light kick. Results in a possible +6F advantage for the attacker after the fastest possible EX Focus -> Dash. Extended hit stun by 3F on first and second hit of medium or hard kick. Results in a possible +6F advantage for the attacker after the fastest possible EX Focus -> Dash. Extended hit stun by 5F on second hit of EX version. Results in a possible +7F advantage for the attacker after the fastest possible EX Focus -> Dash. Extended invincibility of EX version during Feng Shui Engine to cover the period when the first hit's hitbox is up.
    • Ultra 1 - Feng Shui Engine - Enabled Super Meter to build up at 1/3 the normal rate for various attacks.
    • Focus Attack - Expanded hitbox downward.
    • EX Dive Kick (EX Shikusen) - Enabled change of trajectory with special kick button combinations (light + medium, medium + hard, or light + hard), but only during a Feng Shui Engine.
    • Close Medium Punch - Adjusted startup to 3F. Takes move's total frame count from 22F to 20F.
    • Dash - Increased travel during a Feng Shui Engine. Overall frame count is unchanged.

    Ken

    • Target Combo - Expanded hitbox for second hit downward to facilitate connecting with crouching targets. Increased startup of near standing medium punch from 8F to 20F to allow a delay when canceling into a Target Combo.
    • EX Shoryuken - Changed damage from 70 + 30 + 30 + 50 (180 total) to 80 + 30 + 30 + 60 (200 total).
    • Crouching hard Kick - Total frame count unchanged, but startup altered from 7F to 8F.
    • Far Standing hard Kick - Changed startup from 12F to 11F. Shortened attack recovery by 4F, giving a +1F advantage on a hit and a -3F (dis)advantage when blocked.
    • Thunder Kick (Toward + HK) - Overall length of feint move changed from 27F to 24F.

    Makoto

    • Health reduced from 1000 to 950.
    • Fukiage (Upwards Punch) - Adjusted all damage from 100 to 90 when executing light, medium, and hard versions, and from 140 to 120 for EX version.
    • Super - Tanden Renki - Made attack last 3 seconds longer than previously.
    • Standing hard Kick - Extended hitbox downward.
    • Target Combo 1 - Made the standing medium kick second hit super-cancelable.
    • Vertical Jump Medium Punch - Extended hitbox and hurtbox forward.
    • EX Karakusa (Grab and Choke) - Adjusted size of hitbox to match that of the light version.
    • Hayate Light Punch (Rush Punch) - Lengthened attack distance at level 3. Adjusted characteristics at level 4 to match level 4 hard punch. Added armor break property when charged to level 5. Made same follow-up conditions the same as the EX version when charged to level 5. Changed damage at level 5 to 190, and added voice hint to mark being charged to that level. Lengthened distance of travel at level 5.
    • Hayate Medium Punch (Rush Punch) - Adjusted characteristics at level 4 to match level 4 hard punch. Unified characteristics at level 5 across light, medium, and hard punches.
    • Hayate Hard Punch (Rush Punch) - Adjusted block stun at level 4 to give a -2F (dis)advantage. Unified characteristics at level 5 across light, medium, and hard punches.

    M. Bison

    • Double Knee Press - Changed light/medium/hard stun from 50 + 50 (100 total) to 100 + 50 (150 total). Lengthened hit stun by 1F on first hit for all versions, giving the attacker a possible +5F advantage when completing the fastest possible Double Knee Press -> EX Focus -> Dash.
    • Near Standing hard Kick/Far Standing hard Kick - Changed shallow hit damage from 80 to 90.

    Oni

    • Adjusted health from 950 to 1,000.
    • Goshoryuken (Dragon Punch) - Slightly increased forward knockdown distance on final hit to fix the character facing the wrong way on EX Focus -> Dash. Made quick-stand impossible following the first hit of the EX version.
    • Ultra 1, close range - Messatsu-Gotenha - Changed active period from 10F to 9F, and made the attack totally invincible until after the first active frame.
    • Ultra 1, aimed upwards - Messatsu-Gozanku - Made Messatsu-Gozanku cancelable on a Zanku Hadosho (Air Hadou Dash) hit.
    • Ultra 2 - Tenchi Sokaigen - Reduced damaged party's horizontal knockdown distance in order to increase ease of subsequent hitbox connection following a successful first hit.
    • Super - Raging Demon - Changed damage from 350 to 370 when executed on the ground. Changed from a throw hitbox to a strike hitbox that can only hit airborne opponents when the move is carried out in the air.
    • EX Hurricane Kick (EX Tatsumaki Zankukyaku) - Made additional adjustments to allow the move to fully hit.
    • Air Hurricane Kick (Airborne Tatsumaki Zankukyaku) - Changed EX version to make a sudden, vertical dive, only when canceled into from a Zanku Hadosho. Made EX version a 1-hit move, with damage of 140 and stun of 200 that does tailspin knockdown damage, only when canceled into from a Zanku Hadosho. Changed EX version landing stun to 22F, only when canceled into from a Zanku Hadosho.
    • Gankauchi(Back + Medium Punch) - Changed damage motion when hitting crouching opponents, making it easier to land a hit when canceling a special or other move from a Gankauchi.
    • Angled Jumping hard Punch - Changed active period from 4F to 5F.
    • Zanku Hadosho (Air Hadou Dash) - Expanded hitbox for light and hard versions.
    • Rakan Dantojin (Demon Slash) - Added hitbox for deep hit to light version. Extended projectile-invincible frames by 3F for medium version.
  • Super Sick CaseSuper Sick Case PuroresuLuv Joined: Posts: 425
    Rose

    • Ultra 2 - Soul Satellite - Changed startup from 7F to 5F. Fixed issue whereby EX Soul Reflect could be triggered accidentally.
    • Near Standing Medium Kick - Extended hit stun by 1F, giving the attacker a possible +4F advantage on a hit.
    • Soul Spark - Changed Super Meter build-up from 20 to 30 for light, medium, and hard versions.
    • Soul Piede (Toward + HK) - Changed total action frames from 33F to 29F. Increased reach by moving hitbox forward. Shrunk active period hurtbox.
    • Crouching Medium Kick - Fixed issue whereby counter-hit damage was taken when attacked in any frame after hit detection started.
    • EX Soul Reflect - Made invincible to projectiles from start until 7th frame. Activated projectile return hitbox from 5th frame onward.
    • EX Soul Spiral - Changed damage from 100 to 120.
    Rufus

    • Ultra 2 - Big Bang Typhoon - Adjusted number of hits against airborne opponents to a maximum of 10.
    • Messiah Kick - Made light derivation combo on a medium hit.
    • Target Combo - Expanded second hit's hitbox downward to facilitate connecting with Blanka, etc. when crouching.
    • EX Galactic Tornado - Increased opponent's stun by 7F when hit by the suction part of the move.Gives attacker a possible +8F advantage when completing EX Focus?Dash in shortest possible time.

    Ryu

    • Ultra 2 - Metsu Shoryuken - Extended hitbox upward in 3rd active frame.
    • Fireball - Changed light/medium/hard version damage from 60 to 70. Chip damage is the same as SSFIV AE, at 15. Changed follow-up restrictions when a counter-hit is landed with the EX version so that follow-up is possible with any move.
    • Air Hurricane Kick (Airborne Tatsumaki Senpukyaku) - Adjusted timing of trajectory break-point to be 3F behind the previous point when initiated with an angled forward jump.
    • Solar Plexus Strike (Toward + HP) - Changed damage from 40 + 50 (90 total) to 40 + 60 (100 total).
    • Near Standing hard Kick - Equalized normal hit and counter-hit frame advantage.
    • Hard Punch Shoryuken - Made this a 1-hit move. Set damage in 1st and 2nd active frames to 160, and in 3rd to 14th active frames to 60. Made from start to 4th frame totally invincible. Made mid-air follow-up impossible. Removed possibility for EX Focus Attack and super canceling.
    • Crouching Medium Kick - Hit detection extended from 3F to 5F.

    Sagat

    • Angry Scar - Changed Tiger Uppercut damage during an Angry Scar from 140 to 150 for light, 160 to 170 for medium, and 240 to 250 for EX version.
    • Crouching Medium Punch - Expanded strike hitbox for deep hit.

    Sakura

    • EX Fireball - Changed level 1 damage from 40 + 60 (100 total) to 60 + 60 (120 total). Changed level 2 damage from 50 + 70 (120 total) to 60 + 70 (130 total).
    • EX Hurricane Kick - Fixed issue whereby opponent could be passed through when hit in standing position after certain combos.
    • Sakura Otoshi (Jump Smash) - Increased command input difficulty, and made release-triggering (negative edge) impossible.

    Seth

    • Jumping hard Punch - Changed hitbox active time from 2F to 4F.
    • Forward Jumping Medium Kick - Made foot region invincible to projectiles from end of active period to landing.
    • Dragon Punch (Shoryuken) - Shortened block stun by 2F on second normal Shoryuken hit, leaving the attacker with a -3F (dis)advantage on EX Focus -> Dash. No change to first hit's block stun.
    • Ultra 1 - Tanden Stream - Made Seth become totally invincible at a certain point in the attack. Made fully hit when combo launched from crouching hard punch. Changed damage from 380 to 340.

    T. Hawk

    • Crouching Hard Kick has two more frames of blockstun if the first hit is blocked. During this move, T.Hawk's head is invincible to projectiles so he can avoid moves such as Sagat's High Tiger Shot.
    • Medium Tomahawk Buster is now completely unthrowable from the first frame onwards.
    • Heavy Body Press (Down + HP) and Heavy Shoulder (Down + MP) can be used during a neutral jump.
    • Thrust Peak (Down-Torward + LP) is now -4 on hit, up frum -5 on hit.
    • Changed EX Condor Dive to be completely projectile invincible until the move ends.
    • Changed Close Standing Hard Kick from 8 to 7 frames, thus shortening the overall frames of the move to 23. Now knocks down on hit, and can be followed up with EX Tomahawk Buster.
    • Fixed Ultra 2's command input to be easier (same as SSF4).

    Vega

    • Crouching Hard Kick damage increased to 110 from 90.
    • +1 more frame of hitstun on the opponent after a Cosmic Heel, making it -3 on block.
    • Ultra 1 knee hitbox improved to prevent the opponent from falling out. It's possible to juggle Ultra 1 from a Cosmic Heel.
    • Ultra 2 startup changed to 8 frames from 9.
    • Sky High Claw knocks down on hit now. EX version has an improved downward hitbox so that it can hit crouching characters.
    • Expanded the hitbox for Focus Attack.

    Yang

    • Crouching Light Kick has an expanded hurtbox once it becomes active and the damage was nerfed from 30 to 20.
    • Standing Light Kick's startup increased by two frames for a total of five. However, it keeps the original three-frame startup time during Yang's Super.
    • Crouching Medium Punch's damage reduced from 80 to 70, and now inflicts 60 damage during his Super.
    • Far Standing Medium Punch hitbox shrunk.
    • Jumping Medium Kick's hitbox shrunk.
    • Changed Target Combo 2 damage from 150 to 130, shortened the pushback distance of the second hit on block and lengthened the second hit's recovery by four frames to make it -7 on block.
    • Dive Kick has an increased hurtbox on the foot area, and the landing recovery has been increased by 2 frames. Stun inflicted by the move reduced to 50 from 100.
    • Senkyutai (Roll Kick) has had its hitbox reduced on all versions. Hard Roll Kick is only projectile invincible from the 5th frame onwards, and the Medium Roll Kick is no longer projectile invincible. After an FA -> Dash from a Roll Kick, Yang is at -4.
    • Byakko Soshoda (Palm Strike) had its meter gain reduced to 10 from 20. The total frame count for each version is 26(Light) 41(Medium) 45(Hard). These changes do not apply during Seiei Enbu. Hard Palm Strike now deals 140 damage instead of 150, 30 chip damage instead of 38, and 200 stun instead of 250. Hitbox active time decreased to 9 frames from 13.
    • Seiei Enbu lasts one second shorter than before. Chip damage set to 1/8 of normal damage.
    • Stun changed from 1000 to 950.
    • Removed invincibility when standing up from a facedown position.
    • Prevented special canceling between 24th and 25th frame of backdash.
    • Target Combo 3 is now super cancelable on the third hit, and the opponent is knocked down on the third hit as well.
    • Ultra 2 startup is 3 frames slower. The last hit of the non-cinematic Ultra 2 now does 90 damage.

    Yun

    • Changed Target Combo 2 damage from 60 + 40 + 50 (150 total) to 50 + 30 + 40 (120 total)..
    • Changed Target Combo 3 damage from 80 + 70 (150 total) to 65 + 55 (120 total) and made it super-cancelable off second hit.
    • Changed Target Combo 4 damage from 50 + 50 + 60 (160 total) to 50 + 35 + 48 (133 total) when executed from a far standing medium punch. Increased 2nd hit recovery by 2F, leaving attacker with a -6F (dis)advantage on a block.
    • Changed Target Combo 5 damage from 20 + 30 + 40 (90 total) to 20 + 20 + 32 (72 total).
    • Near and Far Standing Light Kick have an additional frame of blockstun, leaving the attacker at +2 on block.
    • Expanded Crouching Light Kick hurtbox upward after hitbox becomes active.
    • Changed Crouching Medium Punch damage from 60 to 50.
    • Dive Kick has an increased command input height restriction, and two more frames of ground recovery. Hit and block stun increased by two frames.
    • 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.
    • Changed division of hit detection period from 7F + 2F to 3F + 6F for EX Zesshou Hohou (Lunge Punch). Blockstun of the move shortened by two frames so that the attacker is now at -1 on block.
    • Kobokushi (Palm Strike) meter gain reduced to +20 meter on whiff, damage reduced from 160 to 140, stun reduced from 250 to 200, chip damage reduced to 30 from 40, active frames reduced from 15 to 10.
    • Palm Feint is now 25 frames overall, whereas the regular Palm Strike is now in motion for 45 frames.
    • (Nishokyaku) Light Upkicks now only has invulnerability covering up until the sixth frame.
    • Medium/Hard/EX Up Kicks travel less distance forward. Light/EX Up Kicks have three more frames of ground recovery.
    • Medium Up Kicks damage nerfed from 130 to 110.
    • Tetsuzanko (Shoulder) has a larger hurtbox during the middle of the move.
    • Hard Punch Shoulder's damage was reduced from 140 to 100, and the EX Shoulder had its damage reduced from 80+70(150) to 90+40(130).
    • Super - Gen'ei Jin - has had its active time shortened by one second, and Senbukyaku (Overhead) now does 80 damage instead of 85 during the Super.
    • Stun reduced from 1000 to 950.

    Zangief

    • hard Spinning Piledriver - Increased stun from 100 to 150.
    • EX Banishing Flat - Changed damage from 80 + 50 (130 total) to 90 + 50 (140 total). Increased stun from 50 + 50 (100 total) to 100 + 50 (150 total).
    • Crouching hard Kick - Shrunk mid-move hurtbox.
    • Crouching Light Punch - Expanded strike hitbox for deep hit.
    • Far Standing hard Punch - Made opponent get knocked down on a hit.
  • Hyun SaiHyun Sai Joined: Posts: 360
    From what I tried to interpret (feel free to correct me, I m not on point translating the google translator ah ah ah)

    Guile :

    - They removed counter hit on guile's sonic boom
    - Air Throw is back to 3 frames
    - Close HK is now airborne.

    Sagat : mostly untouched

    Dictator : mostly untouched, minor buff on knee press

    Viper : some damage nerf.
  • AzraelAzrael Epic Calling! Joined: Posts: 3,223 ✭✭✭
    I'll post more as I get them done.

    Ryu
    Increased the vertical hitbox on U2 for better anti-air/full animation.
    Can combo full U2 after counter hit Shakunetsu Hadoken. So if c.mk gets absorbed by a FA, Ryu can do EX Fireball, FADC U2 for 500 damage. If Ryu is close range he can hit EX Fireball -> U2 without FADC.

    The "brake" frame on air Tatsu decreased by 3 frames, if used on this frame the trajectory will change.
    Solar plexus 40+60 for 100 total damage.
    If he hits S.RH counter hit on a crouching opponent he can combo sweep after it.

    Chun
    Head stomps will come out on DF, not just D. They note that DB won't work though.
    Kintekishu (B+MK) +3 advantage on counter hit, easier to hit confirm into the second hit.
    Sweep 150 stun.
    Kikosho startup 9F, easier to use as AA/use in combos.
    They are fixing the bug where characters fell out of the U1 juggle in AE.
    chubbyfingerz:
    There are few characters in this game which everyone wishes they could play but simply can't adapt to. Say, Hakan, for instance. Makoto is chief among them. She's the equivalent of building a racecar and saying "give me 7 gears and NO brakes, no hydraulic steering, no seatbelt or helmet, none of that gay shit, cause I'm going for it with all I got and if I fuck up then fuck it". Cammy is like driving a Lamborghini with autopilot while you listen to One Direction and talk to your girlfriend on the phone "oh wait honey there's a curve coming up let me push a button here.... done. So, then your boss said what? Oh my god, what a bitch she is!"
  • <Insert Name Here>&lt;Insert Name Here&gt; "top of the idiots" Joined: Posts: 5,332 ✭✭✭✭✭
    After some searching, I found that "Liu" was Ryu.

    Just so people know.

    EDIT: Though Azrael's translation might have revealed that already...
    UMvC3: Wolverine/Doctor Doom/Dante
    Give me attention: @ LaziestNameEver
    "The snow fell across the living, and the [flagged as spam]." - Smoothjazz101
    "hamtaro is a parable to the struggle of life" - Scrubeks
  • DontdodatDontdodat I know u want to Joined: Posts: 449
    lol they gave Viper damage reductions.
  • <Insert Name Here>&lt;Insert Name Here&gt; "top of the idiots" Joined: Posts: 5,332 ✭✭✭✭✭
    lol they gave Viper damage reductions.

    If the butchered translation is anything to go by, it looks like she got a minor buff, too. Can't tell exactly what it is, though...

    Anyhow, she's still going to be viable from the looks of it.
    UMvC3: Wolverine/Doctor Doom/Dante
    Give me attention: @ LaziestNameEver
    "The snow fell across the living, and the [flagged as spam]." - Smoothjazz101
    "hamtaro is a parable to the struggle of life" - Scrubeks
  • Hyun SaiHyun Sai Joined: Posts: 360
    Viper seems to receive a nerf of thunder knuckle by the look of it. 2F of I don't know what.

    I'm not sure, but it seems Ken is receiving some buffs here, that will be funny.
  • ruff0123ruff0123 Joined: Posts: 569
    Viper seems to receive a nerf of thunder knuckle by the look of it. 2F of I don't know what.

    Looks like they are talking about EX thunder knuckle.
  • XgrayninjaXgrayninja Fumbling my way to the top. One loss at a time. Joined: Posts: 1,224
    Can anyone glean what was said about Vega (Claw)? I can't comprehend that butchered google translation at all lol.
    Gotta be hungry.
  • AzraelAzrael Epic Calling! Joined: Posts: 3,223 ✭✭✭
    Ken
    Target combo hits easier on crouching opponents, can also delay the inputs.
    EX Shoryuken damage 80+30+30+50, 190 total.

    Honda
    Jab headbutt gets its upper body invincibility back.
    Strong headbutt loses it, so it works the same as Jab Headbutt did in AE.

    Blanka
    Each ball gets an extra 10 in damage, so Jab 110, Strong 120, Fierce 130, EX 120.
    For Fierce and EX Ball, if it hits on the second frame (same frame where FA cancel is possible), it causes blow-back damage. Will be easier to follow-up EX Ball with additional hits if FADC'd.
    Charged Rock Crusher gives Blanka a 5 frame advantage, so he can do Rock Crusher, C.MK, FP Ball as a combo.

    Gief
    Jab SPD 150 stun.
    EX Backfist damage 90+50 for a total of 140. Stun 100+50 for a total of 150.
    Adjusted the hitbox on c.jab, so that it hits more easily off a jump-in against characters it formerly didn't. Hurtbox for c.short reduced in height, making it easier to pass under certain attacks.
    chubbyfingerz:
    There are few characters in this game which everyone wishes they could play but simply can't adapt to. Say, Hakan, for instance. Makoto is chief among them. She's the equivalent of building a racecar and saying "give me 7 gears and NO brakes, no hydraulic steering, no seatbelt or helmet, none of that gay shit, cause I'm going for it with all I got and if I fuck up then fuck it". Cammy is like driving a Lamborghini with autopilot while you listen to One Direction and talk to your girlfriend on the phone "oh wait honey there's a curve coming up let me push a button here.... done. So, then your boss said what? Oh my god, what a bitch she is!"
  • Renegade TX2000Renegade TX2000 Joined: Posts: 786
    Can't wait for dudley.......... also I like that dmg nerf on c.viper
  • DontdodatDontdodat I know u want to Joined: Posts: 449
    Can anyone glean what was said about Vega (Claw)? I can't comprehend that butchered google translation at all lol.
    Cosmic Smart on block is additional +1, at the most -3.
    Damage increase to U1 if you hit going up
    U1 doesn't miss as much
    Splendid Claw gets 8f startup (thought it did already)

    edit: entirely wrong about sky high claw.
  • ilitiritilitirit Joined: Posts: 4,954 ✭✭✭✭
    Viper was nerfed too hard IMO. She just needed a U1 damage nerf. Everything else about her was fine. Oh well.
  • No_CigarNo_Cigar close but....... Joined: Posts: 2,173
    thanks azrael for the translations :tup:

    anyone know when part 2 comes out?
    · "None are more hopelessly enslaved than those who falsely believe they are free." -Johann Wolfgang von Goethe
  • AnimaSoloAnimaSolo Joined: Posts: 72
    [SIZE=13px]Ken is a policy of extending the usability of the finer points of being followed the status quo made ​​the adjustment.[/SIZE]

    That's what I got from Google Chrome, translating the whole page. LOL! Deep stuff. Must be a buff.
  • XgrayninjaXgrayninja Fumbling my way to the top. One loss at a time. Joined: Posts: 1,224
    The phrase "status quo" was thrown around alot in the google translation. The fuck does that mean?

    EDIT: Before anyone comments, I know what the phrase actually means. I just don't understand it's use in the context of SFIV. Though it's almost certainly due to the horrible translation.
    Gotta be hungry.
  • eltwopeeeltwopee Learn 2 Play Joined: Posts: 1,571

    Blanka
    Each ball gets an extra 10 in damage, so Jab 110, Strong 120, Fierce 130, EX 120.
    For Fierce and EX Ball, if it hits on the second frame (same frame where FA cancel is possible), it causes blow-back damage. Will be easier to follow-up EX Ball with additional hits if FADC'd.
    Charged Rock Crusher gives Blanka a 5 frame advantage, so he can do Rock Crusher, C.MK, FP Ball as a combo.

    so basically still ass
  • AnimaSoloAnimaSolo Joined: Posts: 72
    [SIZE=19px]Gayle[/SIZE]
    The center portion was changed from a spa in the spa IV AE IV,
    made ​​to fit the overall balance of readjustment.

    Spa? lol
  • DontdodatDontdodat I know u want to Joined: Posts: 449
  • ilitiritilitirit Joined: Posts: 4,954 ✭✭✭✭
    so basically still ass
    Yeah, still super free on wakeup. On the other hand, maybe blow back damage means ball combos are now safer on hit? Still pretty worthless though cos if you're at the range where you can combo into ball and FADC it, you might as well just end in electricity for more damage and a knockdown.
  • k4polok4polo Your Lethal Assassin Joined: Posts: 3,586 ✭✭✭
    Viper was nerfed too hard IMO. She just needed a U1 damage nerf. Everything else about her was fine. Oh well.

    Yea Maybe so. She did need a damage nerf with her doing Vanilla damage still lol.
    "Where there is light, there's a shadow"
    SSFIV:AE Chun, Rose, Seth, Guile
    UMvC3: Nemesis/Felicia/Strider, Morrigan/Sentinel/Vergi;
    Injustice: Wonder Woman, NightWing[/URL]
  • eltwopeeeltwopee Learn 2 Play Joined: Posts: 1,571
    Yeah, still super free on wakeup. On the other hand, maybe blow back damage means ball combos are now safer on hit? Still pretty worthless though cos if you're at the range where you can combo into ball and FADC it, you might as well just end in electricity for more damage and a knockdown.

    so i think blow back will make certain hit balls SAFE which should have been in the game years ago so that is better, but I dont think it is enough to make him tournament viable.
  • EvelgestEvelgest set the lab on fire. Joined: Posts: 1,375
    It looks like Dic is only getting a stun and frame change for Scissors?

    Boxer is getting his Super damage back for Heabutt and his overhead into cr. strong hits all characters now?
    Balrog. Bison. Scrubby Makoto.

    OH UMEHARA-SAMA
    TEACH ME GUILE-SAN ARIGATO
    ~ mzenken
  • DontdodatDontdodat I know u want to Joined: Posts: 449
    It looks like Dic is only getting a stun and frame change for Scissors?
    Only for the first hit so after you extend with FADC you can follow up easier. Very slight if even necessary.
  • DarachnidDarachnid Salty Member Joined: Posts: 559
    'Blow-back' damage for Blanka hori ball will be like recoil I presume. Like firing a shotgun butted against your shoulder. -20 health for when one hits close range, probably. The only move in the game that self-harms.
  • VeseriusVeserius Hold Down Back Joined: Posts: 6,223 ✭✭✭✭✭
    Yeah, still super free on wakeup. On the other hand, maybe blow back damage means ball combos are now safer on hit? Still pretty worthless though cos if you're at the range where you can combo into ball and FADC it, you might as well just end in electricity for more damage and a knockdown.
    if you can do an fadc combo from j.hk, st.mp, st.lp xx hp ball FADC getting 450 damage with blanka is going to be easy for 2 meters. his punish damage is going to go up.

    in some situations where you can punish with st.jab xx elec or into ball your options have increased because now you can take the 170 or you can take 160+whatever you can tack on with the 2 meters.

    This is one of the buffs I wanted, so I'm kind of happy. I'm wondering how this will effect him comboing into crumples, as it should be possible now with the numbers they gave.
  • AzraelAzrael Epic Calling! Joined: Posts: 3,223 ✭✭✭
    Guile
    Balance adjustments centered around the changes made to him from Super to AE.
    The frames in which Guile could be counter-hit after Sonic Boom have been eliminated? (Not 100% sure)
    Air throws 3F startup.
    Spinning backfist 100 damage.
    Can't be thrown out of upside down kick from the 6th frame until the last active frame.

    Dhalsim
    Yoga Inferno damage 75 x 2, 60 x 3 for a total of 330 damage.
    EX Yoga Blast damage 90 + 50. First hit gets 20 more damage, second hit 20 less, so if Sim only gets the first hit he gets the better damage.
    C.jab active for 4F. But other frame info unaltered.
    Hurtbox on Yoga Blast reduced.
    Can follow up Yoga Blast with additional moves for combo.

    Balrog
    Headbutt damage fixed back to Super, strong 120, Fierce 140, EX 150.
    U2 damage 399.
    Hit properties on Dash Overhead changed so that it can combo into c.strong on all characters.
    Close stand fierce hitbox extended downwards so that it hits crouching characters that it used to whiff on.
    chubbyfingerz:
    There are few characters in this game which everyone wishes they could play but simply can't adapt to. Say, Hakan, for instance. Makoto is chief among them. She's the equivalent of building a racecar and saying "give me 7 gears and NO brakes, no hydraulic steering, no seatbelt or helmet, none of that gay shit, cause I'm going for it with all I got and if I fuck up then fuck it". Cammy is like driving a Lamborghini with autopilot while you listen to One Direction and talk to your girlfriend on the phone "oh wait honey there's a curve coming up let me push a button here.... done. So, then your boss said what? Oh my god, what a bitch she is!"
  • Arc-railArc-rail Joined: Posts: 369
    I was working on it as well, but since it's already almost done I think I have some corrections and I'll post the stuff I jumped ahead to.
    The "brake" frame on air Tatsu decreased by 3 frames, if used on this frame the trajectory will change.

    I think this is just neutral jump air tatsu.
    Hurtbox for c.short reduced in height, making it easier to pass under certain attacks.

    This is cr.HK, not cr.LK.

    Sagat

    - Angry Scar Tiger Uppercut damage increased: LP, MP, and EX get +10

    Viper

    -MP Thunder Knuckle 120 -> 110 damage
    -EX Thunder Knuckle startup reduced to 25f, but +2 recovery
    -EX Seismo 120 -> 100 damage
    -U1 -> 441 damage
    -U1 hitbox improved so it's easier to hit fully after air burnkick and HP Thunder Knuckle
    -U2 damage increased to 410
  • DaveyDave808DaveyDave808 Fierce Feint Fail =( Joined: Posts: 172
    At least buff viper's cr.forward hitbox all the way to her toes. Her nerfs were unnecessary IMO. Too many people complaining about a character that takes too many risks to win. She has one of the worst normals and focus attack in the game.
  • TheautophobiaTheautophobia psn: Windsurferash2 Joined: Posts: 5,602
    If those are vipers changes they are hardly enough to say she got changed too dramatically. I'm a U2 supporter anyhow. Her normals didn't get worse, 10 damage less in medium TK without changing the frames just means an lp difference. At least burn kicks weren't changed. Ex Tk got a buff and so did the U1 hitbox, maybe now you won't have to track a different height for each and every single area of the stage.
    I'm starting to wonder if the naysayers use her.

    Thanks for the translations so far guys.

    for the record. im happy about the changes.
    [SIZE=14px]╔══════════════ღ☃ღ══════════════╗[/SIZE]
    [SIZE=14px]~ ~ I am a beautiful strong black woman ~ ~[/SIZE]
    [SIZE=14px]~ ~ ~ ~ ~~ ~ who don’t need no man ~ ~ ~ ~ ~[/SIZE]
    [SIZE=14px]╚══════════════ღ☃ღ══════════════╝[/SIZE]
  • ruff0123ruff0123 Joined: Posts: 569
    Those Viper nerfs are not character crushing at ALL.....not a single nerf done to burn kicks, not even a damage nerf. And now Viper can connect U1 easier, as if it wasn't easy enough.
  • VorkosiganVorkosigan AWOOOGA Joined: Posts: 1,835 ✭✭✭✭
    Viper players: bawwww we're actually being brought into line now, she got nerfed too much :(
    A few years ago (my mother) asked if I beat Justin Wong at Evo. The shame I felt in saying no made me seriously consider suicide right there on the spot. - Viscant
  • nekokennekoken Joined: Posts: 72
    Good to see Viper wasn't nerfed to uselessness.
  • CurbehCurbeh Kagami Joined: Posts: 108
    I tried a full translation on Ryu's entry. Let me know if more are required.
    Ryu
    The biggest change is to his Metsu Shoryuken, we made it much easier to use.
    First, we improved its function as an anti air. The vertical hitbox is larger and it is easy to get the lock (full ultra) hit.
    Also, if you manage to get a good read on your opponent and land a counter hit Shakunetsu (EX) Hadouken, you can combo into U2. You will only get the full ultra if the EX hadouken counter hit the opponent. For example, if you threw out a crouching forward and it was focused you could then do EX Hadouken → FADC → Dash → U2. You could get upwards of 500 damage with this, giving you a change to make a heavy comeback in one shot. If you are very close to your opponent, you could combo U2 off an EX Hadouken without a focus cancel.

    Other things:
    The effective frames for the "brake" on a rising air Tatsumaki Senpuukyaku (Tatsu) has been reduced by 3 frames (from the front of the "brake" frames). When you use it on these frames, the trajectory of your tatsu will change (larger window for a "normal" air tatsu).
    Solar Plexus Strike is now 40+60, giving you 100 points of damage.
    You can combo into crouching roundhouse no matter what your opponent's character is from a counter hit close standing roundhouse if they are crouching.
  • ruff0123ruff0123 Joined: Posts: 569
    Hopefully, Yun and Yang can still dominate Sim after the nerfs so we can hear Arturo whine about how AE 2012 sucks dick lol
  • HNIC MikeHNIC Mike Joined: Posts: 6,145 ✭✭✭✭✭
    damn viper. not looking good for yun/yang/fei
    fuck AE ranked matches
  • EvelgestEvelgest set the lab on fire. Joined: Posts: 1,375
    Only for the first hit so after you extend with FADC you can follow up easier. Very slight if even necessary.
    Ah, so an additional 5 frames after Scissors FADC.
    Balrog. Bison. Scrubby Makoto.

    OH UMEHARA-SAMA
    TEACH ME GUILE-SAN ARIGATO
    ~ mzenken
  • BananaWeedBananaWeed Virtual Hobo Joined: Posts: 1,749
    Did they change anything about Guile's meter gain from sonic booms?

    I hope they buff Dee Jay a bit. Maybe make LK upkicks hit crouching opponents. ;)
    Hold me Thrill me Kiss me Kill me
    PSN = BananaWeed
  • The Lone DragonThe Lone Dragon perverted feminist Joined: Posts: 2,624 ✭✭✭
    Viper players: bawwww we're actually being brought into line now, she got nerfed too much :(

    Actually, the Viper player comments so far (mostly) haven't complained much at all.

    She didn't get hit too bad. She got some nerfs AND some buffs. U2 might actually be...useful now. Compared to U1, at least.

    I wonder what they mean by improving her U1 hitbox, though. Did they buff the first hit so that it's easier to combo into? OR did they buff the subsequent flame hits, so that people don't randomly fall out of it? I hope it's the former...since they nerfed the damage.
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  • DR JamDR Jam Joined: Posts: 94
    Google's translation is awful but the little I could make of, they didn't buff Guile's Ultra 2. LAME!!!
  • PensukePensuke FUCK GUILE Joined: Posts: 166
    Dhalsim
    Yoga Inferno damage 75 x 2, 60 x 3 for a total of 330 damage.
    EX Yoga Blast damage 90 + 50. First hit gets 20 more damage, second hit 20 less, so if Sim only gets the first hit he gets the better damage.
    C.jab active for 4F. But other frame info unaltered.
    Hurtbox on Yoga Blast reduced.
    Can follow up Yoga Blast with additional moves for combo

    The blog post says 立ち弱パンチ so it should be standing jab.
  • stabicronstabicron CTRL ALT PSYCHOCRUSHER Joined: Posts: 1,927 ✭✭✭
    Actually, most Viper player comments so far haven't complained much at all.

    Why would they complain? Those nerfs are not that much at all. In fact improving her U1 hitbox probably more than made up for it.
    SSF4: Bison, Cammy, Oni | SFxT: Bison/Lili
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  • PurpleLemonadeGGPOPurpleLemonadeGGPO Joined: Posts: 1,336
    Claw changes are still untranslated
  • xekrnxekrn Joined: Posts: 179
    No knock down ball? Blanka is still ass.

    Viper didn't change at all and for some players she actually got buffed.
  • TheMeth90TheMeth90 Slowly learning Elena on 3S... Joined: Posts: 1,145
    Blanka
    Each ball gets an extra 10 in damage, so Jab 110, Strong 120, Fierce 130, EX 120.
    => Nice, more damages, it's cool.
    For Fierce and EX Ball, if it hits on the second frame (same frame where FA cancel is possible), it causes blow-back damage. Will be easier to follow-up EX Ball with additional hits if FADC’d.
    I don't unterstand, what is the "blow-back damage" ? And what mean this "buff" ?
    Charged Rock Crusher gives Blanka a 5 frame advantage, so he can do Rock Crusher, C.MK, FP Ball as a combo.
    So, they don't understood this move is useless with 25 frames of start up ? Lol, +5 for what ??? Useless stuff.
  • Killer_JigglypuffKiller_Jigglypuff Karakusa is cheap Joined: Posts: 6,141 ✭✭✭✭✭
    I'm sitting on the edge of my seat scared that Makoto is gonna get hit upside the head with the nerf bat. God I hope not.
    Student of the Rindou-Kan
  • Imm0rt4lImm0rt4l Final Boss Joined: Posts: 825
    Looking forward to seeing Dudley and goukens changes.
    http://www.youtube.com/user/imm0rt4l

    SSF4 mains: Gouken and Dudley
  • TheautophobiaTheautophobia psn: Windsurferash2 Joined: Posts: 5,602
    I'm sitting on the edge of my seat scared that Makoto is gonna get hit upside the head with the nerf bat. God I hope not.
    I severely doubt it, she didn't make enough noise to be nerfed. She went from "crap" to in with the crowd. It seems they are being fairly fair. I'm just curious as to what will happen with Hakan.
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  • Poe22222Poe22222 Raging Flower Child Joined: Posts: 706
    Anyone know when they will be releasing more character details? Will it be a daily thing, a weekly thing, or just random? I seem to recall a group of characters' AE changes being released every few days, but I wasn't following it that closely.

    I'm sure more details will emerge from the people play testing it very soon.

    Edit - just reread the original announcement and saw that they'll be revealing stuff from Tuesday to Friday... not too long of a wait... God, I must admit I am nervous about Akuma. If they nerf him significantly, I will probably change to a different "post-2012" high tier character and I won't bitch about it, but after only some damage nerfs (along with most of the case) and the removal of cowardcoptor (never used it to be honest) and a lot more recovery on missed demon flip grab (not awesome but not a huge deal), I would be sad to feel like he's really not the same anymore or that I'm much worse off than I was for so long. Akuma has become my friend :( lolz. I talked to Seth about it at an event once, and he said that Akuma is pretty safe from nerfs because the developers know that if you nerf him much he could become useless in a hurry, so we'll see. Here's to everyone being happy with the changes... (lol)
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