Street Fighter (SFIV, SSFIV, HDR)

Okay, my 360 arrived today which is unbelieveable considering it was only ordered at 3pm yesterday but I was away at a wedding all day so I didn't get sorting anything until now. Have everything set up and ready to go:

XBL - Drunzer

I probably won't have AE until next week because I always wanted to play the Gears of War games so I'll lock myself away this weekend and get that done first but if any of you want to add me go ahead and we'll get some games soonish =)
 

Direct link to English version of changes: http://www.capcom-unity.com/gregaman/blog/2011/09/20/ssfiv_ae_ver.2012_beta_version_–_part_12

Whats shocked me is this: Abel [Breathless]: Removed throw invincibility from the lunge to hit detection period. It still has throw invincibility from startup to lunge period.

Does that mean once Abel is moving forward after you let go of all three punches he can be thrown as hes moving forward?


Balrog [Dirty Bull]: Command has been simplified so it will be easier to use from now on. LOL make him even easier why don't you!
 
I'm surprised Breathless has throw invincibility while holding punch (not that I'd throw at that distance).

No-one uses Dirty Bull anyway, when Ultra 1 can be combo'd into easily, and carries the opponent full screen into the corner.


Only change that I found interesting was Gouken being able to combo into his palm from standing mp.
 
Can't view those links from work, what is happening to Ryu? Guile? SETH ???

Ryu
[Hadouken]: Damage has been increased from 60->70. Chip damage remains the same at 15.
[H. Shoryuken]: Changed to be a 1 hit move, from the previous 2 hits. Start up is 3F. A deep hit (from active 1F to 2F) deals 160 damage, a shallow hit (from active 3F and up) deals 60 damage. First 4F from startup are invincible. Also [H.Shoryuken] cannot be EX Focus Canceled anymore, regardless of hit or block, so the risk and reward has been increased.

Guile
[Flash Kick]: Deep hit now deals an additional +10 damage across the board: light 110, medium 130, heavy 140 damage.
[Sonic Hurricane]: Damage distribution has been changed from the existing 150+15*4+90 to 90+30*4+90. Total damage has not changed, but [Flash Kick] -> [Sonic Hurricane] combo now does an additional 50 damage or so.
[Reverse Spin Kick]: Causes additional 1F of hit stun, leading to a total of +5F on hit.

Seth
[Shoryuken]: Excluding the EX version, when the 2nd hit is blocked, opponent guard stun has been reduced by 2F. Seth is now -3F when doing [Shoryuken (2nd hit blocked)] -> [EX Focus Cancel] -> [Forward Dash].


i don't see why everyone's kicking up such a fuss over the dp change.
 
Ryu's DP change is a 100% buff. The people complaining haven't a clue what they're talking about.

Yep

lp dp for derp AA juggles

mp dp for poor players AA (need the crutch of extra invulnerability), FADC combo's, and hail mary invulnerable mp dp fadc ultra

hp dp for combo damage and AA (late AA does 160 damage!!! Enormous buff if you have some skill!).
 
Adz look at this:

;)

Not bad. I only got to ~2600PP and since then it has been a downward spiral BUTTTT I have managed to get 4-5 chars to over 1000BP and I am currently working on Seth. Once he gets there I will start focusing on PP again, I am sure I will reach 3000PP at some point again (just about managed it in Super). I'm not surprised you hit 3000 PP using Abel though, I am coming on now if you fancy some games.
 
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