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Super Street Fighter 4 AE blog: Changes to Guile, Seth, Dee Jay & Hakan

Posted by Catalyst
December 6, 2010 at 11:07 p.m. PST
Super Street Fighter 4 AE blog: Changes to Guile, Seth, Dee Jay & Hakan The latest Japanese Super Street Fighter 4 Arcade Edition blog has been posted. This one details changes made to Guile, Seth, Dee Jay and Hakan.

Keep in mind that this is not a complete list of changes for these characters, and more things that have been altered will be discovered with time.

Hit the jump to view everything.

Guile

Unique Attacks

• Deleted hittable box for his Reverse Spin Kick (Toward or Back + Hard Kick) from his knee and below during the first few frames after starting up and reduced its damage. With this adjustment, it's possible to make attacks like Ryu's Crouching Medium Kick whiff and hit them out.

• Spinning Back Knuckle's (Toward + Hard Punch) damage reduced.

Special Moves

• Sonic Boom's meter gain at startup is halved, and we adjusted his meter gaining rate through the match.

• Light Kick, Medium Kick and Hard Kick Flash Kicks damage reduced.

Ultra 2

• Sonic Hurricane's damage has been reduced, and the startup time is a bit slower.

Overall

• Damage nerf is applied to Special Moves and his Ultra 2, so we can say his damage is reduced throughout.

• He will require more attacks to finish off opponents.

• There are almost no changes to his frame data, so in Arcade Edition he can do everything that he can already do.

Seth

Normal Moves

• His Toward Jumping Hard Punch's number of active frames is doubled, so it's easier to hit with now.

• Far Standing Medium Kick's active frames were lengthened a little, and his hittable box when he extends his leg horizontally was reduced, so it will function better as a poking tool.

• Close Standing Medium Punch's startup is faster and the total duration of the move is reduced as a result, plus frame advantage on hit was increased, so it got significantly buffed.

• Crouching Hard Punch's start up is slightly faster.

• Crouching Medium Kick has slightly more active frames.

• Neutral Jumping and Jumping Away Hard Punch (Stretchy Arms) now is his Jump Toward Hard Punch animation. The jumping stretchy arms attack has been removed.

Unique Attacks

• His Dive Kick's hitstun and blockstun were decreased, so it's slightly harder to use the move as an offense tool.

• All three Head Stomp moves had their active frames reduced, and the timing to hit all three of them was changed.

Special Moves

• Sonic Boom's recovery was reduced by 1 frame, and EX Sonic Boom's recovery is reduced by 3 frames. Now regular attacks into his regular or EX Sonic Boom, Focus Attack Dash Cancel and a follow up combo are pretty powerful.

• His Spin Kicks (Hyakuretsukyaku) deal more damage and less stun.

Super Move

• Super's invincibility window was lengthened, and "the pursuit priority is increased." [Translator's note: It's assumed this means it will connect more hits against airborne opponents instead of the attack not fully connecting when someone jumps into it.]

Ultras

• Ultra 2's recovery was shortened.

• Full invincibility was changed to 12 frames, and after that Seth is only invincible to projectiles until the end of active frames. In SSF4, according to the frame data, Seth was invincible for the first 88 frames of animation, so this is a significant reduction.

• Ultra 1 deals more damage, but has a longer recovery time.

Other Stuff

• Stamina increased to 800, stun increased to 900. In SSF4 it was 750 for both his stamina and stun ranking.

Overall

• The changes on SSF4 Arcade Edition happened only where they affect the way he is played.

• He looks weakened in the first glance, but he also got strengthened in various points, so please research his playstyle in SSF4 Arcade Edition.

Dee Jay

Normal Moves

• Far Standing Light Punch's hittable box around his arm was removed, so it's more difficult to beat this attack.

• Crouching Medium Punch's priority was strengthened, and it deals more damage.

• Close Standing Medium Punch's active frames were increased by 1, making it a total of 5 active frames, so it's easier to use as a close anti air.

• Far Standing Medium Kick was changed to be a 2-hit normal, and it got adjusted in damage distribution, in startup, and in the total duration. Now, the 1st hit is Cancelable, so combos such as Crouching Light Punch, into Far Standing Medium Kick, into Special Moves and also Close Standing Medium Kick into Far Standing Medium Kick into Special Moves combos are possible.

• Close Standing Hard Kick is now a techable knockdown against air opponents. You can now do juggle combos after the second hit.

• Far Standing Hard Kick's startup is 1 frame faster, and the active frames for it was increased by 1.

• Crouching Hard Kick's distance was shortened, but has more active frames, and it will recover faster after the active frames end.

• Toward Jumping Medium Kick's pushback on hit is adjusted, so combos after crossing up with it are easier.

Special Moves

• Air Slasher's (Fireball) recovery got shortened, and the hitstun/blockstun got reduced as well. There are no changes to EX Air Slasher. Opponent's attack will now be registered as a counter hit if you get hit out while doing this, so if the opponent jumps in on you, you will be in a world of hurt.

• Light Dread Kicks' (Double Rolling Sobat) startup was changed to 12 frames, and his lower body invincibility was lengthened as well. It's comboable from Light attacks now. It's throw invincibility and airborne state were removed.

• Medium, Hard and EX Dread Kicks (Double Rolling Sobat) 1st hit deals longer hitstun, so landing the first 1st hit, Focus Attack Dash Canceling, and following up with a combo may be great.

• Machinegun Upper's damage was increased.

• Light Jacknife Maximum (Up Kicks) damage was increased, and is completely invincible until active frames end.

• Hard Kick and EX Jacknife Maximum are now less likely to whiff attacks on hit.

Ultra 2

• Ultra 2's has less recovery after the cinematic.

Other Stuff

• Dee Jay's forward dash has more frames where you can input a Super or Ultra command. As a result, his forward dash into Ultra 2 is easier than it was before.

Hakan

Normal Moves

• Standing Hard Punch's hittable box around his arm got smaller, so it's easier to use as an anti air attack or a poke.

• When Oiled, normal moves buffered after a forward dash now have sliding property.

Unique Attacks

• Step Low (Toward + Light Kick) is now Cancelable, has a faster startup, can link from Close Standing Medium Punch and other attacks.

Special Moves

• For Oil Shower, the duration of the oil will be stacked now. The maximum duration is 30 seconds. Also, the Medium, Hard and EX versions of the Oil Shower have 5 frames less recovery time, and the EX version can be Canceled into Guard Position (Coward Crouch).

• Oil Shower is one of Hakan's follow ups after an Oil Slide. The effect is the same as Light Kick Oil Shower, and he will be in advantage nevertheless.

• Light Punch Oil Slide has a faster startup, and can be connected from Crouching Light Punch or Step Low (Toward + Light Kick).

• Oil Dive, including the EX version, while holding button, can be canceled into Guard Position (Coward Crouch), you can now use it as a feint and to build meter.

Other Stuff

• Oil Rocket and Oil Dive's input property is adjusted, so the feeling will be same with that of Zangief's Spinning Piledriver.

Q&A Session


Zangief
Q: In the location test, if EX Green Hands hit a backdashing opponent, you could land Ultra 2 after wards. How does it work now? Also, does it have any pursuit property? Are there any changes to Lariats?
A: Same with loctest, as long as the opponent is airborne, it is possible for his Ultra 2 to connect. However, there is no pursuit property on the move so it cannot be comboed into. There are no changes to Lariats.

Sagat
Q: Would there be any changes in Tiger Knee's damage distribution?
A: We tried adjusting damages here and there, but in the final version damage adjustment applied only to his Standing Light Kick and Tiger Uppercut.

Dan
Q: You said Crouching Medium Punch 2x combos, since you did not touch recovery, would it mean that the hitstun is increased?
A: We didn't list this change last week, but other than the already mentioned 5 frame startup time Crouching Medium Punch's recovery was reduced by 3 frames.
Q: About Far Standing Light Punch into Crouching Medium Kick, 7 frame startup combo, does this imply that Far Standing Light Punch's recovery got adjusted to have +7 on hit and +4 on block, or is it a hitstun increase as well?
A: Far Far Standing Light Punch's recovery got reduced to the point where Dan's frame advantage on hit is +7.

Dudley
Q: Should I take "increased priority" as simply having more range, or as the 'hitbox/hittable box' adjustment so that it's harder to get stuffed, or both? Also I want to know if there are any changes to moves like Standing Hard Kick, Crouching Medium Kick and his Stomach Blow.
A: For the increased priority, there could be many possibilities, such as increased range or increased hitbox vertically, in order to increase its usefulness. There are some moves with frame data adjustments and some not, but to take Standing Hard Kick as an example, recovery got reduced by 3 frames so the total duration is reduced by the same amount as well.

Next week will list changes for Dhalsim, M. Bison, Akuma, Adon and T. Hawk, and is the last planned entry for the SSF4 AE character changes.

Previous developer blog change lists for Super Street Fighter 4 Arcade Edition:
Zangief, Sagat, Dan and Dudley
Blanka, Abel, Gen and Makoto
E. Honda, Gouken, Rose and Ibuki
Chun-Li, El Fuerte, Sakura and Cody
Ryu, Balrog, C. Viper, Cammy and Guy
Ken, Vega, Rufus, Fei Long and Juri

Source: Japanese SSF4 Blog, contributions and translations for this story by Street11, USD on NeoGAF and Sugar Shock.

Comments

caruga's avatar
caruga said on December 6, 2010 at 8:43 p.m.

Fir... oh wait, doing that sucks.

#1
DestinyZX1's avatar
DestinyZX1 said on December 6, 2010 at 8:44 p.m.

to caruga: It does and now me feel saddened that Guile got nerfed in the Special and Ultra department. It's gonna make a lot of Guile players (myself included) upset.

#2
Default avatar
Realpolitix said on December 6, 2010 at 8:45 p.m.

Hakan changes, get hype.

#3
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Reznov said on December 6, 2010 at 8:46 p.m.

HURRY UP HAKAN!!

#4
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Fightingfan69 said on December 6, 2010 at 8:48 p.m.

Looks like guile players will have to be more aggressive with his flash kick and certain defensive options nerfed. Will be interesting to see what's in store for hakan.

#5
Jerecaine's avatar
Jerecaine said on December 6, 2010 at 8:51 p.m.

where are the DeeJay and Hakan changes?

#6
Default avatar
SpaniardSRK said on December 6, 2010 at 8:51 p.m.

Alright now I'm ready for adon nerfs, the guy takes wayyyy too much damage with his specials, add combos to that and its a little crazy.

#7
Default avatar
songman said on December 6, 2010 at 8:52 p.m.

Reduce back knuckle. GREAAaaaat. Reduce all Flash kick.. greeaaaaat. reduce all special and Ultra and more Frame on start up on Ultra 2,,,, Greaaaaaaaaaaaaaaaat.

DAMN go right ahead and Reduce sonic boom to 20 damage..

lp,mp,Hp all does only 50 damage. in the first place. this is CRAPPPPPPPPPP

#8
Gemakai's avatar
Gemakai said on December 6, 2010 at 8:52 p.m.

Interesting changes to Guile. Damage Nerf sucks, but making his upside-down kick avoid Ryu's kick is nice for his footsie game.

He might go down tiers a bit, but still good.

#9
Default avatar
boulderabuser said on December 6, 2010 at 8:53 p.m.

Nothing but nerfs for Guile. I have a feeling that Daigo won't bother picking up Guile anymore. About Seth, it would seemed he would play really differently now. I'm not sure if Capcom nerfed or buffed him. It's more like this Seth is not the same as SSF4, but instead, a whole new character.

#10
GTVladozuka's avatar
GTVladozuka said on December 6, 2010 at 8:56 p.m.

@10 Not really a new character, just a somewhat different playstyle. Like Zangief when he got the green hand in super turbo. Or Chun when she got the fireball.

#11
Default avatar
yode said on December 6, 2010 at 8:57 p.m.

wow nerf seth to death gj capcom.
his divekick was already nerfed to sht in super, why nerf it AGAIN.

#12
Ex_Ein's avatar
Ex_Ein said on December 6, 2010 at 8:57 p.m.

Where's my dee jay sh!t at?

#13
Default avatar
calledeternal said on December 6, 2010 at 8:57 p.m.

COME ON! Light Kick, Medium Kick and Hard Kick Flash Kicks damage reduced, Sonic Hurricane's damage reduced. What's up with that!

#14
gam3fr33k's avatar
gam3fr33k said on December 6, 2010 at 8:58 p.m.

Its a miracle, Guile will no longer be that much of a pain the bum

#15
Default avatar
Mr_Clack said on December 6, 2010 at 9 p.m.

Guile fans are gonna be as pissed as I was with the El Fuerte Nerfs.

As I said before...Honda, Akuma and Ryu are STILL Deadly!

Sakura got stronger as well as Makoto.

See a pattern?

THEY ARE ALL JAPANESE!!!!

#16
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dwiguitar said on December 6, 2010 at 9 p.m.

Looks like seth is no longer shin dhalsim, but seth.

#17
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Sakura said on December 6, 2010 at 9 p.m.

lovin' those guile nerfs...

#18
DestinyZX1's avatar
DestinyZX1 said on December 6, 2010 at 9:02 p.m.

Seth is now Seth once more especially since now it makes me want to try him.

#19
Ex_Ein's avatar
Ex_Ein said on December 6, 2010 at 9:02 p.m.

Well looks like Gulie is more stun dependent now which is cool since all frame data stayed the same, which will be interesting to see if Daigo sticks with him after the changes are in place.

Now Seth looks like great changes, while it looks like basically nerfs it's basically changing how you play the character kinda like if they gave Ken's MK(and thus Kara) a shorter range

#20
Default avatar
KanyeWest said on December 6, 2010 at 9:03 p.m.

I think Seth would benefit from being adding more to him that focus on the Tanden stuff he does.

In addition he would benefit from more Urien normals and Aegis Reflector.
eff it, just put in Urien with stretchy arms

#21
Ex_Ein's avatar
Ex_Ein said on December 6, 2010 at 9:04 p.m.

oh yeah and that life and MAJOR stun increase on seth will help him when he get's into stun heavy combos

#22
Von_Kunlun_BOOF's avatar
Von_Kunlun_BOOF said on December 6, 2010 at 9:05 p.m.

I am praising at the Guile nerfs.

I am a Bison player and it is so ridicuous how badly guile can lame out Bison.

(Bison hate mail in 5...4...3...2...1...)

#23
Default avatar
deBLOO said on December 6, 2010 at 9:05 p.m.

Wow, why are people coming to these blogs with the mindset of "HE WAS NERFED/BUFFED"

Maybe the devs want you to play the characters the way they envisioned them to be played?

#24
Ex_Ein's avatar
Ex_Ein said on December 6, 2010 at 9:06 p.m.

KanyeWest he has more of gills normals while Abel has Uriens more

#25
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cass1234 said on December 6, 2010 at 9:06 p.m.

they should nerf guile some more the problem is the recovery on booms being 2 fast they kept it the same hmmm i dunno guile should have below average health because his keep away playstyle considering booms are impossible to jump 29frames recovery it takes atleast 36 frames to jump in

#26
Gemakai's avatar
Gemakai said on December 6, 2010 at 9:06 p.m.

Personally, the changes to Seth make me want to play him more. I HATED the jumping stretching arm crap with him.

#27
DestinyZX1's avatar
DestinyZX1 said on December 6, 2010 at 9:07 p.m.

At least with that removed, Seth can actually be more tolerable this time around. I guess CAPCOM did listen to feedback this time around.

#28
Default avatar
Guile said on December 6, 2010 at 9:09 p.m.

its funny how they just nerf and don't give him any tools in return. How is this gonna help out his crap matches against viper, fuerte, akuma, abel, etc? They should make his links easier. Hardly anyone will go lp-->mp hitconfirm into flash kick because the lp-->mp link is so risky. In general, linking into flash kick (except from a clean jump in) w/o using meter to cancel is risky. And now that Guile is gonna have less meter that option is less valuable. Speaking of which, less meter could potentially leave with NO get out of jail free cards. Might not be able to do a safe flash kick cancel when pressured like crazy. And in this game you NEED such a get out of jail free card esp with Guile because Guile can get pressured by crazy mixup games such that even the Guile players with the best concentration will eventually break. Anyone who says Guile was too overpowered probably doesnt know proper rushdown and crossup game. Once you get Guile on knockdown, the tables can really turn.

#29
Von_Kunlun_BOOF's avatar
Von_Kunlun_BOOF said on December 6, 2010 at 9:10 p.m.

@29

Bison would like a word with you...

#30
WinstonChurchill's avatar
WinstonChurchill said on December 6, 2010 at 9:11 p.m.

lol @ #26

#31
Ex_Ein's avatar
Ex_Ein said on December 6, 2010 at 9:12 p.m.

@Von Kunlun Boof
BISON!!!!!
NOOOOOO!!!

#32
ciry's avatar
ciry said on December 6, 2010 at 9:13 p.m.

@23
GEE! Must be hard having all those 3 bad match ups.
I bet air must be thin so high up in tier list making you nauseous too!
Bah, enjoy your godlike scissorspam.

#33
Ex_Ein's avatar
Ex_Ein said on December 6, 2010 at 9:13 p.m.

oh yeah for all of those who are complaining remember
"THIS IS NOT THE FULL LIST OF CHANGES"-Seth Killian

#34
Default avatar
Sakura said on December 6, 2010 at 9:18 p.m.

Yeah...Bison users have nothing to complain about...

nothing...

#35
Default avatar
Guile said on December 6, 2010 at 9:18 p.m.

@30,if you ask me Bison doesn't have that bad against Guile if he sticks 90 percent strictly to safe scissor kicks and fully exploiting the crossup game and pretty much NEVER doing psycho crushers like some fools continue doing. A Bison player needs guts more than strategy to beat Guile.

hey ill be the first to admit Guile had some really good matchups.

I just wish instead of ONLY making him weaker, they should make him weaker against his good matchups, but give him some sort of tools for the other guys he struggles with. Hell, make him offensive and i suggested a way to do that - make his links easier (so a guile player can be more confident in attacking)

however the changes to reverse spin cake is a step in the offensive direction. If you don't believe me, watch how emg dieminion has been using that move recently and how he's been going all out offensive with it.

#36
lynx_ID's avatar
lynx_ID said on December 6, 2010 at 9:19 p.m.

well now I'm happy to see guile being nerfed, as I predicted they only reduce his damage and well his meter gain reduce too, I think thats is good cuz that sonic boom is almost safe at least wont gain meter just to spam and its ok now, now I really want to use him

now I only want the vega's ST to be a good reversal and I will be happy xD

#37
Default avatar
Emocks said on December 6, 2010 at 9:22 p.m.

God, all of that sucks. I want Cammy's cannon spike to do 500 dmg.

#38
Von_Kunlun_BOOF's avatar
Von_Kunlun_BOOF said on December 6, 2010 at 9:23 p.m.

No matter how hard I try... (T.T)

Guile Sonic Booms me to the point of suicide. It's definitely a 7-3 match-up in Guile's favor, and when he's in the corner, it goes down to a 6-4 match-up.

Even then, it's not like it's cake to get him in the corner. Sure Bison's throws are a really good zoning tool, but it's a little hard to get close to Guile when Sonic booms are punching me repeatedly in the face.

Other cons:

-Scissor kicks are also limited, both normal and EX because of that freakin' sonic boom recovery time.

-Bison's high arc on his jump gives Guile adequate time to react with c.HP, flashkick, s.HP, U1, U2 or an air throw.

-EX Psycho crusher gets past Sonic Booms, but it's still in Guiles favor because of :Recovery time of booms and Bison wastes meter to get close for an attack.

-Headstomp gets owned by guile walking back and D Reverse gets owned by anti airs. It's a waste to even bother with the EX versions.

Overall... One of the most horrible match-ups in SF history.

Bison should have killed Charlie AND Guile...

#39
Default avatar
JDragonX said on December 6, 2010 at 9:24 p.m.

Man, I don't mean to write a hateful comment but s**t, you guys are really hard headed. How many times does Seth Killian have to say, "Don't jump the gun guys!"? Even eventhubs warned:

Keep in mind that this is not a complete list of changes for these characters, and more things that have been altered will be discovered with time.

THEY'RE NOT THE ONLY CHANGES. There are others. Considering that Ono is the biggest troll in the world, he's probably choosing to shower certain things to get a reaction. For all we know, Guile (the one I see most people are angry about atleast in this thread) got better hiboxes for ALL his move, making him even deadlier in the poking/footsies game. I mean I can understand an initial reaction but all the "WOW ONLY NERFS" is ridiculous. There are more changes. Wait for the game, play it, study it, THEN make a judgement.

Sheesh!

#40
Default avatar
JDragonX said on December 6, 2010 at 9:26 p.m.

show*
:/

#41
Default avatar
SpaniardSRK said on December 6, 2010 at 9:26 p.m.

Guile being a charge makes his links amongst the easiest in the game, not really sure how that would make guile's more aggressive in any way/

#42
Default avatar
JDragonX said on December 6, 2010 at 9:26 p.m.

ROAR. Triple post fail

Move=normals.

#43
HeartlessOmega's avatar
HeartlessOmega said on December 6, 2010 at 9:28 p.m.

Any changes for Hakan and DeeJay?? Maybe not posted yet.

#44
Von_Kunlun_BOOF's avatar
Von_Kunlun_BOOF said on December 6, 2010 at 9:33 p.m.

I played Bison in Vanilla. Call me a tier whore.

Most of the things people complain about with Bison, well HEY! Newsflash:

- He had the same s.HK in Vanilla (And it was actually STRONGER in vanilla than it is now)

- He also had the scissor kicks too (Which were also STRONGER in Vanilla too. Also could not be punished on block)

The new things he got in Super that helped were Ultra 2 and a better psycho crusher (The one he could do cross-ups with in ST, but then again he was still mid tier in that game). The things I see some people complain about with Bison make me laugh. You get pissed now, but why weren't you pissed in Vanilla? Oh yeah... You were playing Sagat.

Tier WHORES

#45
BlackHart's avatar
BlackHart said on December 6, 2010 at 9:34 p.m.

Deejay's changes are where now???

#46
Default avatar
Guile said on December 6, 2010 at 9:34 p.m.

@39

ya, i hear you. While I still disagree that its THAT bad, I understand. I play Bison too and I looked at your list and I agree with pretty much all of it (just disagree with conclusion). However, all of the best japanese bisons I've seen, when playing aggressive do pretty well against Guiles. Im too lazy to post links, maybe another time. But keep in mind that Bison only has 1 deadly matchup, and I think the rest is a relatively fair and balanced matchup sheet to say the least and not to mention he has stuff like ex-psycho, teleport, etc that gets him out of pressure situations when things get bad (guile doesn't have that luxury).

@40

Ya I didn't mean to jump the gun at all. Just making some SPECULATIVE criticism. I think its not too unhealthy to do some of that, as long we don't take any speculations here too seriously

GOod points guys.

#47
eatm's avatar
eatm said on December 6, 2010 at 9:35 p.m.

Sakura, Zangief and Makoto were mega boosted, Cammy, Guile and Dan were ultra nerfed. Minor changes to Sagat for the good and to Seth for the bad.
I predict a Zangief in A-S tier, Makoto to B and Cammy, Guile for C-D tier. Sagat could also rank S after his damage increases.

#48
Default avatar
dwiguitar said on December 6, 2010 at 9:40 p.m.

I'm definitely gonna be rocking a deejay in AE... just for kicks.

#49
BlackHart's avatar
BlackHart said on December 6, 2010 at 9:41 p.m.

Go DEEJAY Buffs

#50
Shareware's avatar
Shareware said on December 6, 2010 at 9:42 p.m.

Glad Guile got nerfed. Now I can stop feeling guilty for playing a top tier character as my secondary.

Although I've played him since World Warrior. He used to be my main until I switched to Gen in super, but I never mained Remy in 3s, I mained Sean and seconded Twelve.

Anyway, it's good to see more news.

#51
Nyoro's avatar
Nyoronoru said on December 6, 2010 at 9:47 p.m.

The most significant change to Guile isn't the damage, it's the Sonic Boom meter gain. Reduces the ability for him to Flash Kick -> FADC so often. Makes it harder for him to respond with EX Sonic Boom to Focus Attacks if he doesn't have a down charge.

#52
Default avatar
SonicShot said on December 6, 2010 at 9:48 p.m.

Glad Guile got nerfed. He's going to be easy pickings in a noobs hands. Only the advanced players will stay dominant, go find another character scrubs.

#53
Default avatar
Guile said on December 6, 2010 at 9:49 p.m.

@52

Ya that was what I was talking about earlier. Flash --> FADC is Guile's main get out of jail free card against forward opponents and meter gain reduction will harm it. Question is how much.

#54
massi4h's avatar
massi4h said on December 6, 2010 at 9:52 p.m.

@49 LOL I see what you did there.

#55
Default avatar
Realpolitix said on December 6, 2010 at 9:56 p.m.

Going to get Top 8 at the next AE tournament with Hakan now. Thanks.

#56
Default avatar
Simba_v7 said on December 6, 2010 at 9:59 p.m.

Dee-Jay Buffs! YEEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA MONNNNNNNNNNNNNNNNNNN!!!!

#57
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Put_Elena_in_SF said on December 6, 2010 at 10 p.m.

The real guile nerf that was needed was a nerf to his c.hp, which is a one button srk. If they made that move have limited use, then guile would be forced to guess on air throws for AA or use flashkicks. That would make it would be a more lenient guessing game to get in on Guile (because guile would have to take risks, too), rather than Guile's opponent having to take all of the risks to get in.

And, with the removal of j.hp, Guile vs Bison is the new worst match up in the game, now that Seth vs Gief is gone. This matchup has actually gotten harder with each new SF4 version.

#58
Von_Kunlun_BOOF's avatar
Von_Kunlun_BOOF said on December 6, 2010 at 10:02 p.m.

Hakan's buffs will enable him to spread the pride of Turkish oil wrestling further...

TOO BAD BISON IS OWNING MOST OF YOUR COMPANY'S SHARES AND IS BANGING YOUR WIFE! BETTER LUCK NEXT TIME, BITCH!

>:D

#59
Default avatar
yode said on December 6, 2010 at 10:03 p.m.

@Realpolitix
no u free

#60
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Realpolitix said on December 6, 2010 at 10:07 p.m.

@yode

Get at me dawg, gamertag is Cap- Wait a minute.

#61
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DOOskoi_oicho said on December 6, 2010 at 10:10 p.m.

SOOOOO happy with what they did to Dee Jay

#62
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Amnesiac said on December 6, 2010 at 10:10 p.m.

Hakan BUFFS! F YEAH!

#63
Ex_Ein's avatar
Ex_Ein said on December 6, 2010 at 10:10 p.m.

My break down of this week:
Gulie has been changed to a more stun heavy character with all his frame tricks still intact I see slight alteration especially with Meter Gain change to how people play him, I'm still expecting some Warahk type rushdowns just more playing to stun.

Seth has been changed to a more unique character that needs to be relearned, though I (and others) wish he'd be change to have more taden related moves. The changes they made make him seem like he'll have to played less like other characters and be more own his own level/style, that life/stun increase will greatly help that happen.

Dee Jay is overall better, while not going his ST root they have given him better tools and changed him to be something of a threat in a very real way.

Those Hakan changes looking pretty meaty especially the oil slide into Oil shower follow up as well as Adjustments to make the 360s feel like SPDs. Giving him a decent poke,more options when oiled,adjustmens for oil slide, a few cancelable moves makes him what I'd consider a SF4 dan type threat in that if you're caught sleeping on him you will get steam rolled

#64
Default avatar
JCole said on December 6, 2010 at 10:13 p.m.

Cole World no blanket son

#65
Grimmjow316's avatar
Grimmjow316 said on December 6, 2010 at 10:18 p.m.

@48 You must be crazy if you think Zangief is going to be high tier with his nerfs.

#66
Default avatar
Nelaelu said on December 6, 2010 at 10:23 p.m.

DEE JAY: It seems like he got some MASSIVE buffs. Considering he was already pretty good in SSF4, he might become pretty NASTY in AE. I hope SSF4 Guiles won't switch to AE Dee Jay! (laugh)

GUILE: Nerfing something about his Sonic Boom was one of the most obvious and REASONABLE things to do. He will no longer be able to sit on SB only - especially against other projectile characters (who'll build meter faster now). It looks Guile will have to rely more on his normals now.

#67
Default avatar
MrPFloyd said on December 6, 2010 at 10:31 p.m.

Guile vs dhalsim just got like 50 times worse... Awesome.

Guess i am gonna go to dj then, he's lookin promising.

#68
Von_Kunlun_BOOF's avatar
Von_Kunlun_BOOF said on December 6, 2010 at 10:34 p.m.

@67

As much as I HATE vs. Guile, I have to admit that he needs that Sonic Boom recovery time. The way his character is made favors turtle/defensive players. If he had standard Ryu-Hadoken recovery time, then he would be horrible because the charge time for his projectiles would make it that much worse.

#69
Default avatar
Slade_Hokan said on December 6, 2010 at 10:34 p.m.

Hmmmm things look bad for my Guile game... Glad I got Cody.

#70
Default avatar
MadnessFamilyguile said on December 6, 2010 at 10:43 p.m.

Capcom can't be so stupid as to nerf the damage on an already low damage character and not atleast give him some more friendly normals as a result? I mean, can we finally make it so that cr lp is +5 on hit now??

If he's going to rely on stun more, can he have a couple more combo friendly normals??? Seriously??? I mean it says something if you nerf a character that can barely threaten seth with his damage, and other characters who have bad health give him a hard time too.

+5 on cr lp is really all i want, and it's totally fair. People whining that he needed a nerf are going to be pretty angry that he's still beating them down in the next version.

#71
Ex_Ein's avatar
Ex_Ein said on December 6, 2010 at 10:54 p.m.

@Madness/71
remember this is not the full list of changes

#72
Default avatar
jelaninoel said on December 6, 2010 at 11 p.m.

which guile player is going to want to download an arcade edition patch with nerfs like that, jeez

#73
Default avatar
SaintAvi said on December 6, 2010 at 11:13 p.m.

GG on the guile nerfs :}

#74
Default avatar
Nelaelu said on December 6, 2010 at 11:18 p.m.

MrPFloyd #68

That's EXACTLY what I was talking about in #67. WIN!!!

#75
Default avatar
tommyjesus said on December 6, 2010 at 11:22 p.m.

ok, meter nerfs on guile are fine. but damage nerfs...really?!

was it really necessary to nerf his flash kick damage? the thing already is useless as cross ups, has like a 50% chance at getting canceled or trading with a jump in, and has insane recovery time.

flash kick is absolutely useless, which is half of his special moves.

#76
Default avatar
Mr_Clack said on December 6, 2010 at 11:27 p.m.

Posted by MadnessFamilyguile on December 6, 2010 at 10:43 p.m. #71

Capcom can't be so stupid as to nerf the damage on an already low damage character and not atleast give him some more friendly normals as a result?

-El Fuerte-

#77
Default avatar
antitroll111 said on December 6, 2010 at 11:31 p.m.

one second, lemme spend an extra minute for my 2nd meter,ok lets utilize this NERFED Flashkick FADC NERFED U2, oh wait, damage reduction on both, OH WAIT, startup might be too slow to connect!!! F THIS GAME

#78
Ex_Ein's avatar
Ex_Ein said on December 6, 2010 at 11:35 p.m.

Antitroll111
that's Trollish
you forget tha the frame data is still the same except on the U2's Start up the flash will still be an antiair while not at damaging it's still an anti air.

#79
redfactor's avatar
redfactor said on December 6, 2010 at 11:38 p.m.

Hehe, DeeJay will be coming back! ^^

#80
Default avatar
MadnessFamilyguile said on December 6, 2010 at 11:39 p.m.

@78

He got better normals, exactly. Guiles recovery on his flashkick should be reduced abit...or even if they don't do that, can it PLEASE be made so that his cr lp is more combo friendly??

Guiles ultra was already one of the lowest dmaaging, and the combo it had was already unimpressive in terms of damage. To compensate for further damage reduction, how about combo-ability gets fixed?

Funny thing is all the scrubs are still going to be beaten by Guile if they couldn't figure him out now, it's just going to be longer and more frustrating for both parties.

GG capcom, i hope you aren't this foolish.

#81
Default avatar
antitroll111 said on December 6, 2010 at 11:39 p.m.

ex_ein

im talking about Flashkick FADC Ultra 2

#82
Default avatar
Stefanten said on December 6, 2010 at 11:46 p.m.

Poor Guile players have to work for their victories now, I feel so very sorry for them.

#83
Default avatar
Brian_F said on December 7, 2010 at 12:05 a.m.

Why was seth's dive kick nerfed? It already sucks.

#84
Default avatar
Stefanten said on December 7, 2010 at 12:08 a.m.

#85
I found that odd as well, it's like they don't want you to use it outside of combos.

#85
Grimmjow316's avatar
Grimmjow316 said on December 7, 2010 at 12:12 a.m.

@84 Poor Guile players have to work for their victories now, I almost feel sorry for them. fixed

#86
Shareware's avatar
Shareware said on December 7, 2010 at 12:16 a.m.

@74

Any Guile player who can take the hit and still rip a good Honda or Chun apart. That is, players who love the character and have skill.

#87
Ex_Ein's avatar
Ex_Ein said on December 7, 2010 at 12:20 a.m.

antitroll111 it's called changed timing, you just have to do the U2 Earlier

#88
Ex_Ein's avatar
Ex_Ein said on December 7, 2010 at 12:22 a.m.

Brain F & Stefanten
"found that odd as well, it's like they don't want you to use it >>outside of combos<<."

They're changing the way you play Seth, aka making Dive kick more useless will make you rethink your combos

#89
Default avatar
riotlancer said on December 7, 2010 at 12:30 a.m.

Hakan buffed
Gief buffed

damn

#90
Grimmjow316's avatar
Grimmjow316 said on December 7, 2010 at 12:36 a.m.

Gief ain't buffed why do people keep saying that.

#91
Default avatar
STErcan said on December 7, 2010 at 12:48 a.m.

I will be god from now on with Hakan.

#92
Default avatar
antitroll111 said on December 7, 2010 at 12:59 a.m.

ex_ein Actually if u do it earlier, the opponent lands behind, learn guile before you speak, GOD I HATE NOOBS

#93
Grimmjow316's avatar
Grimmjow316 said on December 7, 2010 at 1:07 a.m.

@94 your an idiot he is speaking when the changes apply how about you learn to read instead of whinning

#94
Default avatar
Drippy_Nozzle said on December 7, 2010 at 1:35 a.m.

Kind of glad guile got taken down a peg, but only cause I don't like him. I can totally see people would be upset with his changes.

Looks like hakan just became competitive- step low into light slide; you could make some quite long special cancel combos now, without burning meter on crisco combos.

I am very interested to see the "new" seth and hakkan in action.

#95
Default avatar
Drippy_Nozzle said on December 7, 2010 at 1:40 a.m.

@96

Wow, bison only has 4 (incl. Zang) negative match ups? And you are complaining?

6-4 is not a screwing. 6-4 is how makoto players live.

#96
Default avatar
MadnessFamilyguile said on December 7, 2010 at 1:46 a.m.

Bisons ultra 2 wasnt even useful against guile...

#97
Default avatar
KenScrub said on December 7, 2010 at 1:48 a.m.

I approve of guile changes! turtle fag had what was coming.

#98
Default avatar
joker101 said on December 7, 2010 at 1:52 a.m.

SO much whine here ... did EventHubs relocate to Nappa Valley?

#99
Default avatar
MadnessFamilyguile said on December 7, 2010 at 2:04 a.m.

I hope they reduced guiles damage to increase combo potential, thatd be the best guile yet

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