Super Street Fighter IV Arcade Edition - Last Update 2011-08-01 14:01

    Das Hardedge Forum wurde am Abend des 30.01.2023 eingestellt und in ein Archiv umgewandelt. Bitte nicht versuchen sich zu registrieren oder einzuloggen.

    • OK sure!

      I'm back from trip 2. Equally as busy as before even though it is nearly midnight here and the place was about to close. Here's what I got:

      Firstly I apologise for the shocking quality of the visuals below. Conditions were less than conducive to getting anything pretty for you.

      That said I have two pics of Yun:

      dl.dropbox.com/u/19147/ssf4/yun_001.jpg
      dl.dropbox.com/u/19147/ssf4/yun_002.jpg

      and a seriously awful video:

      YouTube - yun

      Couple of other snippets:

      Yun can Tetsu Zankou (Shoulder) xx FADC xx Ultra 1
      I couldn't FADC Nishou Kyaku (Up Kicks) at all, this may mean I suck or it may mean wake up Dragon Kick isn't a great option for Yun
      Yun color 1 is Blue, color 2 is yellow.

      Yang can Kaihou (Up kicks) xx FADC xx EX Slashes (execution fail on Ultra test sorry)
      c.mk into Slashes does work
      Yangs dive kick is the same as Yuns as far as I can tell.
      Yang's Super is double QCB + Punch, can cancel into into it from QCB + P (Palm)
      QCB + LP seemed to be fake palm.
      Yang color one is Pinkish, color two is purple.

      Confirmation of other stuff: Zangief EX Green Hand didn't knock down. Hondas Ultra 2 is now HCBx2. Bisons Ultra 2 is now charge.

      Hopefully I'll get more info tomorrow.
      Mains
      Super Street Fighter 4
      - Hakan, Juri, Claw
      King of Fighters XIII - Old Hero Team

      Dragon Kick your ass into the Milky Way!
      Don't act like you don't like the Ball Buster!
      my arm, my arm, my arm, my arm, my arm, my arm
      I summon up the powers of the God Hand!
    • Ich bin echt mal gespannt, ob die den neuen Content erstmal Arcade Exclusive machen oder gleich den DLC raushauen.

      Ich finde beides hat irgendwo vor und Nachteile...

      auch wenn wir hier keine Arcade haben... ich kanns halt irgendwie nachvollziehen, Street Fighter hat seine Wurzeln halt in der Arcade und irgendwie gehörts einfach auch dahin imo, das ganze online gedudel war am anfang schön und gut aber ich würde mir eher hier ne arcade wünschen mit ein paar spielern.
      Besonders als ich das hier gelesen habe.


      Es bleibt jedenfalls spannend, ich könnte mir vorstellen, dass sie den dlc verzögern vielleicht aber auch nicht...
      Ah da kommen die 09er. Was wollt's ihr ihm für Tipps geben?
      Short, Short, Super. Lernst' dann in SF5!
    • Wird auf jeden Fall für die Konsolen kommen. Sehe keinen Sinn, dass nur auf die Arcades zu beschränken. Zudem hoffe ich dann auch auf eine PC-Version... :evil:
      Mains
      Super Street Fighter 4
      - Hakan, Juri, Claw
      King of Fighters XIII - Old Hero Team

      Dragon Kick your ass into the Milky Way!
      Don't act like you don't like the Ball Buster!
      my arm, my arm, my arm, my arm, my arm, my arm
      I summon up the powers of the God Hand!
    • EX-Ducking für dudley wäre auf alle fälle sinnvoll, da er aktuell große schwierigkeiten hat rein zu kommen gegen gute zoning chars wie chun/guile usw. aber ich hatte gehofft dass sein uppercut oder eines seiner zwei nutzlosen moves(back swing blow und thunderbold) ver bessert werden würden.
    • [...] Seth war immer ein unangenehmer aber nich unbezwingbarer Gegner.wenig damageoutput wenig Health.tierlisten Platz:mid.dann von sf4 zu ssf4.startup von Ultra 1 erhöht,Recovery von teleport erhöht bla bla bla.haben ihm somit teleport mixup Ultra punish erschwert.und jetzt nehmen sie ihm seinen j.hp?sein bestes defensiv Tool. [...]

      Bitte auf die Wortwahl achten, auch wenn bei solchen Infos die Emotionen hochkochen.
      -exe
      09er noob. na und???

      Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von exe ()

    • wtf?! was soll der mist mit abels recovery an seiner roll?! als könnte man ihn nicht schon einfach genug da raus hauen...
      und ich zitiere "His Tornado Throw (Command Grab) does less damage now"
      wie soll man das verstehen? üblich warens hp=200 mp=150 und lp=120
      was wollen die da bitte nerfen.. lp zu 80 runter?!
      FU capcom - .-'' you better make Alex beastly!!!


      wenns so weiter geht seh ichs kommen, dass jeder yun spielen wird...
      außerdem gibts noch das hier(die quelle ist ein kommentar eines facebook users):


      Capcom has so far pissed a lot of people off with the absurd changes they better not stick to the final version...
      Bezüglich DoA5 und SFxT ruhig adden :)
      Main Games und Chars:
      Spoiler anzeigen

      Dead or Alive 5: Lisa
      3rd Strike: Alex
      AE 2012: Abel
      Street Fighter X Tekken: Lars X Jin


      Comming Soon:
      Persona 4 Arena
      Guilty Gear XX Accent Core Plus R
      BlazBlue: Chrono Phantasma

    • Hier mal die ganze Liste von eh.com.
      Ohh es wurde schon gepostet sorry.. ;/


      Yun

      • Yun's Super is the infamous Genei Jin (Custom Combo) from Street
      Fighter 3 Third Strike, it's performed with a 2x quarter-circle back
      motion, and can be Canceled into from his Palm.

      • The Genei Jin has the trailing shadows you remember and he can Cancel
      the recovery on all moves, plus everything juggles. A few players were
      able to land combos that took off 40-50% of their opponent's life, and
      went up to 50-60% when they had them cornered. Also, this can be Super
      Canceled into off of Yun's Shoulder Attack.

      • Ultra 1 is his You Hou, it hits four times, but the last hit is a
      Launcher. If the first hit connects cleanly, he will go into animation.
      If not, Yun does the other attacks anyway, like Makoto's Ultra 2. This
      can be Focus Attack Dashed Canceled into from his Shoulder Attack. He
      can also follow up an Ultra 1 with his Lunge Punch or Genei Jin combos,
      but only if you activate before you land the Ultra 1.

      • Ultra 2 is a punch rush, if the final hit connects cleanly Yun goes
      into animation where he rides his opponent in the air like a skateboard,
      then kicks them down to the ground. This does not combo from any Focus
      Attack Dash Cancels because of its short range.

      • All Yun's specials from Third Strike are in the game. Including his
      Palm, Flip Grab, Dragon Kicks, Shoulder Attack, etc. Light Punch Palm is
      a fake, Medium and Hard change the distance the opponent flies away.
      This move has a really big hit box.

      • It doesn't seem possible to Focus Attack Dash Cancel Yun's Dragon Kicks, or the timing is weird.

      • His Dive Kick is good, but you cannot do it as close to the ground as
      Rufus can. Also, like in Third Strike, the button pressed when doing
      this move determines the angle it comes in at.

      • Overhead, Toward + Medium Kick, can crossup a grounded opponent.

      • Yun's Shoulder Attack seemed to have worse range than you'd think. His
      Dragon Kicks also seemed to trade quite a bit, but the EX version seems
      like it will be good anti air.

      • Yun has his Third Strike target combos.

      • Some players have claimed Yun feels "sluggish" like Makoto in SSF4.

      • Yun's Ultras do not combo off his Standing Medium Kick Launcher.

      • Color 1 is blue, Color 2 is yellow.



      Yang

      • Yang's command dash was in and crossed up like Ibuki's in SSF4.

      • His EX Fist Slashes looked like a great move, crazy fast. It's really
      easy to combo into his regular Fist Slashes as well, as the window
      between each hit is fairly lengthy.

      • He also has his Third Strike target combos.

      • Yang's Ultra 1, Raishin Mahhaken, makes him throw out a single attack —
      if it connects cleanly, animation follows. If not, the ultra ends there
      — similar to Makoto's Ultra 1. This will only connect from close range.

      • Ultra 2, Tenshin Senkyuu, rolls forward along the ground and goes up
      in the air with a rising kick. If Yang connects cleanly on the ground
      with the roll portion, the rest of the animation kicks in. If not, Yun
      goes up in the air with kicks. This Ultra will pass under fireballs and
      it has some tracking properties. If his Ultra 2 is started while the
      opponent is in the air, Yang will rise up with kicks where they're
      jumping, but in this scenario it won't lead to full damage. This can be
      comboed into off of a Focus Attack Dash Cancel or Medium Kick Launcher
      for less damage, again it won't connect fully in these situations.

      • Yang's Super is his Seiei Enbu (Custom Combo) from Third Strike. Works much the same way, but not as good as Yun's.

      • Yang can do his Up Kicks, Focus Attack Dash Cancel into EX Fist
      Slashes. Crouching Medium Kick Canceled into Fist Slashes also works.

      • Yang's Dive Kick is the same as Yun's, or at least very close to it.
      The angle his Dive Kick comes in at is decided by the button you press,
      just like in Third Strike.

      • Yang's Palm move has a really big hit box. EX Palm performs a wall
      bounce, but couldn't connect Ultra 2 afterwards. This could have been a
      timing issue.

      • Yang's Ultra 1, during start up, lost to T. Hawk's Rising Hawk but beat his 360 command grab.

      • Color 1 is pinkish, Color 2 is purple.


      Abel

      • His Tornado Throw (Command Grab) does less damage now.

      • More recovery time on his Ultra 2, Breathless.

      • His Roll have a bit more recovery.


      Cody

      • speed is faster

      • EX Zonk Knuckle doesn't travel as far.

      • The hitbox on his Hard Ruffian Kick looks like it's better. A player
      was able to hit Zangief with it while he was crouching, and this doesn't
      connect in the console version of SSF4.

      • Medium Ruffian Kick travels a longer distance.

      • Regular Zonk Knuckle cannot be Focus Attack Dash Canceled.


      Dudley

      • Dudley had an EX version of his "Ducking" attack added. This is where
      he slides forward and can punch or uppercut, it lacks Super Armor. This
      travels the same distance as the Hard Kick version, but recovers almost
      instantly, so if you go through a fireball you have a lot of options
      open to you.

      • Crouching Hard Kick (Launcher) has a faster start up time.

      • Jumping Hard Kick knocks down now in air-to-air situations.

      • Dudley's rose taunt has less recovery.


      E. Honda

      • Overall damage has been reduced.

      • It may be harder to combo into his Hundred Hand Slaps.

      • Ultra 2 Oicho Throw has had its command changed from a 720 rotation to a 2x half-circle back motion.


      Gouken

      • Gouken's Light Rush Punch has no forward movement, but it is faster.

      • Gouken's counter move (Kongo) has been changed. It's now done with a
      reverse Dragon Punch motion with Punch. Light Punch deflects low
      attacks, Medium Punch for high and what Hard Punch does is still
      unclear.

      • The EX version of Gouken's counter hit (Kongo) is unchanged. The Hard Punch version has the same animation as the EX.


      Guy

      • Hit box on Medium Punch, Hard Punch chain combo was fixed, it no longer will miss against some players who crouch.

      • Hard Punch Dashing Elbow is faster and can be used to hit characters
      out of their fireballs a little easier. Light Punch Dashing Elbow is now
      safe on block against Zangief and T. Hawk's 360 command grabs.

      • Ultra 2 has been improved. Less recovery time and the distance on it
      was fixed, so it's very comparable to Rose's normal throw range.
      According to one player, this is the Ultra of choice now, period.

      • Flip Grab damage reduced. 120 instead of 200. Also, the window where
      you can grab the other player with the Medium and Hard versions has been
      shortened.

      • His slide is faster.

      • Toward + Medium Punch overhead hits twice.

      • Guy seems a lot better overall.


      Hakan

      • Hakan's Oil Shower stacks, i.e. it can be applied multiple times, which adds to the overall time it stays on.

      • Capcom also gave him a Kick follow up after performing his Oil Shower.
      Also, he can reportedly combo Standing Light Kick into his Oil Shower.

      • Hakan's 360 command grab with Kick can be canceled. This is where he
      runs in place and if you let go of the button he attempts to jump
      towards his opponent and grab them.

      • His Slide has now two options afterwards. Pressing Punch does an
      additional attack you've seen before, but pressing a Kick button oils
      him up.

      • Jump arc may have been changed.


      Makoto

      • Makoto's EX Dash Punch (Hayate) now breaks armor.

      • She slightly faster walk speed.

      • Her Axe Kicks are more like they were in Third Strike.

      • Fukiage (Upwards Punch) takes off more life. The hitbox for this may
      have been improved though, but it's not conclusive so far.

      • EX Overhead Chop (Oroshi) has more invincible frames.


      Sagat

      • Tiger Uppercut damage increased.

      • More recovery time on his Tiger Knee.

      • Standing Light Kick from Vanilla SF4 is back. It's one hit, can be
      Canceled into special moves, bigger hit box and it takes off roughly 40
      damage.

      • Light Kick Tiger Knee is more like Vanilla SF4. Some people say his Medium and Hard Tiger Knees are useless now.

      • More recovery time on High Tiger Shots. His fireball game is a lot worse than it was.

      • Angry Scar is now executed with a Kick button.


      Vega

      • Vega's EX-Scarlet Terror (Flip Kick) is a viable reversal now. First
      hit can be Focus Attack Dash Canceled, but 3rd frame is not airborne
      anymore so it cannot hit further.

      • His EX-Wall Dive grab does less damage.

      • Backdash weakened.


      Zangief

      • Zangief's EX Green Hand no longer knocks down and this puts him in
      range to set up for another grab. On hit, it also leaves him at a slight
      frame advantage. Some people say the EX Green Hand still knocks down on
      Counter Hit though.

      • Range on his Ultra 2 was increased — A LOT — but so was the recovery
      time. This also travels horizontally now, so it can even grab people
      jumping away.

      • Light Punch Spinning Piledriver may have more grab range as well.

      • The range on his Short Jump seems to be shorter, although this is not conclusive yet.

      • Punch Lariat has a better hitbox.

      • A Zangief player (defender) who'd just been hit by an EX Green Glove
      did a Spinning Piledriver that beat out another Gief's (attacker)
      Spinning Piledriver.



      Other Characters

      • Adon doesn't get up as quickly after a knock down now, although it
      still seems to be quicker than other characters. EX-Jaguar Tooth doesn't
      do the yellow glow, like other EX moves, until after you reach the
      wall. Not sure what effect this has, if any, on the move.

      • Akuma can apparently Shoryuken, Focus Attack Dash Cancel into his Ultra 2 now.

      • Akuma and Ryu's Air Hurricane Kicks are no longer as effective for
      escaping bad situations. If these are done in the air before hitting the
      peak of the jump, they'll become floaty and go nowhere. If you're at
      the peak of the jump or on your way down, they work pretty much the
      same. Crossing up with a Hurricane Kick still works, though.

      • Balrog's Dirty Bull Ultra 2 is now a double half-circle back motion instead of a 720.

      • Blanka bounces away about half the distance he used to after a blocked
      Beast Roll, making it much easier to punish. Azrael saw a Sakura player
      walk up after a blocked ball and punish it with a Crouching Medium Kick
      Canceled into her Dragon Punch. If his Beast Roll hits, Blanka bounces
      away the same distance as before.

      • Cammy's normal moves are easier to combo with now, but Tiger Knee
      (instant) Canon Strikes are no longer possible. Can still Canon Strike
      normally, and the EX version can still be Tiger Kneed (done instantly).
      Spiral Arrow's distance to get 2 hits is shorter.

      • Chun-Li's Crouching Hard Kick sweep doesn't do as much stun and it
      seems like the hit box for her Down-Toward + Light Kick (Somersault) had
      its hit box nerfed.

      • Dan gets more height off of his air taunt. Big whoop.

      • Dee Jay's Standing Hard Kick is apparently an overhead now.

      • El Fuerte's Ultra Spark (Ultra 2) got a damage nerf.

      • Gen's normal moves are supposedly easier to combo with now. His Ultra 2, Teiga (Double QCF 3x Kick) is faster.

      • Guile's damage has been nerfed and his Sonic Boom no longer builds
      Super meter. It seems unlikely that the latter change will stay in the
      game, though. Another player using Guile said he felt like he was more
      or less the same, so the damage nerf may not have happened either.

      • Juri's Fireball can be comboed into after the Kick part of the move connects.

      • Ken's EX Hurricane Kick can be blocked low. He has more recovery on
      his Light Dragon Punch, but can juggle after a Light anti-air Shoryuken
      with an EX Fireball, just like Ryu.

      • M. Bison's Ultra 2 is now a charge motion with way more recovery. It's
      performed by doing a Back then Forward command twice with 3x Punch.

      • Rose's Ultra 2 (orbs) are no longer invincible to attacks. She supposedly has a faster Focus Attack as well.

      • Seth's Jumping Hard Punch is gone, the stretchy arm one copied from
      Dhalsim. Now Seth does something akin to Guile's Crouching Hard Punch.
      Down + Medium Kick in the air (toe taps) had their hitbox weakened.
      Ultra 1 is now 'fireball-like', so it can be deflected by other
      character's projectiles.

      • T. Hawk has a stand alone EX Condor Dive (3x Kick), which can be done
      while jumping backwards. You no longer have to perform this as part of
      his EX Rising Hawk.



      Welcome back to SagatFighter4 ? ^^
    • Vega wird jetzt erst richtig lame werden.
      So few people are willing to actually get into a game and understand what makes a 2-D fighter tick that everyone will write it off as something they'd already seen. You can't really have a 2-D fighting game anymore without a "gimmick" and people will judge the game based on what the gimmick is.
      Unfortunately, it doesn't really work. It's almost impossible to argue that the best 2-D fighting game ever produced was Hyper Fighting. We've been going in the wrong direction ever since.

      --Jay Snyder
    • NITRO schrieb:


      Sagat

      • Tiger Uppercut damage increased.

      • More recovery time on his Tiger Knee.

      • Standing Light Kick from Vanilla SF4 is back. It's one hit, can be
      Canceled into special moves, bigger hit box and it takes off roughly 40
      damage.

      • Light Kick Tiger Knee is more like Vanilla SF4. Some people say his Medium and Hard Tiger Knees are useless now.

      • More recovery time on High Tiger Shots. His fireball game is a lot worse than it was.

      • Angry Scar is now executed with a Kick button.

      Welcome back to SagatFighter4 ? ^^

      eher nicht so ;)
    • Benutzer online 1

      1 Besucher