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Updated: Super Street Fighter 4 team discusses new Street Fighter 4 fighters & bosses

Posted by Jonathan 'Catalyst' Grey • April 13, 2010 at 1:56 a.m. PDT
Updated: Super Street Fighter 4 team discusses new Street Fighter 4 fighters & bosses The latest Japanese Super Street Fighter 4 development blog has been posted, and in this week's entry the team covers balance changes for Rufus, El Fuerte, C. Viper, Abel, Akuma, Seth and Gouken.

Azrael has translated the entire post.

Hello everyone! This is Tsukamoto.

We'd like to keep things rolling from last week in talking about the character adjustments. This week, together with the battle planners we'll be covering the SFIV newcomers C.Viper, Rufus, El Fuerte, Abel, Seth, and also Akuma and Gouken as well.

Let's get right into it - please tell us about the adjustments for C. Viper.

Okada:
C. Viper is a character that has been heavily influenced by player feedback, so we wanted to adjust her while keeping her image from the last game as intact as possible.

Sano:
We've made some adjustments to the moves that she could just spam. For example, her Burning Kick, where even if the opponent blocks Viper is at an advantage. While there are no changes if the move hits or misses, on block we've added a few extra frames of recovery.

Any other adjustments?

Okada:
We've also made some adjustments to her Crouching Medium Punch. Her Crouching Medium Kick is pretty good, so Crouching Medium Punch gets overlooked. In order for Crouching Medium Punch to have more of a presence in the game, we've given it a bit more priority so she can use it as a counter-poke. But since Viper's play style is pretty fast-paced, it may be difficult to find the right time to use it. We improved it to just give her a nice accent. So it won't really affect her fight style, but in those times where Crouching Medium Punch lost out, now it will win.

How should we use her ultras?

Okada:
Burst Time (Ultra 1) is an ultra that had to be combo'ed into, and required a fair bit of technique, but Burning Dance (Ultra 2) is a lot easier to use. Rather than in a combo, this is a move you can hit on its own.

Now let's talk about Rufus's adjustments.

Okada:
The biggest adjustment is that the damage on his Dive Kick has been reduced. We looked into various areas, and we felt that what gave people the most problems fighting against Rufus was the Dive Kick, so that's what we focused on for the adjustments. We tried completely nerfing it, but then Rufus would have been pretty much unplayable. We went through a lot of trial and error for this, and since we didn't want to take away Rufus's playstyle or his fun, we decided to keep the move as-is and just reduce the damage.

Sano:
As you may have read on the blog before, damage is being reduced all across the board, but Rufus in particular has seen a slightly bigger reduction in damage out of all the other characters. Of course, everything hasn't been reduced, but we've been working on the stuff that he could just spam, or moves that were too strong.

So in Street Fighter 4, Rufus was just a strong character that didn't need any technique?

Okada:
That's not quite it. Of course, technique is necessary for controlling your character. Just, since his damage output was so high, when he got an opening he could do more damage than the other characters, so we are adjusting that aspect. Also, many players felt that they didn't know how to retaliate against Rufus's attacks, or they had problems knocking him down. While we haven't particularly weakened Rufus in this area, we feel that the strength adjustments to the other characters will better help them here. As for the feel of play, Rufus is perhaps the most unchanged from Street Fighter 4. So for those who enjoyed playing as him in IV, you can play him the same way in Super Street Fighter 4.

What type of move is his new ultra, Big Bang Typhoon?

Sano:
The main thing about his new ultra, Big Bang Typhoon, is that it deals out quite a bit of chip damage. So when you have ultra stored up and your opponent is trying to run away from you, you can use it to chip them to death. Also, it has a fairly large hitbox, and it vacuums in jumping opponents, so its pretty good as anti-air.

Okay, now please tell us about El Fuerte's adjustments.

Okada:
In Street Fighter 4, El Fuerte was known as the random character, so we tried to adjust him while keeping that intact. In order to be effective as a random character, technique is necessary - so in Super Street Fighter 4 as well we are keeping the feel of his play.

In general, what type of adjustments have you done to his moves?

Okada:
We've raised the damage on his Guacamole Leg Throw (Air Grab). In battle, hitting it is fairly difficult, so we gave it a damage boost to compensate. We've also made his target combo forward kick easier to connect, and probably what most people are concerned about - we're leaving his Infinite Loop Combo in.

Tell us about his new ultra, the El Fuerte Ultra Spark.

Okada:
We made it as a counter if you can match your opponent's movements. The move slides him forward, and it counts as a throw move in that state. The throw range while he's sliding is pretty wide, so if you can match your opponent's movements its a throw that will win out a lot of the time. It works great against grounded opponents, and if your opponent is trying to match your moves then this works nicely as a counter.

Against which characters does the El Fuerte Ultra Spark offer an advantage?

Okada:
If I had to choose, I'd say Ryu or the other projectile characters. The sliding goes under projectiles. Also, the throw period is fairly large, so you can do the ultra upon seeing the fireball and have it hit. But rather than just projectiles, its a move for your opponent's big attacks.

Fuerte was considered to be one of the weakest characters in vanilla Street Fighter 4, but how about Super Street Fighter 4?

Okada:
As we haven't really done a lot of buffing to Fuerte himself, maybe his position hasn't changed? (laughs). But the weak parts of him, as well as things like hitting the move but not being able to do that much damage, we have been strengthening that. So by that, players can bring out their ability more and he should be easier to use than he was in IV.

Next tell us about Abel's adjustments.

Okada:
First, we've make Sky Fall (Air Grab) easier to use. We intended for it to be anti-air, but the situations where it could actually be used were on the few side. So we've adjusted it so that its a little easier to catch people with it.

Tamamura:
We've also adjusted his sweep. It now hits from a little farther away now - its a small change but it will have a big effect on his matches. Also, his Far Standing Light Punch now comes out a little faster. In general, Abel's normals have gotten a little better.

Tell us about his new Ultra, Breathless.

Okada:
Breathless is a grab ultra where he dashes forward and pressures his opponent. You can't combo into it, but with super armor you can dash in and absorb a hit, really take it to your opponent. Also, if you hold the button down you can delay when it comes out.

Tamamura:
You can also cancel it. So if you think its going to whiff for sure, just stop it. (laughs)

Okada:
Also, as your opponent is getting up, you can start Breathless, and just before they get up, cancel it, and then just throw them regularly - my recommendation!

Against which characters does Breathless offer an advantage?

Okada:
Characters who can control distance pretty well from afar, as well as characters who do lots of mix-ups in close. It works great at all ranges, but it can be kind of hard to hit against jumping opponents.

Please tell us about Seth's adjustments.

Okada:
For Seth, we're basically tuning down the moves that are too strong, and balancing him better as a player character. We are increasing the recovery on his Yoga Teleport, reducing the priority on his jump back/up Hard Punch, and taking a look at his attack power. However players shouldn't feel as though his moves will lose functionality, as the things you can do in IV will remain the same in Super Street Fighter 4.

Seth had was considered to be fairly strong in IV, do you feel that he's about the same in Super Street Fighter 4?

Okada:
Among all the characters, I feel he's on the strong end. Conceptually, he is similar to Akuma. So, he can deal a lot of damage and has good combos, but if he gets rushed down he's weak.

Tell us about the new Ultra, Tanden Typhoon.

Okada:
As Tanden Stream (Ultra 1) is a good all-purpose projectile-type, we wanted to give him a more tricky ultra in Tandem Typhoon. The basic uses are anti-air, chip damage, and combo'ed into. Its not quite as all-purpose as Tanden Stream, but it feels nice when you hit it in a combo, so all you combo fans out there please give Tanden Typhoon a try.

Now tell us about Akuma's adjustments.

Okada:
We've adjusted his Demon Flip Throw. In IV, regardless of whether it was blocked or missed, Akuma was at an advantage, but now Akuma is going to have to use it more carefully.*
(*Azrael's note: It sounds like Okada is talking about something that isn't a throw, but the move name he says is the Demon Flip Throw, so... I dunno what to tell you.)

Sano:
Akuma is a character who deals out a lot of stun, isn't he?

Okada:
Yeah... he has loop-like combos and near hit-confirm combos, so in IV he could really dish out a lot of stun. So with one opening he could hit a loop combo and then in the next combo the opponent would definitely be stunned - almost like he gets 2 openings for the price of 1. We wanted to give his opponents a better fighting chance, so basically we've adjusted the stun on those strong combos so that they don't dizzy so easily. However, for Akuma players, if you read your opponent well and hit a really difficult combo, it'll do a bit more stun than it did in Street Fighter 4.

Tell us about his new ultra.

Okada:
We made it with the idea that it would be hard to hit, but once you do it'll feel awesome. It's almost kind of romantic (laughs). Of course its got its usefulness, and can be used in combos and what not.

And finally, please tell us about Gouken's adjustments.

Tamamura:
We've adjusted the Counter Attack (Kongo) so that it will be easier to perform. I believe a lot of people had problems with this, so hopefully this meets your expectations.

Okada:
As for other stuff, his overhead and all of his normals come out a little faster.

Tamamura:
We've also increased the hitbox on his Hurricane kick, so it will be easier to hit.

Tell us about his new ultra, the Denjin Hadouken.

Tamamura:
Denjin Hadouken is a bit unique in that even if it's blocked, it will increase the opponent's stun by a percentage. And if you hold down the button, you can charge it up for more damage. You can also use the hold to delay the timing, to catch jumpers.

Have there been any changes to the CPU boss characters?

Okada:
The boss characters are completely different from the playable versions. The boss versions of Seth, Akuma, and Gouken are the strongest (laughs). They may look the same, but their frame data is completely different.

Tamamura:
Many players told us that CPU Gouken was on the weak side, so we've re-adjusted him to be more like a boss character. The moves may look the same, but their functionality is much stronger. On the hardest difficulty setting, they'll give you a run for your money. However, we have made the easiest setting a bit easier, so a wide range of players will be able to enjoy the game.

Do you have any closing comments for everyone looking forward to the game?

Okada:
The characters we talked about on today's blog were brought to completion by the players. As such, we adjusted them to keep the interesting and fun parts they had in IV. As for the original characters from IV, we're trying to preserve that originality, so that players can continue enjoying in Super Street Fighter 4. As for Seth, Akuma, and Gouken, we didn't want to take away their feeling of being strong characters - keep their feeling of being bosses, but as player characters, adjust the areas that needed adjustment. The basic feel of the boss characters hasn't changed from IV, but hopefully the adjustments made will allow their opponents to feel that the player is skilled, not just that the character is good. Also, with new ultras for all of the characters, you have a new choice of attacks to choose from, and this adds to the ways you can enjoy playing. I would like for everyone to enjoy the new features in the game.

Tsukamoto:
Well, I hope you all enjoyed today's entry. If you want to try out some of these changes for yourself, there are various locations around Japan offering demo play, so if you can check it out by all means please do so!

And next time! For the final entry on character adjustments, next week April 20th we'll be talking about Cammy, Fei Long, Sakura, Rose, Gen, and Dan. I think there's a lot of interest in next week's characters as well, so be sure not to miss out!

As you may have read on Ms. Shiozawa's blog, this blog will be concluding soon. While there may not be many entries left, we're going to give it our all right up until the very end!

See you next week!

Comments

JQV5190 said on April 12, 2010 at 7:40 p.m.

hmmm... i guess i can live with those gouki nerfs... im just grateful theyre alot let than they were before

#1
cybertronslash said on April 12, 2010 at 7:44 p.m.

dhalsim and rog please

#2
VegaBisonAbel said on April 12, 2010 at 7:44 p.m.

Liking the news about Abel's normals being buffed up. He didn't get any nerfs apparently...woot

#3
EasierToRun09 said on April 12, 2010 at 7:46 p.m.

No Abel nerfs? I'm definitely ok with this.

#4
Orberen said on April 12, 2010 at 7:49 p.m.

Can't wait until April 20th when I get to finally know what (hopefully) buffs fei gets.

#5
THawk said on April 12, 2010 at 7:50 p.m.

Surprised about Abel.... seeing as he was already a very solid character - not to mention extremely fun to use.

I predict solid A tier.

#6
BADerRules said on April 12, 2010 at 7:50 p.m.

(This user was banned.)

#7
VanillaSF4 said on April 12, 2010 at 7:57 p.m.

"• Boss mode Seth, Akuma, and Gouken will have completely different frame numbers of their moves compared to their playable counterparts."

Smart move.

#8
CONSTvariable23 said on April 12, 2010 at 7:59 p.m.

Hmm... different frame numbers on CPU bosses eh? I wonder if they'll finally be difficult, like old school Shin Akuma or older school M. Bison. That would be neat. I know it's not a big priority now that we have online mode, but I think SFIV's "hardest" difficulty is *way* too easy compared to past titles. Even Seth is a no-brainer once you figure out where to stand to make him do his punishable moves.

#9
Sakura said on April 12, 2010 at 8:06 p.m.

hopefully this means less Burning kick spam...

#10
Catalyst said on April 12, 2010 at 8:08 p.m.

@cybertronslash

The entry for Dhalsim and Balrog was already posted, check it out here: http://www.eventhubs.com/news/2010/ap...

#11
kevinc92 said on April 12, 2010 at 8:08 p.m.

^
I don't think you understand how hard it is to play as viper

#12
juxtapose said on April 12, 2010 at 8:17 p.m.

Don't know if I agree with the Viper nerf. Everything else I'm A-OK with.

#13
VanillaSF4 said on April 12, 2010 at 8:18 p.m.

If it's good enough for Ryu and Gen, it's good enough for Viper.

#14
IrPanda said on April 12, 2010 at 8:18 p.m.

That burn kick is F&$King broken is SF4, especially against certain characters.

#15
capetusco said on April 12, 2010 at 8:20 p.m.

okay, but...

WE WANT CAMMY! TALK ABOUT CAMMY!
CAMMY! CAMMY! CAMMY! CAMMY!

DONT NERF CAMMY :(

#16
VanillaSF4 said on April 12, 2010 at 8:23 p.m.

Cammy has damage reduction across the board.

No more cheap wins via frame traps.

Too bad so sad.

#17
Ex_Ein said on April 12, 2010 at 8:24 p.m.

THE SKY MIGHT FALL THE SKY MIGHT FALL but I'm not worried at all!

Especially with Abel's Buffs

#18
kyo said on April 12, 2010 at 8:39 p.m.

I'd like to kindly bitch about Viper:

-Yay for no solid wake up against shotos, being that fierce knuckle can just be thrown out of and people are hardly scared at piddly damage it does.

-Against players who don't abuse the hell out of low forward/roundhouse there is no use for EX seismo

-You'd think they'd improve her low forward but hopefully rumored faster walk speed (like rumored 'game is faster') and low strong will be good enough to whiff punish people.. but I doubt it.

#19
NyQuiiL said on April 12, 2010 at 8:39 p.m.

i have to wait til next week for fei and rose news fml

#20
ICanDoHadouken said on April 12, 2010 at 8:44 p.m.

I remembered Akuma was going to be S-Tier(Thats what I heard)

#21
JohnJohnson said on April 12, 2010 at 8:57 p.m.

What the heck is up with Abel? Accoutering to these guys, his normals are better, his Falling Sky is "Easier to throw" (better hit box?), they improved the range on his sweep, his Ultra 2 is awesome, from the sounds of it, they made him a monster. And early reports say that his C.Hp into Falling Sky does a ton of damage, the first hit of the CoD is safer on block, is there anything they nerfed about him? He sounds completely broken! Wait a minute... I main Abel... (Cester A. Bum voice): "HOO RAY!"

#22
DecoyLogan said on April 12, 2010 at 8:58 p.m.

Maybe now the Zangief/Seth matchup will be win-able. The nerfs seems directly aimed at Zangief's 2/8 matchup.

#23
dannyboy4885 said on April 12, 2010 at 9:03 p.m.

Nerfs to Viper? ...Idiots. I was hoping to hear: Anti-air HP TK trades less often, non-ex seismos less start up so they're not completely useless, sweep not ridiculously slow, ultra 1 doesn't miss juggle FOR NO REASON, can juggle after ex burning kick. Any of these things would have been great. Basically her burning kicks were all she had and they've been nerfed. Let's hope this isn't the full story.

#24
stubbs said on April 12, 2010 at 9:04 p.m.

@27

buffing a bad character != making a broken one.

#25
topdawg122 said on April 12, 2010 at 9:13 p.m.

Love hearing the Fuerte buffs, hopefully the RSF stays the same cause I don't want to re-learn the very precise timing for the rhythm of his loop.
Thanks for the translation, hopefully we can get a full translation soon please!

#26
Triforce said on April 12, 2010 at 9:15 p.m.

Different frames on boss fights=Shin Akuma...watch his Ultra 1 come out as fast CVS2's SGS...I've never been so excited about getting my ass kicked.

Two more weeks! :-)

#27
SmashBros101 said on April 12, 2010 at 9:15 p.m.

Lol no more FlowChart Seth. Maybe Gief can actually do something now instead of getting hard punched 9 billion times.

#28
SoundwaveButcher said on April 12, 2010 at 9:16 p.m.

abel ftw!

#29
ayembee said on April 12, 2010 at 9:36 p.m.

gouken's overhead was awful before, so that's reasonbly good news. previously (if you were British) you could have gone away and made a cup of tea before coming back to discover it was still in progress and wouldn't actually hit for several more minutes.

better startup frames for normals is also good -- had NOTHING under 4 frames before, so you would just get poked to death by quicker characters :(

if hurricane kikck becomes a tiny bit more shoryuken-like (eg: these better hit properties mean you don't just spiral right through them any more while trying to use it as anti-air) that would be a good thing. only really useful for ending combos/back-throw at the moment (although the light one, i just discovered, is actually a great on-reaction counter for saagt's tiger knee)

wonder if he'll have any links... can dream.

#30
ayembee said on April 12, 2010 at 9:40 p.m.

ps: @30/stubbs

try calling abel a bad character if you main gouken, heh. i still have no idea how to approach that matchup. mostly i just prepare to grab my ankles and like it. it feels like it's about 1,000,000:1 in abel's favour, heh (i'm sure it's not that bad, but there's something about that matchup i really REALLY don't get)

#31
HarkMammil said on April 12, 2010 at 9:45 p.m.

I;m really curious to see what they are talking about in regard to Abel's Falling Sky changes. Does anyone know? I hope it gets more priority. It would potentially make him a monster but i'm ok with that since he's my favorite SF4 character.

@Stubbs: What do you mean? Doesn't make sense.

#32
HarkMammil said on April 12, 2010 at 9:47 p.m.

@Juxtapose: your right, Viper didn't need nerfs.

#33
js0ng said on April 12, 2010 at 9:49 p.m.

@21 capetusco

Too late for that...doesn't seem like they changed too much of her.

#34
Crono said on April 12, 2010 at 10:03 p.m.

http://www.shoryuken.com/content.php?...
Idk if this is the right place to post this
but Chris Hu needs everyones help. His apartment complex burned down and he is currently homeless. Members of the SRK are donating money to him and his family. please guys, every little bit counts.

#35
VegaBisonAbel said on April 12, 2010 at 10:03 p.m.

I really hope that the improvement to Falling sky means it will grab anything in the sky, meaning that it will eat jumping attacks so no more stupid trades or a grab attack.

#36
IrPanda said on April 12, 2010 at 10:04 p.m.

@harkmammil ....yea she did...IMO superjumps should be nerfed right around as well

#37
Burnkickftl said on April 12, 2010 at 10:15 p.m.

congrats viper is now worthless burn kick was all she had her "shoryuken" is a joke always trades in some unfavorable way and its not hard to block a burn kick but now shes gonna get punished hard with low health what a joke

#38
VanillaSF4 said on April 12, 2010 at 10:17 p.m.

If nerfs are good enough for Ryu and Gen, theyre good enough for Viper.

Deal with it.

#39
KennyStilLOwnZ said on April 12, 2010 at 10:21 p.m.

what i want rite now is for TIME to move forward faster already cuz i wanna play ssf4.......... NOW!!!!!!!!!!!!!!! capcom!!!!!, why are you toying with my emotions.

#40
DanoftheJungle said on April 12, 2010 at 10:26 p.m.

Hell yeah, bring on the Dan changes!

#41
cuttyb1987 said on April 12, 2010 at 10:26 p.m.

so Abel air grab will actually grab as an anti air nice

#42
Saikobooru said on April 12, 2010 at 10:32 p.m.

Aww man, I was hyped for some comments on Akuma, and there's barely anything. lol
I guess that's a good thing though, Akuma doesn't really get nerfed.

#43
SpicyBurrito said on April 12, 2010 at 10:43 p.m.

Dude! Viper nerfs? Negative on bk? No one plays her as it is. They want the viper players to work even harder. As if growing a 6th finger to use her wasn't enough....

#44
FOOLS said on April 12, 2010 at 10:46 p.m.

What exactly is that that first bullet about Akuma saying anyway? That he can't tech a throw after landing a palm?

#45
dannyboy4885 said on April 12, 2010 at 10:54 p.m.

Just read the blog article. For those wondering/confused about Abel's Falling Sky changes, he just says that it was originally intended as an anti-air but there were very few situations when you could actually use it - so now it's been altered to make it easier to use. So for those of you who wanted to be able to use this technique more often, it is now "slightly easier than before" to throw people.

Nothing else to say about Viper except that the 2nd ultra is easier to use, but isn't as combo-able. Nothing we didn't already know, I guess.

#46
Lolento said on April 12, 2010 at 11:23 p.m.

If you Google-translate the original post, you'll see Akuma as "Australian demon".

I guess it's official: Akuma is Taz.

#47
Mugenpunch said on April 12, 2010 at 11:29 p.m.

Abel was not a bad character in SFIV.. He was actually just right.. good options and good damage and required amount of health... Except for the falling sky changes, I dont think any of the others were necessary.. he was solid.. his normals were fast enough.. i just hope he does not turn into a broken character.. that would be sad because I wouldnt want good players to be robbed of their credit if they won with abel now..

Yaay for faster normals for gouken, they were so damn slow.. you could never keep up with anyone on the cast.. Hope this means he has some sort of links and can end a block string with some special move atleast..

#48
sbeast64 said on April 13, 2010 at 12:31 a.m.

http://www.shoryuken.com/content.php?...

People donating money to Chris Hu, becuase his house burnt down.

I Respect Dat.

#49
VanillaSF4 said on April 13, 2010 at 12:39 a.m.

how did it start?

xbox 360 catch fire??

#50
areyouken said on April 13, 2010 at 12:49 a.m.

There are really only two unique changes to Abel. Everyone gets a new Ultra, but Abel is getting Sky Fall working as it should always have and Abel has a better roundhouse sweep.

Now that's all Abel needs. Being a grappler, Abel won't get a projectile. Being MMA (and a proto-Seth) Abel should do a little of everything else. With Sky Fall, he has his anti-air, so his tools are complete.

Capcom did a great job there.

#51
Krabe said on April 13, 2010 at 1:59 a.m.

Same as #21
WE WANT CAMMY !!! :)

#52
xShonuffx said on April 13, 2010 at 2:35 a.m.

The tears for Viper nerfs are over 9000. You guys need to chill.

#53
benjee said on April 13, 2010 at 2:50 a.m.

Great, we will see even more Gouken scrubs on the Live.

#54
Khaos said on April 13, 2010 at 3:47 a.m.

I like how all characters in this entry got their Ultras touched upon; save for Akuma. I want to hear what they have to say about the sheer tazmanian-ness of it. Though I guess the aesthetics aren't what their concentrating on.

#55
Arcade said on April 13, 2010 at 3:56 a.m.

I think the nerf for viper could only be justified if they buffed her ex version with a frame advantage, so she wont spam & use her ex instead.
& her anti air would be useless now since she cant use the trade to her advantage( trade - dash - ultra)

#56
SedoSan said on April 13, 2010 at 4:03 a.m.

"If nerfs are good enough for Ryu and Gen, theyre good enough for Viper."
WRONG.

Ryu is already super easy to play with, and Gen was intended to have his style changed wholly in SSF4 with his tweaking.

On the other Hand, Viper is the hardest character to master in this game (FFF, Seismo xx Seismo, SJC Ultra, Instant BK cross-up, lots of other techniques). Not to mention low health and stun. and now this.

Just because bunch of scrubs *That uses viper LOL* are spamming burning kick, doesn't mean it should be nerfed =3

I really hope this won't affect air burning kicks, the hell with ground BK, i always do instant jump BK anyways.

Though I'm glad nothing happened to her M.TK, and with her buffed cr.strong, i can see it being useful for pressure..

#57
SedoSan said on April 13, 2010 at 4:07 a.m.

@61, I didn't get why you said her anti air would be useless, they didnt mention anything about it.

#58
Wishpig said on April 13, 2010 at 4:22 a.m.

Awwww, poor Rufus, he was hit pretty hard by the nerf hammer. They should have found a way to strengthen him against shotos. Now it looks like he'll still be at a very decent disadvantage agianst Akuma, ryu, ect.

#59
luTheD said on April 13, 2010 at 4:42 a.m.

Well im happy Abel got better but his COD is still punished on block.
I tried every version on Ryu, but still got hit with a reversal srk on block, but his new ultra2 is SICK. its a fantastic reversal when being pressured, a great anti air and awesome anti projectile.

Got some great game plans in my head thx to the new ultra, cant wait.

#60
Nyoronoru said on April 13, 2010 at 4:42 a.m.

Burning Kick will still be safe on block. You just won't be able to do BURNING KICK ad nauseum.

#61
britterboi said on April 13, 2010 at 4:50 a.m.

does anyone know if chun li's adjustments had been discussed

#62
Seygneuriial said on April 13, 2010 at 4:51 a.m.

Fair changes to Gouken.

We will see more Abel.

#63
griever2000 said on April 13, 2010 at 5:30 a.m.

it's funny how there is only 3 lines about akuma's new ultra compared to the other characters that have been discussed lol. This makes me think that Tsukamoto, Okada, Tamamura and Sano are also not very pleased about that ultra XD

#64
Nikon said on April 13, 2010 at 6:30 a.m.

For Gouki. I'll stick with Raging Demon. It's a far better Ultra anyways. However, I'm sure after people play with it, kara versions may be discovered to act as counters. We will see. but I'm still sticking with Raging demon for now.

#65
RandomJohn said on April 13, 2010 at 6:33 a.m.

I think Okada's talking about Akuma's Demon flip fist (whatever that's called...the move where you just press punch. That move, missed or blocked, has a really fast recovery time where you can combo or grab your opponent.

Okada said you can combo his ultra 2 but at the same time, he said it's very hard to hit. I don't understand what he means IMO. If he means you can combo after a focus attack...well, that's EVERY ultra. Nothing unique about that.

btw glad to see Abel's falling sky will actually works better as an anti-air. Before, you trade hits with opponent and ended up with the short stick.

#66
WinstonChurchill said on April 13, 2010 at 6:45 a.m.

I still find it funny when people say "i not using this ultra" or "im not using that move", looooong before they have even handed over any currency for the game yet alone played it haha.

And guaranteed some pro will find a use for the move they snubbed. Change of tune? I think so haha

#67
DIERYU said on April 13, 2010 at 6:46 a.m.

come on i have to wait a whole week to read all about cammys nerfs :( im still going to rep ma bitch lol im glad they are improving able cuz i always kick the crap outta them and they are fun to face. A no fireball match lol

#68
japo2300 said on April 13, 2010 at 6:51 a.m.

nice hearing about abel tweaks, one of his weakness was his anti-air game, hopefully with the fallen sky change he got a better anti-air game

#69
LASTAXSHUNHERO said on April 13, 2010 at 6:53 a.m.

Is Capcom retarded? They really managed to deter me from even purchasing SSF4 now. Akuma was already a difficult character to main and very technical. He is one of the weakest as far as HP goes so why nerf any of his moves or take away stun? Then give him a crappy ultra that cannot even be juggled into? I hate Capcom. I was excited as hell about the game thinking that Akuma would have a cool air fireball ultra or maybe something you could shory-FADC into. Now I don't even want to play the effin game. Lame Capcom.

#70
Nyoronoru said on April 13, 2010 at 7:03 a.m.

@75

You must be absolutely blind if you haven't been watching the latest top Akuma footage with Eita and Momochi. He's a really, really dominant character. Toning down his "two hits and die" method is not even a nerf, it's a balance.

#71
WinstonChurchill said on April 13, 2010 at 7:06 a.m.

Got to agree with #76.

@75

I main old gouki, get a grip dude. Its not half as bad as some of the others. I think we got off lightly.

#72
Nelaelu said on April 13, 2010 at 7:21 a.m.

LASTAXSHUNHERO #75

It's not Capcom who's lame...

Despite of his low stamina/stun Akuma was still one of the best characters in SF4. If they gave him a great FADC'able ultra he would be the new Sagat!!

That obviously doesn't justify how his Taz Roflcopter looks... (I can't get to like that ultra no matter how hard I try - and I'm a big tatsu-maki fan!)

The other way would be to give Akuma a great easy-to-use ultra, but nerf him in different areas (especially nerf his insane projectiles)

#73
frankie3nig said on April 13, 2010 at 7:25 a.m.

@LASTAXSHUNHERO

Wow you need to chill If you are not a tier whore then nerfs shouldnt matter. I was still gonna sticc to viper and sakura dont matter what nerf dey gave them, Doesnt mean its riight they should get nerfs but just deal with it. Plus akuma doesnt need a comboable ultra he does hella damage alone, strong wakeup, strong mixup and can hit confirm easily. His only weakness is his Hp which isnt that bad because well its just akuma. Give viper a shoryuken, Give zangeif the speed of el fuerte, Give balrog a crossup, Give Chun a shoryuken comparable anti air. Think about all these and compare them to what it would be like for akuma to have ultra. XD Just saying btw

#74
GoldenTrophy said on April 13, 2010 at 7:29 a.m.
#75
B_LIT said on April 13, 2010 at 7:50 a.m.

wtf is with typhoon, rufus, thawk and seth, couldn't find any more creative words capcom?

#76
hozukimaru said on April 13, 2010 at 8:06 a.m.

it took me a while to like the ulltra 2...but it has grew on me like fungus,I guess the effect of him crushing you is pretty awsome and his quote"The other realm awaits"is bad ass him saying that makes up for the taz effect.If you look at the picture you see his foot lol but w/e.

#77
Strong_Tower said on April 13, 2010 at 8:15 a.m.

I am just really excited, or rather, worried about what they did (or did not) do to Claw/Vega/Balrog! he was horrble, and aeven if he is not 10 shots up in the tier, I hope he is at least a worth charater now!

#78
dequann said on April 13, 2010 at 8:17 a.m.

that el fuerte joke were they like his position wont change much cause we barley buffed shows me capcom don't care about low tier characters. thats just how i feel

#79
HypahVypah said on April 13, 2010 at 8:24 a.m.

How can you spam burning kicks? If someone blocks a burning kick, you don't have the frame-advantage to not get poked out of your next attempt. I take it Capcom's never seen Viper players backdash after nearly every blocked BK crossup attempt...

#80
Cowman715 said on April 13, 2010 at 8:30 a.m.

As a person that mains abel I have to make sure I have the mirror match down hahaha

#81
HarkMammil said on April 13, 2010 at 9:08 a.m.

@areyouken#56: I completely agree. The changes to Abel are very nice. If that falling sky really is more effective, thats all he needs. There sure is a lot of talk about Abel being potentially broken though. Hater speculation?

@LASTAXSHUNHERO #75: You wont buy the game because of Akuma nerfs? I'll be honest, one less Akuma player around wont bother most people - believe me. Don't lie though. I bet your still gonna get the game.

Nyoronoru #76: Agreed.

But I still stand by Viper not needing any nerfs really. That said, the nerfs aren't going to change her game that much, are they?

Ok, Capcom, what did you do to Rose? (Next week, I know.)

#82
Phynx said on April 13, 2010 at 9:24 a.m.

Landing the roflcopter is a romantic experience.

#83
oldboy said on April 13, 2010 at 9:34 a.m.

hmmm... Last time I check crouching medium punch was the only useful poke viper had. Instead of fixing the hit box on crouching medium kick they decide to fix the poke that needs the least amount of fixing. Wow. That sh_t better be Alpha 2 Rose good to compensate for her retarded crouching medium kick. As for burn kicks I think a few frames probably won't affect viper too much. I can't think of to many situations where I'd wanna follow up a blocked burning kick. As long as its not unsafe its not really a problem.

#84
THawk said on April 13, 2010 at 9:45 a.m.

Not sure why he laughs at not buffing Elf. Kind of a weird thing to say?

#85
MadnessFamilyguile said on April 13, 2010 at 9:46 a.m.

Considering what they did to top tiers, abels changes will probably make him top tier. He was already pretty damn good, but now he'll have high life, great speed, awesome mixup, great escape ability, great damage, awesome anti-air, even more knockdowns...damn i'm gonna hate that matchup, but i guess it won't be too much unless he got something like a 3 frame jab

Akuma changes are pretty damn good, he's now got a free teleport in the right hands and considering health nerfs alot of his matches will be easier even with less damage and stun.

Viper was high in execution, but you get that down and her gimmicks made her pretty damn easy to win with. They were obviously looking at higher level players that could abuse this, lower level players won't matter, they are just removing more abusable tactics,or atleast making them weaker.

Having top tier characters BS weakened as well as damage is clearly an auto-buff to fuerte, and his new ultra is insane

Rufus...i'm pretty sure people who played him knew something was wrong, great changes. Obviously the changes to sagat and ryu help him out anyways, awesome changes.

Seth changes seem pretty good, i'm really impressed becuse gief has it better now.

Not sure about gouken? But i doubt they listed all changes, his new ultra is pretty good.

Abel should definitely be top tier this time around.

#86
mikoal said on April 13, 2010 at 10:04 a.m.

man cant believe they nerf'd viper,
she needed thjose bk's......at high level, bk's were punished left and right.... now.....even more so

#87
MetalxHealthx said on April 13, 2010 at 10:16 a.m.

YES GEN INFO ON THE 20th, also fei long yay.

#88
Super_Chun said on April 13, 2010 at 10:18 a.m.

@93

Viper is "pretty damn easy to win with"?

el oh el. That is all.

#89
MadnessFamilyguile said on April 13, 2010 at 10:29 a.m.

@96

If you're gonna quote, quote the whole thing. Once you get execution down, that doesn't apply to people who can't use her moves or combo's at all. Like i said, people who play low-level shouldn't complain because they couldn't even do the things being complained about anyways, and people at high level knew that her gimmicks were hella strong, that's why you see them so often.

You trying to say she was low-tier all this time?

#90
Solidus187 said on April 13, 2010 at 10:31 a.m.

Akuma's new ultra "can be used in combos and what not"?

I'm guessing they mean more "what not" because I haven't seen anything besides using it with teleports.

#91
Novacane said on April 13, 2010 at 10:32 a.m.

Cant wait for next weeKs info!

#92
mikoal said on April 13, 2010 at 10:43 a.m.

@97 i would have to disagree, execution is only one small part of viper. High level players have to work hella hard to earn victories, just watch Uryo's matches against mago, or tokido or momochi. Her gimmicks .....are only gimmicks as you say they are. If you know how to fight her, almost all her gimmicks can be beaten.
Akuma's vortex is easily more powerful than viper's gimmicks...
Also at high level play vipers do not use bk's to that extent, just because they high level players know how to punish bk's, know how to block them etc.
You stating that we see them at the top so often is incorrect, Uryo is the only viper player in his town. It just so happens he's good enough to place high in tourneys.
People like Dashio are flashy but dont place consistently like uryo. Same goes with kyabetsu.
Check the top 50 players of japan and see how many are viper players compare to sagat.

#93
mikoal said on April 13, 2010 at 10:46 a.m.

In case you are wondering, theres only 1 player in the top 50 that uses Viper.

1 Mago マゴ SG 481,375
2 Ojisanboy おじさんボーイ SG 348,121
3 Umehara ウメハラ RY 331,748
4 RF あーるぇふ SG 284,668
5 Tokido ときど AK 193,507
6 Momochi ももち AK 187,946
7 Radiowave Radiowave SG 185,281
8 Shiro 志郎 AB 174,726
9 Uryo うりょ VI 169,963
10 Kindevu 金デヴ RU 162,917
11 Eita えいた AK 160,932
12 Rikuson リクそん SG 157,175
13 Akameryu 赤目龍 RY 135,293
14 Hama はま~ SG 133,926
15 Tokidokinukinkusu ときどきヌキンクス CH 130,859
16 Akua あくあ SG 129,689
17 Momochi ももち RY 127,621
18 Naiki ナイキ RU 127,381
19 Dragonboy ドラゴンボーイ KE 126,916
20 Oaru おーあーる SG 126,540
21 Pie ピエ SG 126,137
22 Hishou 飛翔 SG 125,306
23 Maakun まあクン SG 122,460
24 Bouya ボウヤ☆★☆ ZA 122,147
25 Bean ビーン SG 121,237
26 Chari チャリ BL 121,072
27 Gachihomottsnun ガチほもっつん SG 120,470
28 AC Revenger ACリベンジャー AB 119,664
29 Suropu スロプー SG 119,135
30 Iyo 伊予 DH 118,817
31 Sutoraikusan すとらいくさん KE 114,627
32 Katsuo ☆カツオ☆ SG 113,913
33 Gema ゲマ AK 113,702
34 Akimo あきも HO 113,252
35 Nova ノヴァ SG 112,576
36 Kyomachi Blanka 京町ブラんカ SG 112,429
37 FAX Gimoto FAXギモト BL 111,744
38 MDR MDR RU 111,630
39 Noriyasu のりやす AK 110,218
40 Furiten フリテン SG 110,056
41 TUC TUC DIC 109,060
42 Shinya シニャ SG 108,905
43 Shinya シニャ AK 108,325
44 Fuu ふ~ RY 106,872
45 Aojiru Guile 青汁ガイル BX 105,606
46 AOI AOI SG 102,564
47 Tetsuko てつこ RU 102,464
48 Krisuto きりすと RU 101,343
49 MACHI MACHI AK 101,238
50 Black Mamba ブラックマンバ BL 101,235

#94
BedtimeShoryuken said on April 13, 2010 at 10:51 a.m.

this gives me hope for next week. all these characters (some who arguably didnt need em) got nice buffs. all i've heard was negativity for Cammy so she hopefully got some nice additions too

save the best for last right?

#95
MadnessFamilyguile said on April 13, 2010 at 10:56 a.m.

Noone said her gimmicks are unbeatable, they said there was alot of reward for those once you get your execution down that makes her relatively easy to win with. Vortex is abit of a gimmick also, and looks like they described toning that down so why not other free BS?

High level viper players are pretty much the only people able to use that over and over again in a way that's abusive. Uryo vs mago? Ok, look at the first match http://www.youtube.com/watch?v=XHNSht... That's exactly what we're talking about.

Why do you keep comparing viper to the trinity that pretty much EVERYONE in the game has problems with anyways? The trinity all got their BS toned down so why should viper get to keep her BS?

#96
oldboy said on April 13, 2010 at 10:59 a.m.

@97 I would say it's even harder to win at high level with Viper. The "gimmicks" don't work. The only thing you have going for you is her high damage output. But every move she has is risky as hell at high level. So pretty much you are forced to constantly put yourself in high risk high reward situations and hope you come out on top. But what makes it really tough the guessing you have to do on wake up or if your stuck in a pressure sting because of her lack of a solid reversal. At that point your forced to do something high risk low reward and that's exactly what every good player will abuse on viper. Add that to the fact that some of her bad matchups are ridiculous and there is now way the statement you said can be true.

#97
MadnessFamilyguile said on April 13, 2010 at 11:16 a.m.

@105

Apparently hurricane kick could come out if you tried the low counter motion, then you might lose the match

#98
mikoal said on April 13, 2010 at 11:16 a.m.

@103
its not free for one.

Ok first match, viper was getting owned until he whiffed the TU, then the ultra came..... uryo won that round by hitting him with the bk twice in that round thats only 200 damage, a TU takes what? 170?.....the first bk cross over could have been blocked and was mago's mistake, it generally is blocked. the second one though is a guessing game, she did one that didnt cross, and hit him with a cross one....

Ok the second round was a bit more bk spammage. but the first 2 bk's wasnt even uryo atking, it was mago running into them. the 3 bks after that were ambiguous as to whether they crossed or not. but are highly risky, they probably coulda been dp'd outta it or FA'd outta it

But seriously? theres so many character out there that has u guessing...
IE: gief when he's crossing u....then he can lead to throw or lariat....
cammy, dive kick, throw, spike.

like u said the trinity shouldnt be compared to viper, then viper shouldnt get toned to that extent.

Like honestly what does viper have? Footsies? no! links? no, options to escape safely? no. Dp? it gets beaten, trades or thrown out of.

#99
benjee said on April 13, 2010 at 11:22 a.m.

@101, your list is outdated for MONTHS, you dont know anything about Viper top players.

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