Capcom Super Street Fighter IV: Arcade Edition Ver. 2012 Character Changes

Check out the long list of changes to your favorite Street Fighter characters in the upcoming Super Street Fighter IV: Arcade Edition Ver. 2012.

Ryu

As far as big changes, we focused on improving his [Metsu Shoryuken] to be more user-friendly. First off, the hit box size of the move has been enlarged upwards, thus it connects easier and also means it is a better anti-air move. As we anticipate that players will want to use the move in combos more often, we have modified to hit properties of [EX Hadouken] that make “Metsu Shoryuken” able to combo only after a counter hit. The way to use this is if your [cr.MK] or other normal attack is absorbed by a Focus Attack, you can go for the [EX Hadouken] -> [EX Focus Cancel] -> [Forward Dash] -> [Metsu Shoryuken] combo. As this will do around 500+ points of damage to your opponent, it is a great tool for those one shot comebacks. If you are close enough to your opponent when the [EX Hadouken] hits, you can simply do the combo without having to EX Focus Cancel.

Other changes include:

Rising [Airborne Tatsumaki Senpu Kyaku]: Effective break frames during ascent have been shortened by 3 frames from the end. The trajectory of your Tatsumaki will change if you execute the move during those frames.

[Solar Plexus Strike] (f+HP): Damage has been changed to 40+60, totaling 100 points.

[Close HK]: When you counter hit a crouching opponent, you can now combo a [cr.HK] afterwards, regardless of your opponent’s character.

 

Ken

His play style will be similar to its current form, and some small changes will be made.

[Target Combo]: Hit Box area has enlarged downwards, so it is now easier to hit crouching opponents. Also, it is possible to delay the input of the moves.

[EX Shoryuken]: Damage has been increased to 80+30+30+50, totaling 190 points, so hit returns have been improved.

 

Chun-Li

Minor changes have been made to balance various equilibriums during battle.

[Yosokyaku](d+MK): Move can now be executed in the air also by holding down forward + MK. Down back + MK does nothing like before.

[Kintekishu](b+MK): Now gives +3 frame advantage on counter hit, and is easier to hit confirm cancel into [Tenkukyaku](MK during Kintekishu).

[cr.HK]: Stun damage increased to 150, and gives better hit returns.

[Kikosho]: Start up frames changed to 9, better anti-air capabilities and easier to include in combos.

[Hosenka]: Fixed glitch which caused some characters to fall out of the Ultra during the animation.

 

E. Honda

We have adjusted the properties of the move synonymous with Honda, the “Sumo Headbutt.”

[L. Sumo Headbutt]: Upper body invincibility has been added back to the move, so it returns to being like it was in Super SFIV. However any damage done to the opponent during this invincible state has been toned down to 100 points.

[M. Sumo Headbutt]: Lower body invincibility has been added to the move. Super SFIV players who devised strategies for the light version will be able to come up with new technology for this move as well.

 

Blanka

For the [Rolling Attack] move that has changed throughout the series, we have added new properties which make it easier to use.

[Rolling Attack]: Damage has been increased by +10 points across the board. New values are Light: 110, Medium: 120, Heavy: 130, EX: 120.

[H. & EX Rolling Attack]: Any damage dealt during the first 2 frames (EX Focus Cancel possible frames) is now considered knockdown damage. For example in close range, [cr.LK]x2 -> [LP] -> [H. Rolling Attack] will now combo into a knockdown.

[EX Rolling Attack]: Additionally this move may now be [EX Focus Canceled] within the first 2 frames in order to allow for bigger damage afterwards.

[Rock Crusher]: The overhead version of this move (Hold MP) now gives +5 frames advantage on hit, allowing for a combo like [Rock Crusher](overhead) -> [cr.MK] -> [H. Rolling Attack].

 

Zangief

The focus this time is mostly damage adjustment.

[L. Spinning Piledriver]: Stun damage has been changed to 150 points.

[EX Banishing Flat]: Damage has been adjusted to 90+50, totaling 140 points, and Stun Damage has been adjusted to 100+50, totaling 150 points.

For some nitty-gritty details,

[cr.LP]: The hit box size has been changed in order to alleviate a problem Zangief had before where the move would combo whiff on certain crouching characters after a jump attack.

[cr.HK]: The hittable area of this move has been lowered, making it easier to avoid certain attacks.

 

Guile

Focusing on his changes from Super SFIV to Super SFIV AE, further balance changes were made.

[Sonic Boom]: Removed counter-hit state that remained after move execution.

[Flying Mare] / [Flying Buster Drop]: Start up of these air throws has been changed to 3 frames.

[Spinning Back Knuckle]: Damage adjusted to 100 points.

A new change this time,

[Rolling Sobat]: This move is unthrowable from the 6th frame and onwards, until move completion.

 

Dhalsim

Without influencing the total balance too much, the damage on a number of his moves has been modified, and the goal of making the character easier to use was kept in mind for changes.

[Yoga Inferno]: Damage has been increased to 75*2+60*3, totaling 330 points.

[EX Yoga Blast]: Damage total remains the same at 140, but damage between the two hits has been redistributed by adding 20 to the first hit and subtracting 20 from the second, resulting in 90+50. Thus, returns from the initial hit are increased a little.

In order to make the character easier to use,

[LP]: Active hit frames of this move have been extended to 4 frames. However, the total frame time needed to execute and finish the move has not been changed.

[M. & H. Yoga Blast]: Hittable area has been reduced.

[H. Yoga Blast]: After a hit, the player can now follow up with other attacks to combo.

 

Balrog

Changes made to his overall damage in Super SFIV AE have now been readjusted.

[Buffalo Head]: Damage has been readjusted back to the same levels as in Super SFIV, Medium: 120, Heavy: 140, EX: 150 points.

[Dirty Bull]: Damage for this Ultra Combo has been increased to 399 points, so returns from a hit have increased.

For some nitty-gritty details,

[Dash Swing Blow]: By changing the move properties, [Dash Swing Blow] -> [cr.MP] combos will now work on all characters.

[Close HP]: The hit box has been enlarged downwards in order to alleviate a problem Bison had before where the move would whiff on certain crouching characters in close proximity.

 

Vega

We think Vega players would want just a few more small buffs, so only specific details in the character have been changed.

[cr.HK]: Damage has been readjusted back to the same levels as in Super SFIV, 110 points.

[Cosmic Heel]: When blocked, opponent’s guard stun has been lengthened by +1 frame, and Vega’s disadvantage has been shortened to a maximum of -3 frames.

[Sky High Claw]: Now causes knockdown damage when hitting an opponent on the ground.

Changes to Ultra Combos include,

[Bloody High Claw]: After the knee damage hits, the rest of the move’s hit box has been dramatically enlarged in order to reduce the chance of opponents falling out of the Ultra.

[Splendid Claw]: Start up has been changed to 8 frames.

 

Sagat

As the character already boasts a number of strong tools at his disposal, he will remain unchanged for the most part. The only notable change is that a [Tiger Uppercut] after an [Angry Charge] will do +10 more damage for the light, medium, and EX versions.

 

M. Bison

He also will remain unchanged for the most part, except for one modification.

[Double Knee Press]: Stun Damage has been changed for all strengths of the move across the board to 100+50, totaling 150 points. Also, if the initial hit of the move lands, it causes an additional +1 frame of hit stun to the opponent.

Therefore, [Double Knee Press](first hit lands) -> [EX Focus Cancel] -> [Forward Dash] now gives M.Bison up to a maximum of +5 frames of advantage.

 

C. Viper

Keeping in mind the overall balance, damage and specific move properties have been changed.

[M. Thunder Knuckle]: Damage has been reduced from 120 -> 110 points.

[EX Thunder Knuckle]: Start up has been reduced to 25 frames. However upon hit, Viper gains an additional +2 frames of recovery. As start up time has been reduced, the move should be more useful in punishing an opponent’s back dash.

[EX Seismic Hammer]: Damage has been reduced from 120 -> 100 points.

[Burst Time]: Damage has been reduced to at maximum 441 points. As the initial hit box size of the move has been slightly modified, it is now easier to follow up into the Ultra from [Aerial Burning Kick] and [H. Thunder Knuckle].

Her other Ultra Combo, [Burning Dance], has had its damage increased to a maximum of 410 points.

Rufus

The character’s overall balance will remain the same, and we are just making certain moves that people have been unhappy with in the past, easier to use this time around.

[M. Messiah Kick]: Upon a successful hit, the LK follow up is guaranteed.

[Big Bang Typhoon]: This move couldn’t be used as a proper anti-air in Super SFIV AE, but we have modified it so that if it connects against an airborne opponent, it will do a maximum of 10 hits. 10 hits will do around 236 damage.

 

El Fuerte

We aimed to make him more fun for players who use him, so without affecting the overall balance too much, we have made some changes.

[Propeller Tortilla]: We have given it back invincibility right after startup, so that it is the same as it was in Super SFIV.

We have made a number of changes to his [Quesadilla Bomb] move.

[EX Quesadilla Bomb]: Charge activation time reduced from 390 frames to 210 frames, and a counter hit now causes wall bounce damage. From mid-screen after the wall bounce you can do [Habanero Dash] -> [Gordita Sobat]. If you are near the corners instead you can follow up with [Guacamole Leg Throw].

Also, we have reduced El Fuerte’s recovery after the move hits by 10 frames for the normal level 3 charge and EX versions of the move.

Other changes include,

[cr.LP]: Rapid fire cancels can now be done from other light attacks as well.

We have also fixed a bug which caused certain characters to fall out of [HP] -> [Habanero Dash] -> [Calamari Slide].

 

Abel

We’ve reviewed changes that were made from Super SFIV, and have made his strong points more obvious this time around.

[cr.HP]: We’ve returned the hit box of the move back to where it was in Super SFIV, which makes it a good anti-air move again.

[Tornado Throw]: All strengths of the move have been increased by +10 damage points. Light: 160, Medium: 180, Heavy & EX: 200.

[Breathless]: Now invincible to attacks during the initial charge start up, until the beginning of hit detection.

New things include,

[Second Low]: We modified opponent hit stun so that [Second Low] – > [EX Focus Cancel] -> [Forward Dash] gives you a maximum of +9 frames of advantage. Utilizing this, you can now do the combo [Second Low] -> [EX Focus Cancel] -> [Forward Dash] -> [cr.HP] -> [Soulless].

 

Seth

Without changing the current character base, we have modified a few specific points.

[Tanden Stream]:  Damage has been reduced from 380 to 340 points.

[cr.HP]->[Tanden Stream]: Upon the combo hit, the [Tanden Stream] will now do full damage. We have also made it so that Seth is invincible after the first hit of the Ultra, so that the animation is not interrupted midway through.

[Vertical / Diagonal j.HP]:  Active frames have been lengthened to 4 frames. Total move frame length has not been changed.

[Vertical j.MK]: After hit detection has ended, the leg area (lower body) is invincible to projectiles.

Also we have alleviated a problem specific to certain characters, where [j.HK] hits and afterwards [cr.LP] [cr.MP] would whiff.

 

Akuma

We have made modifications taking into account the overall gameplay balance, as well as his potential for loop setups.

[Hyakki Gosho]: Move properties have been changed so that it is no longer an overhead. The move can now be blocked crouching.

[Goshoha](normal forward throw): Recovery has been increased by 2 frames.

As for character buffs,

[Demon Armageddon]: This move, which can be canceled into from Ashura Senku (teleport), has had its damaged increased to 421 points.

 

Gouken

This character received the most number of changes. Mainly this involves modifications to [Denjin Hadouken] and [Senku Goshoha], which were heavily requested by players.

[Denjin Hadouken]: The large difference is that now depending on the number of times you spin the lever from the super flash to move execution, you can increase the speed of the projectile up to 3 levels. The fastest speed is about 2 times as fast as the current speed, leading to more opportunities

for it to hit. Which attack level you get depends on how long you hold the move, and is not related to the Ultra Combo gauge amount. The specific frames are:

Level 1 – 13 frames

Level 2 – 17 frames

Level 3 – 37 frames

Level 4 – 57 frames

Level 5 – 80 frames

Adding to that, the final damage increases by 45 points for each level you charge

For example, a level 1 attack will do 300 damage, and a level 5 attack will do 540 damage.

[L. Senku Goshoha]: Hit box has been enlarged towards the front.

[M. Senku Goshoha]: Properties have been changed to the match the light version of the move in Super SFIV.

[H. Senku Goshoha]: Properties have been changed to the match the medium version of the move in Super SFIV.

These changes will make the moves much more useful than before.

[Kongoshin]: Hit box size has been increased around his body, and the stun damage from a hit has been increased from 150 to 200 points.

[cr.HP]: Hit stun resulting from this move has been increased, allowing for [close MP] -> [cr.HP] -> [EX Senku Goshoha] to hit characters that it would previously whiff on.

 

Cammy

Mostly unchanged except for a few things:

[H. Spiral Arrow]: After much request, we have modified the active hit box back to the way it was in Super SFIV. Specifically, the first part of the move is active for 7 frames, and the second part is active for 12 frames, for a total of 19 frames. When combined with the buffs she received to her normal moves in Super SFIV AE, we feel it’ll be easier to combo her moves now.

Fei Long

For this character, which has great tools for dominating horizontal space and other top class attributes, we took the overall gameplay balance into account when making these changes.

[Rekkaken]: For the light, medium, and heavy iterations of this move, we have adjusted the block stun for the second Rekka hit. Specifically, for a blocked second Rekka, Fei Long now receives:

Light: -8 frames, Medium: -10 frames, Heavy: -12 frames of disadvantage.

Adding to this, we have shortened the amount of guard push, so Fei Long’s who decide to go for the second Rekka should be more careful of receiving a counter attack now. Finally, for the first and second hits of the light and medium versions, chip damage has been reduced by about half.

[Shienkyaku]: Damage has been adjusted,

Light: 120->110, Medium: 140->120, Heavy: 160->150, EX:200->190.

Also, if the first hit is blocked and the Fei Long player goes for [EX Focus Cancel] -> [Forward Dash], we have changed it from having frame advantage to -1 frame disadvantage instead.

[Rekkukyaku]: The heavy version of this move has had its damage readjusted to 35+35+30, totaling 100 points. Also, we have adjusted all versions of the move so that cross up cases are reduced. Fei Long is also no longer able to half loop combo certain characters with [close MP] -> [EX Rekkukyaku].

[close LP] and [far LP]: These normal attacks have had their advantage on hit reduced by 1 frame, making them a total of +5 advantage on hit. Therefore some of his combos will no longer work.

[cr.MP]: Damage has been reduced from 65 to 55.

The only thing we have buffed is,

[Chokkarakusho](f + MK): Damage increased from 60 to 70.

 

Sakura

We have addressed a lot of problems people had with her [EX Shunpukyaku]. Specifically, when performing the [cr.LK] -> [cr.LP] -> [cr.HP] -> [EX Shunpukyaku] against crouching opponents, the last hit of the [EX Shunpukyaku] will now hit all characters.

[EX Hadouken]: Damage has been buffed, resulting in Level 1: 100->120, Level 2: 120->130.

 

Rose

The main focus has been readjusting some changes that players were unhappy with from the previous games.

[Soul Spark]: Changed the amount of Super Combo gauge the moves builds from 20 to 30.

[Soul Satellite]: Start up reduced from 7 frames to 5 frames.

[Soul Piede]: Has had its properties changed to almost what they were in Vanilla SF4. Recovery has been shortened by 4 frames, the hit box has been moved more to the front, and the hittable area has been reduced.

New changes include,

[close MK]: Rose now gains +4 frame advantage on hit. So now [close MK] -> [cr.MP] combos are now possible.

[cr.MK]: We have fixed a glitch were only Rose would receive counter hit damage when trading hits with an opponent.

 

Gen

In order to change him into a more technical character, we have made specific buffs.

[Crane Style cr.HP]: Changed counter damage multiplication to be the same as the normal 1.25.

[Crane Style cr.HK]: Lengthened active frames to 5.

[M. / H. Gekiro]: When the final hit comes out, the Super Combo gauge gets a +10 bonus.

[H. Gekiro]: When the final hit lands, opponent is unable to quick stand, leading to more oki-zeme opportunities.

[EX Jyasen]: Properties have changed drastically. First off, depending on the button combinations (light + medium, light + heavy, medium + heavy), the movement distance and number of damage hits will change, in addition to Gen being invincible to projectiles until the completion of hit detection. Also for all strengths of [Jyasen], whether the attack right before the final part hits or is blocked, the opponent recovery has been increased by 4 frames. So after a [EX Focus Cancel] -> [Forward Dash], Gen is +6 on hit, and +2 on block, giving him an advantage.

[Shitenketsu]: The start up of this Ultra Combo has been reduced from 9 frames to 7 frames.

 

Dan

In a lot of ways we are aiming to make this the strongest version of Dan ever in a Street Fighter Series, so we have changed many things.

[close HK]: Push back from a hit has been greatly reduced. If you hit from a very close range, you will be able to follow up with another close range attack.

Looking at frame data,

[close MP]: Start up changed to 5 frames.

[cr.HK]: Start up changed to 10 frames.

So a lot of his moves come out faster. This allows for the combo, [close HK] -> [close MP] -> [cr.MK] -> [EX Dankukyaku]. Also if the [close MP] is a counter hit, you can now follow up with a [cr.HK] into a guaranteed knockdown.

[EX Airborne Dankukyaku]: We have relaxed the height restrictments on this move, which now lets players perform the move from the 7th frame and onwards of a jump. Also, [Koryuken] -> [EX Focus Cancel] -> [Forward Dash] -> [EX Airborne Dankukyaku] will now hit. Stun has also been toned down to 100+75+75, totaling 250 points.

[H. Airborne Dankukyaku]: Damage has been changed to 50+50+50, totaling 150 points.

[H. Dankukyaku]: Damage has been increased to 50+40+40, totaling 130 points.

[cr.Taunt] & [j.Taunt]: As a hit bonus they now give +70 to the Super Combo meter. On block they give a +30 bonus.

[Hissho Buraiken]: We have fixed a glitch where not all the hits would land against specific characters, when used up close. However if you use the move a little too far from the opponent, not all the hits will land, just as before.

 

T-Hawk

Taking into account the rest of the cast, various changes have been made.

[cr.HK]: The first part of the move now causes +2 guard stun. Thus, if the opponent guards the first part but then tries to jump out, they will get hit by the second part of the move. Also, during execution of this move, T-Hawk’s head is now invulnerable to projectiles. One example is that now Sagat’s [Tiger Shot] will pass through his head without doing damage.

[Heavy Body Press]: Can now be executed from a vertical jump.

[Thrust Peak]: It is now only -2 frames of disadvantage on hit, which makes it better than before.

[M. Tomahawk Buster]: Move is invulnerable to throws from start up to the time he is off the ground.

[Condor Spire]: We have changed the simplified command movement and made it easier to execute than before.

Dee Jay

We’ve focused on helping him with his lack of power, and buffing his hard-to-use Ultra Combo I move, [Sobat Festival].

[far MP]: Hit box size has been enlarged towards the front, now allowing him to cancel into a super move, similar to Ryu. As it does 90 damage, sometimes players might want to trade hits in order to setup something bigger.

[Air Slasher]: Removed a property from the move that left Dee Jay in a counter hit state even after move execution.

[Double Rolling Sobat]: Damage has been increased, Light: 80->90, Medium: 100->110, Heavy: 120->130. We have fixed a problem for the medium version where often times the 2nd hit would whiff after the 1st hit.

[Sobat Festival]: You can now cancel into this Ultra from his Super Combo, [Sobat Carnival]. Think of it like Dan’s Super Combo to Ultra Combo sequences. The cancel timing is right before the last hit of [Sobat Carnival], so if you can input the Ultra command in time you can cancel into the Ultra. The damage from the Super Combo -> Ultra Combo I is around 570 points, so players are going to want to save their Super Combo gauge for those instant comebacks.

 

Guy

Keeping his same fighting style, we’ve focused on improving the strengths of his moves.

[Vertical j.HP]: Increased size of the square hit box.

[Diagonal j.MP] and [Diagonal j.HK]: Increased the size of the square hit box, and the hittable area. For the most part it will be easier to hit opponents beneath you now after these modifications.

Normal throws [Grab Throw] and [Shoulder Throw]: Throw range has been increased to be about the same as Ryu. So it will be easier to throw using Guy now.

[Elbow Drop]: Can now be executed by holding down forward or down back and MP as well. Now it can be executed more swiftly than before.

[Bushin Izuna Otoshi]: Regarding all versions of the move (including EX), Guy’s landing stun has been removed when the attack doesn’t come out. This way you can choose to land right in front of the opponent to go for a normal throw, or try to bait out an attack to go for a counter.

[EX Bushin Senpu Kyaku]: We have adjusted properties of the move which make it easier to hit opponents in various situations now. It no longer will easily whiff versus opponents who jump in, or specific characters who have a low crouch.

[Neck Flip]: Changed the move so that it won’t fly over opponents who are crouched in close proximity.

Lastly, his retreat speed has been sped up, which makes it easier to control distance with the opponent.

 

Cody

One point we focused on were the [Knife] attacks, that many people complained had little uses in a real match. We also changed his spacing ability and movement.

First off, his walk speed forward and backwards has been increased.

[Hammer Hook]: Hit and block properties have been revised. Now the move grants +3 frames on hit versus standing opponents, -1 frame on hit versus a crouching opponent, and -4 frames when blocked. You can also use this move while holding a knife. If you hit a standing opponent, you can now do the combo, [cr.LK] -> [M. Ruffian Kick].

[Bad Spray]: Changed to a 2 hit move and is now Super Cancelable. So now you can follow up this move with a FADC into [Final Destruction].

[M. Ruffian Kick]: Hit box has been enlarged towards the front.

[Zonk Knuckle]: The EX version now pushes the opponent a bit further away on the first hit. As a result it is now easier to land an FADC into [Final Destruction].

With regards to knife attacks,

[Pick up Knife]: If you move the lever to the correct guard position during the animation, you will now be able to cancel into block immediately.

[LP (Knife)]: Now gives +6 frames of advantage.

[MP (Knife)]: Now gives +2 frames of advantage.

[HP (Knife)]: Now gives +3 frames of advantage.

[cr.MP (Knife)]: Active frames have been changed to 4, and the hittable area around his arm has been reduced.

[cr.HP (Knife)]: Startup has been changed to 7 frames, and is now a better anti-air move.

 

Ibuki

We’ve made improvements where we can, along with revising some of her other attributes.

[Bonsho Kick](f+HK): Trajectory of the move has been adjusted so that it hits crouching opponents easier. It is now +1 frame on hit, -3 frames on block, and +5 frames on counter hit. The move should be more useful from now.

[Hammer Kick](f+MK): Including the target combo version, the move startup has been changed from 26 to 25 frames.

[Tsuijigoe]: On the way up, the move is now invulnerable to throws until she is in an airborne state. We’ve also modified the hittable area so that from initial startup until the 12th frame it is easier to dodge low attacks coming from the opponents. You can also super cancel from an early time during the move. This way you can fake a normal right in your opponent’s face and then go for [Kasumi Suzaku].

[Yoroitoshi]: The non-animation bullet version of the move will now do full hits to an airborne opponent. Opponents who chose to back-dash to escape the throw animation version of the Ultra will also take full hits from the bullet.

[Hashinsho]: All hits before the final locked animation sequence will connect on an airborne opponent. An example would be, if you connect with [Focus Attack Level 2]and follow up with [Hashinsho] while they are in the air, all the hits up until the locked animation will land.

 

Makoto

She showed her explosive power in AE, so we’ve reconsidered some points by looking at the overall balance of the game.

First off, her health has been reduced from 1000 to 950.

[Fukiage]: Damage has been reduced for the light, medium, and heavy versions from 100 -> 90. EX version damage has been reduced from 140 -> 120.

[EX Karakusa]: Throw range has been changed to be the same as the light version of the move.

[HK]: Hit box has been enlarged downwards.

[Target Combo 1]: The [MK] portion is now cancelable like the normal move.

[Tanden Renki]: Now lasts 3 seconds longer than before.

[Vertical j.MP]: Hit box and hittable area has been enlarged forward.

[Hayate]: Charge ability of this move has been improved. Light version of the move at Level 3 and 4, and Medium version of the move at Level 4 have had their attack distance increased.  If the opponent guards any a Level 4 charge at any strength, Makoto is at -2 frames disadvantage. A Level 5 charge at any strength gains Armor Break properties, has its attack distance increased, and has the damage increased from 170 -> 190. Makoto will say something when she is charged to Level 5 to let you know when it’s good to go.

 

Dudley

We have tried to increase his total potential by revising his moves and attributes.

[HK]: Gives +7 frame advantage on counter hit. So now if you counter hit with [HK] and cancel into [L. Duck], you will be at +4 frame advantage.

[Vertical j.LP]: Active frames and hit box has been increased.

[Vertical j.HP]: Startup changed to 6 frames, and active frames and hit box has been increased.

[Diagonal j.LP] & [Diagonal j.MP]: Active frames have been lengthened.

[Focus Attack Level 1]: Opponent gains an extra +1 stun after hit or guard. So Dudley will be at -3 frames after canceling into a forward dash after a blocked Focus Attack.

[Short Swing Blow]: Medium and Heavy versions of the move have had the lower body hittable area shrunk, and also made easier to connect against a crouching opponent.

[Thunder Bolt]: All strengths of the move (including EX) will no longer lose easily when trying to hit an airborne opponent, and a hit opponent cannot tech roll afterwards. For the EX version, the light flash and sound follow a bit later after the move comes out.

[Victory Rose]: Can now be Super Canceled, or EX Focus Canceled.

[Rolling Thunder]: All hits before the final locked animation sequence will connect on an airborne opponent. Similar to Ibuki, if you connect with [Focus Attack Level 2] and follow up with [Rolling Thunder] while they are in the air, all the hits up until the locked animation will land.

 

Adon

We have improved aspects people complained about, and also moves that were hard to use.

[close MP]: Move is now -4 frames disadvantage on block.

[close MK]: Move is now +2 frames advantage on hit, and +3 frames on block.

[Focus Attack]: Modified the hit box so that it will connect against low posture opponents as well.

[Rising Jaguar]: First hit of Light, Medium , and Heavy versions push the opponent away slightly further than before, and we have made it harder for Adon to end up facing the wrong way after an FADC follow up. Also, the FADC window for the Heavy version has been increased by 1 frame. Thus now it is possible to follow up with [Jaguar Avalanche].

[Jaguar Revolver]: Changed the move so that it won’t fly over opponents who are in close proximity. It will still go right over crouching opponents, but if they are standing it will be a clean hit.

 

Hakan

We wanted to wipe away the image that he is a weak character, so we made a number of buffs.

The biggest thing being, from the beginning of battle he starts in an oil state. At the beginning of every round Hakan will start off oiled up, but of course it will wear off as the match goes on. So please try to aim for increasing the amounts of oil from the get go. Other various changes are listed below:

[Vertical j.LK]: Hit box size and position has been changed.

[Vertical j.LP]: Active frames have been changed to 8.

[Vertical j.MP]: Active frames have been changed to 4.

[Diagonal j.LP]: Active frames have been changed to 8.

[cr.HP]: Changed to a 2 hit move.

[Hakan Tackle]: To make it a little less vunerable, the hittable area during the start of hit detection has been decreased.

[Guard Position]: When executed from a dash in an oiled state, he will slide. You can slide from either a forward or backwards dash.

[Oil Slide]: Stun calculation has been changed. A slide after an [Oil Shower] will do 100 points of stun, but a slide that hits with the [Body Press] follow up will do 150 stun all together. Try to make the most of chances to stun the opponent.

[Oil Dive]: Trajectory and attack reach has been changed, Heavy and EX versions have been powered up. Medium and Heavy versions will now fly over a low opponent who is in very close proximity. Light ver. startup has been lessened, Medium ver. startup has been changed to the previous Light ver., and Heavy ver. startup has been changed to the previous Medium ver. Throw hit box of all versions of the move (including EX) have been enlarged downwards, making it easier to connect on low posture characters.

[Flying Oil Spin]: Throw priority has been increased. Medium and Heavy versions will now fly over a low opponent who is in very close proximity. Startup of Light and Medium versions has been lessened.

 

Juri

Based on the overall gameplay, we modified her so that she is able to attack in a more technical manner.

[Feng Shui Engine]: Speed has been increased for her forward dash during this state. Therefore she can control space much better. She can now build Super Combo meter at 1/3 the normal rate during this state instead of no meter building at all. Managing your Super Combo meter will now let you go for more hits during this state.

[close MK]: Hit box of the 2nd hit has been enlarged so that it doesn’t whiff after the 1sthit connects.

[Focus Attack]: Modified the hit box so that it will connect against low posture opponents as well.

[Fuhajin]: Part where she kicks upwards has had its damage increased to 50.

[Senpusha]: First hit of Light ver. gives an additional +5 frames of advantage on hit. First and second hit of Medium & Heavy ver. gives an additional +5 frames. Second hit of EX ver. gives an additional +5 frames. So now [Senpusha] -> [EX Focus Cancel] -> [Forward Dash] -> [Kaisen Dankairaku] combo is possible. EX ver. during a [Feng Shui Engine] gains invincibility during the first hit, making it harder to beat.

[Shikusen]: Can now change the trajectory of the EX ver. during a [Feng Shui Engine] by using different kick button combinations. Light + Medium = trajectory until now, Medium + Heavy = Medium ver. trajectory in normal mode, Heavy + Light = Heavy ver. trajectory in normal mode. All 3 strengths pushed together also give the trajectory until now.

 

Yun

We eliminated things that made him a scrubby character, and made it so that players with strong technical skills will be able to shine when using him.

[Target Combo 2]: Damage changed to 120.

[Target Combo 3]: Damage changed to 120.

[Target Combo 4]: Damage changed to 130. If 2nd hit is blocked, Yun gets -6 frame disadvantage.

[Target Combo 5]: Damage changed to 70.

[cr.LK]: Hittable area increased.

[cr.MP]: Damage changed from 60 to 50.

[Raigekishu](Dive Kick): All versions of the move must now be executed higher than before, and Yun gets an additional +2 frame landing stun. Also on hit and block, opponent gets an extra +2 frame stun. Now Yun players must be wary of how to attack and the use of the different versions of the move.

[Senpukyaku](f+MK): Damage during a [Geneijin] is reduced from 85->80.

[Zenpotenshin](command grab): Light, Medium, Heavy ver. of the move now has 11 frames until hit detection. EX ver. has 8 frames until hit detection. EX ver. is no longer invincible to throws.

[Zesshouhouhou](lunge punch): EX Ver. attacks have been redistributed from 7/2 to 6/3 and now the move is -1 frame disadvantage on a close block.

[Kobokushi](palm): Medium and Heavy ver. build meter at rate 20. Light ver. takes 25 total frames to execute, Medium ver. takes 45 total frames to execute, Heavy ver. takes 45 total frames to execute. Medium and Heavy ver. damage reduced from 160->140 and stun damage reduced from 250->200. Medium and Heavy ver. chip damage changed to 30. Medium and Heavy ver. active frames changed to 10.

[Nishokyaku](up kicks): Invincibility on Light ver. now is gone after 1st frame of hit detection. All ver. of the move (including EX) give additional landing stun to Yun. Medium ver. damage reduced from 130->110.

[Tetsuzanko](shoulder): Heavy ver. damage reduced from 140->100. EX damage changed from 80+70 to 90+40, totaling 130. Part of the move that is invulnerable to projectiles has had its hittable area increased so it is easier to hit Yun.

[Geneijin]: Time is reduced by 1 second, and damage is decreased.

 

Yang

We have revised his risk/return and made him into a more technical character that must be used with skill.

[Target Combo 2]: Damage changed to 130. If 2nd hit is blocked, Yang gets -7 frame disadvantage.

[LK]: Now takes 5 frames until hit detection. However, during [Seiei Enbu] it is the same as before.

[cr.LK]: Damage has been changed from 30->20, hittable area has been increased.

[cr.MP]: Damage has been changed from 80->70, during [Seiei Enbu] it deals 60.

[far MP]: Hit detection moved a bit back, attack reach shortened.

[Diagonal j.MK]: Hit box size has been modified so it doesn’t cross up as easily.

[Raigekishu](Dive Kick): All versions of the move have a larger hittable area during startup, and Yang gets an additional +2 frame landing stun. Stun damage changed from 100->50.

[Senkyutai](rolling kicks): Light ver. is only invulnerable to projectiles up until frame 5, Medium ver. has no projectile invulnerability. Hit box width has been cut nearly in half for all ver. (including EX). FADC after this move is blocked results in -4 frame disadvantage for all versions, and opponents guard stun has been adjusted.

[Zenpotenshin](command grab): EX ver. throw range is reduced, now has 8 frames until hit detection. EX ver. is no longer invincible to throws.

[Tourou Zan](mantis slash): Final hit of Light, Medium, Heavy now does 60 damage. EX ver. changed to a true block string if blocked.

[Byakko Soushouda](palm): Empty hitting palms will only build 10 gauge instead of 20. Light, Medium, Heavy ver. all take 2 frames longer to finish. Heavy ver. damage reduced from 150-140, chip damage changed to 30, stun damage changed from 250->200. Medium and Heavy ver. active frames reduced by 4.

[Seiei Enbu]: Time is reduced by 1 second, and chip damage is decreased.

[Raishin Mahaken]: Max damage changed from 480->450.

[Tenshin Senkyuutai]: Startup time reduced by 3 frames, max damge changed from 440->410. Last hit when the move doesn’t go into the locked animation has had its damage changed to 90.

 

Evil Ryu

We focused on increasing his attack capabilities and making him standout from Akuma.

First, health has been increased from 850->900, and stun gauge from 850->900.

[far HK]: Hit box has been enlarged.

[cr.HK]: Startup changed to 6 frames.

[far HP]: Causes knockdown on counter hit.

[Target Combo]: The [HP] portion of this move always causes knockdown and can be followed up with an FADC for even bigger damage.

[Senbukyaku](f+MK): Can now be canceled into [Airborne Tatsumaki Senpukyaku]. Of course the EX version is also possible. Now if you can read your opponent’s Focus Attacks it will be possible to pull this off, or even go for a [Raging Demon] if you have enough Super Combo meter. If you are in the corner you can go for the combo[Senbukyaku] -> [EX Airborne Tatsumaki Senpukyaku] -> [Metsu Hadouken] or [Axe Kick].

[Shoryuken]: Medium ver. has had its invincibility increased by 1 frame.

[Axe Kick]: Light ver. hit gives +1 frame advantage. Heavy ver. takes 26 frames to startup, damage has been changed from 140->130, stun from 200->150, and has same properties as Medium ver. to go for additional hits. If Medium or Heavy ver. hits an airborne opponent, they can’t tech roll. Startup on EX ver. is 21 frames.

[Airborne Tatsumaki Senpu Kyaku]: Same as Ryu, the break trajectory of the Tatsumaki has softened when done during jump ascent.

[Raging Demon]: Damage increased from 350->370.

[Metsu Hadouken]: Time needed for a full charge is reduced. So if you land a [Focus Attack Level 2], and immediately follow up with a forward dash, you can connect a fully charged [Metsu Hadouken]. A useful combo would be [any normal attack] -> [EX Hadouken] -> [EX Focus (Level 2)] -> [Forward Dash] -> [Fully Charged Metsu Hadouken].

 

Oni

We’ve given him some buffs for stability.

Health has been increased from 950->1000.

[Goshoryuken]: For EX ver. only, first hit is untechable.

[Tatsumaki Zankukyaku]: Alleviated a problem where the EX ver. wouldn’t hit fully.

[Demon Slash]: Hit box enlarged towards the lower legs so that it is easier to hit crouching or low posture characters.

[Raging Demon]: Air and Land ver. damage changed from 350->370.

[Mesatsu Gotenha]: For this move that can only be used if you select Ultra I, startup has been changed to 9 frames, and until 1 frame after hit detection starts the move is invincible.

 

Phew! That was a long list of balance changes to all the characters to Super Street Fighter IV: Arcade Edition version 2012.

[Capcom-Unity]

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