Advertisement
Help Keep Boards Alive. Support us by going ad free today. See here: https://subscriptions.boards.ie/.
If we do not hit our goal we will be forced to close the site.

Current status: https://keepboardsalive.com/

Annual subs are best for most impact. If you are still undecided on going Ad Free - you can also donate using the Paypal Donate option. All contribution helps. Thank you.
https://www.boards.ie/group/1878-subscribers-forum

Private Group for paid up members of Boards.ie. Join the club.
Hi all, please see this major site announcement: https://www.boards.ie/discussion/2058427594/boards-ie-2026

Ultra Street Fighter 4 Discussion Thread

1172173175177178261

Comments

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


    Oh god.. Akuma forward throw nerfed, wasn't rly necessary tbh, oh well.... Did cammy get back her rh tkcs?


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


    Jun_DP101 wrote: »
    Oh god.. Akuma forward throw nerfed, wasn't rly necessary tbh, oh well.... Did cammy get back her rh tkcs?

    Lol i guess you mean rh cs and not tk? Yea she got that back but what's the point, holding down back blocks pretty much everything she does apart from throws. Sako pretty much developed Cammy's playstyle and even he doesn't play her anymore. To me putting back in the RH CS is the equivelent of polishing a turd. Give her something...an overhead, another cross-up that isn't insanely hard to land, a way to get in on fireball chars that isn't punishable by reaction DP...TKCS was a broken move but if they had removed just the TK part and let her do it as close to the ground as possible then she might still have a chance...


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


    aeonfusion wrote: »
    Lol i guess you mean rh cs and not tk? Yea she got that back but what's the point, holding down back blocks pretty much everything she does apart from throws. Sako pretty much developed Cammy's playstyle and even he doesn't play her anymore. To me putting back in the RH CS is the equivelent of polishing a turd. Give her something...an overhead, another cross-up that isn't insanely hard to land, a way to get in on fireball chars that isn't punishable by reaction DP...TKCS was a broken move but if they had removed just the TK part and let her do it as close to the ground as possible then she might still have a chance...

    Maybe it's just me but what? Especially the bolded part.


  • Moderators, Music Moderators Posts: 25,880 Mod ✭✭✭✭Doctor DooM


    Orim wrote: »
    Maybe it's just me but what? Especially the bolded part.

    I think he means rather than use the shortcut motion that cammy could do uf, d, db, b + k motion which also did a cannon strike but not quite as low.


  • Registered Users, Registered Users 2 Posts: 3,333 ✭✭✭Sairus


    Neeknak wrote: »
    Still got my fingers crossed for hp reflect into U1.
    That'd be so friggin gdlk.


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


    Orim wrote: »
    Maybe it's just me but what? Especially the bolded part.

    Exactly what Doom said, at the moment you can't do a cannon spike on the lower 1/3rd of her jump arc which makes it almost useless as a mixup because the other player can see and react to whether you do a CS or a cross up, if you watch http://www.youtube.com/watch?v=YuTf8A9eoas you'll see what i mean. Rounds 2 and 3 all balrog does is block and counter which is more than enough to beat her convincingly...she has no way in


  • Moderators Posts: 5,599 ✭✭✭Azza


    aeonfusion wrote:
    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.

    What exactly does 2 frame more recovery on Akuma's forward throw make it so bad for him. He loose some set ups for demon flip. ?

    Can't speak for Rog but Bison is at worse 5:5 for Cammy now. Get Cobelcog to show you how she's played. TKCS was stupid good up close. It deserved to go. She's still good up close. Just not as godly as she was.

    As for Sakura she does not deserve a good zoning game. Her up close game is excellent as it stands. Massive come back potential off 1 hit.


  • Registered Users, Registered Users 2 Posts: 1,966 ✭✭✭ayjayirl


    Can I ask what might be a stupid question - Are those changes likely to be the only ones considered or would they be looking at more? I know you can't really know that, but opinions?


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


    ayjayirl wrote: »
    Can I ask what might be a stupid question - Are those changes likely to be the only ones considered or would they be looking at more? I know you can't really know that, but opinions?

    I think probably the reason they're posting the changes in advance of the loc tests (which is different from their "Figure it out yourselves bitches" attitude they've had before) are to have the shortest amount of time between start of loc tests and a finished version.

    Dunno what the procedure for Capcom to gauge love/hatred of the changes though, which is the basis of your question. :confused:

    Apparently in the original Super loc tests for Deejay, EX Sobat crumpled, and MK/HK sobat knocked down.

    Dunno what vile miscreants complained about that, but it was obviously removed before the final version. :mad:


  • Moderators Posts: 5,599 ✭✭✭Azza


    The developers blogs do not list all changes.

    Like in the last blog the developers mentioned nothing about getting counterhit on recovery from sonic boom, Scissor Kick getting less stun or ochio throw doing less damage.


  • Advertisement
  • Registered Users, Registered Users 2 Posts: 627 ✭✭✭Speed Boat


    Abel gets his crouch fierce fixed and troll u2 back.

    Really all I wanted was his original rolls back. Curious to see if the change to second hit low of Cod change is any use.


  • Moderators, Music Moderators Posts: 25,880 Mod ✭✭✭✭Doctor DooM


    I dunno if it's just people getting confused because of the start up nerf but plenty of people on SRK say Guile's air throw range was nerfed in AE too.


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


    Azza wrote: »
    What exactly does 2 frame more recovery on Akuma's forward throw make it so bad for him. He loose some set ups for demon flip. ?

    I only really play him for fun but i never saw him as overpowered, maybe he would have been overpowered in 2012 if left untouched. As i already said, any char i play a lot has a decent matchup against Akuma so i probably never seen the properly crazy side of his vortex game.
    Can't speak for Rog but Bison is at worse 5:5 for Cammy now. Get Cobelcog to show you how she's played. TKCS was stupid good up close. It deserved to go. She's still good up close. Just not as godly as she was.

    Totally agree, TKCS was very very broken and needed to go, still say she is boarderline terrible right now.
    As for Sakura she does not deserve a good zoning game. Her up close game is excellent as it stands. Massive come back potential off 1 hit.

    Lol...can't aruge with that :P


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


    Azza wrote: »
    The developers blogs do not list all changes.

    Like in the last blog the developers mentioned nothing about getting counterhit on recovery from sonic boom, Scissor Kick getting less stun or ochio throw doing less damage.

    Hopefully in this situation they will though, as I've heard it remarked they're being uncharacteristically forthcoming at the moment.


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


    Originally Posted by Azza viewpost.gif
    What exactly does 2 frame more recovery on Akuma's forward throw make it so bad for him. He loose some set ups for demon flip. ?

    Apparently he will lose a few safe jump set ups off this; one regarding bison:D


  • Registered Users, Registered Users 2 Posts: 2,629 ✭✭✭raah!


    It seems they listened to the people on srk about Gouken's palms (and mp to cr hp comboes). Can't say I'm entirely satisfied though, catching someone with that hp palm after a fireball juggle was very satisfying and damaging. Mp palm just doesn't have the same slap factor. The other changes are all very good though.


  • Registered Users, Registered Users 2 Posts: 800 ✭✭✭The Hound


    Forward throw for akuma is everything, he gets all his set ups off it. Forward throw double dash jump is a 5 frame safe jump on most of the cast.

    He also loses unblockables which in truth he wont because they will find another set up for them. Its all about frames when ya jump for the unblockable. So forward throw double dash jump mk in the corner vs a few characters was unblockable. Now it will just be forward throw one dash then a normal to make up for the frame changes to be UB.

    Demon flip palm change is a huge nerf. Everyone just block low when ya see a demon flip. Palm not being an overhead is a joke. They could have gave it more active frames if anything. Demon palm was the reason why vortex was so good, made people stand when they seen a demon flip now its useless. He will probably.
    Demon flip grab whiffs a lot on crouchers.
    Dont know why they did this


  • Moderators, Music Moderators Posts: 25,880 Mod ✭✭✭✭Doctor DooM


    The Hound wrote: »
    Dont know why they did this

    They heard about you and want you to play Sagat.


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


    They really should just call this "street fighter: apology edition"


  • Registered Users, Registered Users 2 Posts: 1,363 ✭✭✭Misty Chaos


    Part 3 of the changes just came out with the rest of the characters.

    The big one from it so far is that Hakan now starts every round oiled up!:eek:

    Edit: Changes for Yun

    Yun

    • Target Combo 2 120 damage

    • Target Combo 3 120 damage

    • Target Combo 4 130 damage, -6 on block for second hit

    • Target Combo 5 70 damage

    • cr.LK has an upward extended hurtbox

    • cr.MP damage from 60 to 50

    • Higher high restriction for Raigekishu (dive kick), for LK, MK, and HK (all versions)

    • +2 extra frames of hit, block stun on Raigekishu

    • Senpukyaku (i'm assuming overhead) from 85 damage to 80 during Gen'ei Jin

    • LK, MK, HK Zenpou Tenshin slowed to 11F, EX to 8F

    • No throw invincibility on EX Zenpou

    • EX Zesshou (lunge) hit distribution changed from 7/2 to 6/3, -1 on block

    • MP, HP Kobokushi (palm) meter gain to +20

    • LP Koboku is 25 frames total, MP, HP 45 frames total

    • MP, HP Koboku damage from 160 to 140, stun from 250 to 200; chip damage for MP, HP to 30

    • Active frames for MP, HP Koboku to 10

    • Nishoukyaku (up kicks): LK only has invincibility up (and including) the first active frame

    • More landing recovery on all versions (including EX)

    • MK Nishou from 130 damage to 110

    • Tetsuzanko (shoulder): HP damage from 140 to 100, EX from 80+70 to 90+40 (130 total); during the projectile invincible parts of the move, Yun's hurtbox against physical strikes is expanded

    • Gen'ei Jin is a second shorter, does less damage



    Its beautiful, isn't it? :D


    Edit 2: Holy crap, Shokashi and ladnaponka (SP? ) are going to be delighted with the massive buffs Cody has gotten

    Edit 3: Meanwhile my main has gotten some interesting changes, particularly to her U1

    Juri

    • Faster dash during Feng Shui Engine (UC1), further reach

    • cl.MK 2nd hit has a larger hitbox, less likely to whiff when the 1st hits

    • Focus attack hitbox revised, will hit smaller characters (when crouching, etc.)

    • Fuhajin (fireball) kick attack damage to 50

    • Senpusha (pinwheel): LK is has 5F extra advantage on first hit; MK, HK have 5F extra advantage on 1st, 2nd hit; EX has 5F extra advantage on 2nd hit.

    • Senpusha ? FADC ? Kaisen Dankairaku (UC2) now possible

    • EX Senpusha has an extra frame of invincibility during Feng Shui Engine for the first hit

    • EX Shikusen (dive kick) trajectory can be changed by the kick buttons used during Feng Shui

    • LK+MK: same trajectory as before; MK+HK: same as normal MK version, LK+HK: same as normal HK version; LK+MK+HK has the same trajectory as before

    • Juri now gains 1/3 meter during Feng Shui Engine, improved from no meter gain

    Tbh, I'm underwhelmed, sure there are some nice changes but its basically means I'm going to go out of my comfort zone that is U2 and start learning Ultra 1 to get the most of the changes.


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


    All my characters are looking good in this version. Rose, Evil Ryu and Juri are getting some great stuff. Sagat only has one buff so far but no nerfs so I'm not going to complain.


    I'm so used to being shafted with each update to the game that I'm not sure how to react. Perhaps through interpretive dance?


  • Moderators, Music Moderators Posts: 25,880 Mod ✭✭✭✭Doctor DooM


    Here's a link for those not just interested in Misty's characters :D


    http://www.eventhubs.com/news/2011/aug/24/part-3-ssf4-arcade-edition-v2012-changes-dev-team/


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


    Just looked at Yuns so far but I think he's been hit a bit too hard with the nerfstick.

    EDIT : After the Akuma tears yesterday I was hoping for SRK to be blown up by the yun army in revolt but they seem to have taken it in good grace. I'm shocked. I mean yes he was massively good but that is a real beat down to my eyes.


  • Closed Accounts Posts: 2,878 ✭✭✭bush


    WoW, Cody got some nice stuff.


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


    Dee Jay

    • His Far Standing Medium Punch is now special cancelable.

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

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

    • Dee Jay can now cancel out of Sobat Carnival (Super) into Sobat Festival (Ultra 1). This makes him, according to the blog, the only other character besides Dan who can cancel a Super directly into Ultra. If you land both it does 570 damage.

    :eek:




    :D:D:D


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


    Dee Jay
    • His Far Standing Medium Punch is now special cancellable.
    Can't judge this until I see some fram data etc. There is talk that the hitbox has been increased which makes it an even better aa.

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

    • Double Rolling Sobat (Dread Kicks) got a damage increase. Light 80 -> 90, Medium 100 -> 110, Hard 120 -> 130.
    Meh. If the 10 gets added to the first hit of the Medium/Hard, it would be good.

    • Dee Jay can now cancel out of Sobat Carnival (Super) into Sobat Festival (Ultra 1). This makes him, according to the blog, the only other character besides Dan who can cancel a Super directly into Ultra. If you land both it does 570 damage.
    Hmm, this is an interesting change. I usually build meter quite fast with DeeJay regardless of character and I probably hit my super just as often (if not more often) than his Ultra. It sounds interesting on paper, but it's usefulness depends on when during the Super you can cancel. The chip damage from sobat>super>U1 would be pretty rediculous. Outside of using it during the super, it still is a pretty poor ultra, especially if you can dash ultra2 from ex.mgu with 100% consistantly during play (I can't by the way).

    At least he got no nerfs, but compared to the changes to some of the characters around DeeJays tier, it's prety disappointing tbh. What I would give for an overhead!


  • Moderators, Music Moderators Posts: 25,880 Mod ✭✭✭✭Doctor DooM


    FutureGuy wrote: »
    • Dee Jay can now cancel out of Sobat Carnival (Super) into Sobat Festival (Ultra 1). This makes him, according to the blog, the only other character besides Dan who can cancel a Super directly into Ultra. If you land both it does 570 damage.
    Hmm, this is an interesting change. I usually build meter quite fast with DeeJay regardless of character and I probably hit my super just as often (if not more often) than his Ultra. It sounds interesting on paper, but it's usefulness depends on when during the Super you can cancel. The chip damage from sobat>super>U1 would be pretty rediculous. Outside of using it during the super, it still is a pretty poor ultra, especially if you can dash ultra2 from ex.mgu with 100% consistantly during play (I can't by the way).

    At least he got no nerfs, but compared to the changes to some of the characters around DeeJays tier, it's prety disappointing tbh. What I would give for an overhead!

    Think you might be underestimating this. What you've got here is an easy hit confirmable ultra 1 which is what everyone wanted :D And deejay still builds like a beast unlike Guile, so...

    Speaking of whom, in light of all the other changes, Guiles look more and more disappointing. He's got 1 main problem in AE IMO and that's damage output. I don't expect him to be doing 400 damage combos because that's against the nature of his character, but right now he's got nothing and 10 damage onto a single move when he got 5 or 6 damage nerfs previously and when it seems most others are getting buffs isn't going to cut it I think.

    I'll still play him, he'll prob be more viable in a world with a nerfed Akuma, Viper, Yun and Yang.


  • Registered Users, Registered Users 2 Posts: 8,070 ✭✭✭Placebo


    • From 1000 to 950 health (back to SSF4 value).

    • Fukiage (Upwards Punch) damage for LP, MP, HP reduced by 10, it does 90 damage now. EX went from 140 to 120

    • EX Karakusa (Grab and Choke) has less range.

    tumblr_lpt2fzTlcT1qcc5xbo1_500.gif


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


    I am slightly less hype after reading Futureguy's pretty reasonable post, but I was just coming into 2012 hoping to not get nerfed, and I got a bunch of random buffs.

    Deejay's super's not too hard to combo into, comboing into an Ultra FROM THAT will be pretty sick. Two viable Ultras now?

    Although I do feel very discriminated against that we got a "counterhit projectile" reduction, whereas Guile had it completely eliminated.


  • Advertisement
  • Moderators, Music Moderators Posts: 25,880 Mod ✭✭✭✭Doctor DooM


    Although I do feel very discriminated against that we got a "counterhit projectile" reduction, whereas Guile had it completely eliminated.

    I'd bet they're getting the same buff, this is second hand translated info after all.

    If not though- tell you what, I'll take the ch nerf and Deejays meter build fpr Guile and you can have no meter build and no CH nerf :D


Advertisement