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Ultra Street Fighter 4 Discussion Thread

1171172174176177261

Comments

  • Registered Users, Registered Users 2 Posts: 3,239 ✭✭✭UberPrinny_Baal


    FutureGuy wrote: »
    Agreed, DeeJay has higher priority uses for his super, especially against fireball characters.

    Yeah. Correct me if I'm wrong but if there's a fireball that will hit you on wake-up, it seems like your options are:

    - Block (if you won't die)
    - EX Dread Kicks (hope to hit fireball thrower)
    - EX upkicks (catch jump ins)
    - LK upkicks (depending on how deep it is, you might not get hit)

    While EX-MGU has a handy small amount of invincibility, I've never found a use for the fireball cancelling property.


  • Registered Users, Registered Users 2 Posts: 11,137 ✭✭✭✭chopperbyrne


    While EX-MGU has a handy small amount of invincibility, I've never found a use for the fireball cancelling property.

    What about the one I mentioned?


  • Registered Users, Registered Users 2 Posts: 3,239 ✭✭✭UberPrinny_Baal


    What about the one I mentioned?
    Seems like it could be used on reversal through a cr.mk xx fireball then hit dash U2.

    Are you talking specifically about countering a Ryu cr.mk xx fireball?

    Correct me if I'm wrong here, but in the SFIV engine, can't you only cancel a normal into a special on hit or block?

    If the cr.mk misses due to EX MGU's (very small) invincibility, it's a whiff, won't cancel into a fireball, so the entire fireball negating property doesn't even come into play.


  • Registered Users, Registered Users 2 Posts: 11,137 ✭✭✭✭chopperbyrne


    No, I mean block or get hit by the cr.mk and then reversal EX MGU through the fireball.


  • Registered Users, Registered Users 2 Posts: 1,966 ✭✭✭Scavenger XIII


    I could be totally wrong because lol SF4 but I think he means perform EX MGU as a reversal to the cr.mk and connect through the fireball.

    I heard cr.mk -> FB wasn't strictly a true blockstring somewhere lately.

    EDIT: Ninja'd due to slow posting.


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  • Registered Users, Registered Users 2 Posts: 3,239 ✭✭✭UberPrinny_Baal


    No, I mean block or get hit by the cr.mk and then reversal EX MGU through the fireball.

    Not sure if the block/hitstun of cr.mk allows that, but the invincibility of EX MGU would be what might prevent you from being hit by the fireball there, not the fireball negating properties.

    Actually since only the beginning attacking part of the move (Deejay's fists) nullify fireballs, I think it's likely you could still get hit meaty by the fireball in this situation.

    I think the MOST likely result of this very specific situation you describe (if it's possible) is that the EX-MGU beats the fireball startup, and you get a juggle.


  • Moderators, Computer Games Moderators Posts: 15,257 Mod ✭✭✭✭FutureGuy


    EX sobat is sooooo good for closing down fireball games. I can easily punish even with my old man reactions. You've no reason to use MGU to stop a fireball, tbh.

    EX MGU is really useful for setting up an easy ultra in the corner though.

    Yep. To clarify, meant his super meter, not the actual super. Proper spacing and meter hurts alot of fireball characters.


  • Registered Users, Registered Users 2 Posts: 129 ✭✭ogiekeaney


    SFAEV2012 changes (according to a translation on srk)


    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.
    Kikoken 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.
    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.roundhouse reduced in height, making it easier to pass under certain attacks.
    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.
    S.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.
    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
    Vega

    -cr.HK damage increased to 110, same as Super.
    -+1 more frame of hitstun on the opponent after cosmic heel, making it -3 at worst.
    -Sky High Claw causes blowback when it hits a grounded opponent (same words as the blanka ball change)
    -U1 hitbox after it hits on the way up increased drastically so that it doesn’t unexpectedly miss.
    -U2 startup changed to 8f.
    Bison

    -Scissors stun changed to 100/50 (150 total) on all strengths
    -First hit causes 1f extra hitstun, so if you FADC the first hit you can have +5 advantage at best.




    not sure what blowback means: either knockdown or more hitstun


    either way not getting punished for ending a combo in ball is a welcome change


  • Registered Users, Registered Users 2 Posts: 13,084 ✭✭✭✭Kirby


    Dhalsim:

    Can follow up Yoga Blast with additional moves for combo.
    Ooh. I can see some Yoga blast>Yoga Flame>Super being quite tasty. I like this change.
    Hurtbox on Yoga Blast reduced.
    So the hitbox is still poor it seems but they have reduced sims hurtbox for the move. Might make it trade less which is good.

    Hopefully more to come. More damage on Back MK would be nice. hoping for that.


  • Registered Users, Registered Users 2 Posts: 305 ✭✭liamnojo92


    Those changes for Ryu are completely useless just give him his mk back and he's fine.


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  • Registered Users, Registered Users 2 Posts: 3,006 ✭✭✭Ramza


    Why did they ever take it away, WTF CAPCOM


  • Registered Users, Registered Users 2 Posts: 966 ✭✭✭Jun_DP101


    I don't get that air tatsu change, can someone explain it to me in a dumb kid kind of way :P


  • Moderators Posts: 5,599 ✭✭✭Azza


    Depending on when you perform the tatsu during your jump you get different movement properties on the air tatsu.

    Basically the change means you can perform a cross up air tatsu 3 frames earlier than you could in AE and not get the floaty almost vertical one thats highly punishable (the one that was introduced in AE to prevent runaway coward coptor).

    Minor buff.


  • Registered Users, Registered Users 2 Posts: 4,971 ✭✭✭Orim


    I'll just get rid of this as Azza explanation is a lot better and makes more sense.


  • Moderators Posts: 5,599 ✭✭✭Azza


    Apparantly blowback means a juggle state.


  • Registered Users, Registered Users 2 Posts: 165 ✭✭aeonfusion


    I think the Ryu changes are really interesting to be honest. Pretty sure Orim is right about the Air Tatsu, that it might be again possible to use the 'coward copter' but without the full screen unpunishable crap that was in super, do it right and you'll be fine, though not totally out of pressure (maybe some OS's would be required to punish) or do it wrong and you get floaty tatsu and get punished big time. Essentially the old air tatsu comes out 3 frames earlier than before, that's what i got from it anyway.

    Depending on how the damage scales on U2 it could be really useful, 50-100 extra damage could make all the difference, especially against low health chars like Yun, Seth and Akuma. Plus it as it's only 3 hits the opponents super wouldn't go up as much. It probably won't be used much more than it is now because of how useful U1 is but it's possible that this could work out really well for Ryu players, anti-airing dive kicks and burn kicks, more options ftw. It is so sad watching Air playing now and seeing him get bodied for free by other pros. I don't play Ryu but no one want's to see any char in the game be redundant.


  • Registered Users, Registered Users 2 Posts: 4,971 ✭✭✭Orim


    Azza wrote: »
    Apparantly blowback means a juggle state.

    Just wondering where that's from? Becuase I'm seeing a few contradictory explanations and theories.


  • Registered Users, Registered Users 2 Posts: 305 ✭✭liamnojo92


    I assume blowback means you simply push the other character back but I may be wrong seems to make the most sense.


  • Registered Users, Registered Users 2 Posts: 488 ✭✭the 1st hardter


    It was also on the ae dev blog. Zangief green hands lose blowback. So it means a techable knockdown


  • Moderators Posts: 5,599 ✭✭✭Azza


    Zangief has no business having ex.green hand knock down with his current jab spd.


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  • Registered Users, Registered Users 2 Posts: 217 ✭✭Neeknak


    I want Rose to be able to combo into Ultra 1. Leave U2 the way it is, it's useless to me and most other Rose players now.

    Maybe Cr.HP to come out a little faster.

    Meter gain from super.

    That'll keep me happy.

    e2a: Also, Juri's U2 to have a bigger hitbox that connects on both sides.


  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    Azza wrote: »
    Zangief has no business having ex.green hand knock down with his current jab spd.

    I'd happily have them swapped back.


  • Moderators Posts: 5,599 ✭✭✭Azza


    Yeah I wouldn't have a problem with one or the other.


  • Registered Users, Registered Users 2 Posts: 13 oGRAMo


    Kirby wrote: »
    Ooh. I can see some Yoga blast>Yoga Flame>Super being quite tasty. I like this change.


    So the hitbox is still poor it seems but they have reduced sims hurtbox for the move. Might make it trade less which is good.

    Hopefully more to come. More damage on Back MK would be nice. hoping for that.

    Not sure how useful that would be kirby since the startup and recovery on normal versions of the blast are very slow. You can't really react to a jumpin with a normal blast, just ex. Would be amazing if ex blast comboed to bk hk or even U1 to stuff those unsafe jumpins on top of your head which usually trade. Give him his 3 frame back light kick back and make it combo into flame! I really want to punish balrog's rush overhead or honda's butt splash on block!


  • Registered Users, Registered Users 2 Posts: 2,237 ✭✭✭Owwmykneecap


    Vega is basically turning back into his super version, but not as good. big whoop.

    U2 is generally the better ultra, and if it's back to it's old start up, that would be a well deserved "buff"


  • Registered Users, Registered Users 2 Posts: 305 ✭✭liamnojo92


    I hope they don't nerf viper's stun as I just stunned someone 0-950 in exactly 2 seconds and that's probably the most bs thing I've ever seen lol


  • Registered Users, Registered Users 2 Posts: 2,888 ✭✭✭Fergus_


    http://www.eventhubs.com/news/2011/aug/23/part-2-ssf4-ae-v2012-changes-japanese-dev-team/

    Disappointed with the Sakura changes, I was hoping for a faster fireball and a better sweep, but at least the hitconfirm ex tatsu will work on everyone. Ex hadoken damage is welcome because I use that a lot. I just hope she doesn't return to "Super" status, outmatched by 80% of cast.


  • Registered Users, Registered Users 2 Posts: 217 ✭✭Neeknak


    Rose changes are good so far. She's finally got the real soul Piede back which will make the Zangief match up a lot less of a headache. More meter gain from spark is good. Better cl.mk. Not gonna say too much about U2 until I get a chance to use it.

    Still got my fingers crossed for hp reflect into U1.


  • Registered Users, Registered Users 2 Posts: 3,239 ✭✭✭UberPrinny_Baal


    I am disappointed by the lack of rhythm in this latest update


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  • Registered Users, Registered Users 2 Posts: 165 ✭✭aeonfusion


    Yesterdays changes made me happy...today's made me quite annoyed. Glad to see what they done for Rufus, Fei, Rose and Abel, get the feeling Gouken is going to be the new scrub weapon of choice, Gen could get very scary...can't believe they gave Seth more combos...what the hell were the thinking. Delighted for the changes they made to Fei and Rose.

    Poor Akuma though :( I know Akuma is very high tier in AE but i never thought of him as broken, maybe i was never on the wrong end of a bad matchup with him but he seemed like the most balanced of all the Top 10.

    That 'buff' for Cammy is laughable, turtle-rogs and Bisons are still unbeatable. Sakura's changes are decent but he fireball still sucks too much to make it a viable zoning tool. Nice for the EX Fireball buff but i can hardly see it being worth more to finish a combo with EX Fireball than EX Shouken.

    Seth for S-tier then...sure why not, not like he places in tourna...


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