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Part 2 of Super Street Fighter 4 AE v2012 changes from Japanese dev team

Posted by Jonathan 'Catalyst' Grey • August 23, 2011 at 11:02 p.m. PDT
Part 2 of Super Street Fighter 4 AE v2012 changes from Japanese dev team Updated: Nyoro spent a ton of time translating a fair majority of the notes you see below for the community. There are now details on all 13 characters that were included in the blog entry for today, also some of the characters that weren't very fleshed out have received new additions to their write ups.

Following up on the article yesterday the Japanese Super Street Fighter 4 Arcade Edition development team has a new entry up today which documents changes to Rufus, El Fuerte, Abel, Seth, Akuma, Gouken, Cammy, Fei Long, Sakura, Rose, Gen, Dan and T. Hawk.

Hop the link to check out what's currently posted.

Gouken

• The blog states Gouken has received the largest adjustments so far.

• Gouken's Denjin Hadouken (Ultra 2) has received many changes. The largest difference is that now depending on the number of times you spin the lever from the super flash to execution, you can increase the speed of the projectile up to 3 levels. The fastest speed is about 2 times as fast as the current speed, leading to more opportunities for it to hit.. This is how Ryu's Denjin fireball worked in Street Fighter 3 Third Strike.

Which attack level you get depends on how long you hold the move, and is not related to the Ultra Combo gauge amount. The specific frames are:
Level 1 – 13 frames
Level 2 – 17 frames
Level 3 – 37 frames
Level 4 – 57 frames
Level 5 – 80 frames

• Also, 45 more damage added to all the "levels" of Denjin Hadouken charges. For example, a level 1 attack will do 300 damage, and a level 5 attack will do 540 damage.

• All of Gouken's Running Palms got altered. Hitbox size on Light Running Palm increased towards the front. Medium Palm Strike has been changed to be the same as Light Palm Strike in SSF4. Hard Palm Strike has been changed to be the same as Medium Palm Strike was in Super. These changes will make the moves much more useful than before.

• Gouken's counters have a larger counter-box around his body, so it will be easier to intercept attacks. Stun for each counter increased from 150 to 200.

• Hit stun on cr.HP has been increased, allowing for close MP -> cr.HP -> EX Palm Strike to hit characters that it would previously whiff on.

T. Hawk

Taking into account the rest of the cast, various changes have been made.

• During Crouching Hard Kick, T. Hawk's head is invincible, so he can duck under things such as Sagat's High Tiger shots. Also, the blockstun for this attack has been increased by 2 frames to stop people from jumping away from the 2nd hit.

• The body press command normal (down + HP) can now be used during a neutral jump.

• Thrust Peak (Down-Torward + LP) has less frame disadvantage on hit, now it's -2 on hit.

• Medium Tomahawk Buster is now airborne at the beginning, which means the move is throw invincible.

• Condor Spire's input shortcut was improved, but the blog didn't say how.

In a lot of ways we are aiming to make this the strongest version of Dan ever in a Street Fighter Series, so we have changed many things.

Dan

• Pushback from his close Standing Hard Kick has been shortened, to allow a follow up close ranged attack when it hits properly.

• Close Medium Punch now starts up in 5 frames. This was 6 in Arcade Edition.

• Crouching Hard Kick now starts up in 10 frames. This was 11 in Arcade Edition.

• The combo cl.HK, cl.MP, cr.MK xx EX Dankukyaku is now possible. Also if the cl.MP is a counter hit, you can now follow up with a sweep for a guaranteed knockdown.

• Reduced the height limit on Air EX Dankukyaku (Dan Kicks), they can be done from the 7th airborne frame now. Stun was reduced to 250.

• Dragon Punch, FADC, EX Air Dankukyaku can be done now.

• Air Hard Kick Dankukyaku now deals 150 damage instead of 120.

• Hard Kick Dankukyaku now deals 130 damage instead of 120.

• Dan's Jumping and Crouching Taunt build meter now. 70 on hit, 30 on block.

• Dan's Super Hissho Buraiken has been altered so that it's harder for characters to have hits whiff against them. However, the blog notes this buff won't work if you activate from too far away.

Gen

In order to change him into a more technical character, we have made specific buffs.

• Crane stance cr.HP now only receives 1.25 counter hit damage when Gen is hit.

• Increased the active frames of Crane Crouching Hard Kick by 5.

• When the final hit of Medium and Hard Kick Gekiro comes out, you build +10 meter.

• The final hit of a Hard Kick Gekiro performs an untechable knockdown now.

• EX Jyasen properties have changed drastically. First off, depending on the button combinations (light + medium, light + hard, medium + hard), the movement distance and number of damage hits will change, in addition to Gen being invincible to projectiles until the completion of hit detection. Also for all strengths of Jyasen, whether the attack right before the final part hits or is blocked, the opponent recovery has been increased by 4 frames. So after a FADC, Gen is +6 on hit, and +2 on block, giving him an advantage.

• Mantis Ultra 2 (Shitenketsu) has reduced startup from 9 to 7 frames.

Sakura

• Fixed the hitbox on the EX Hurricane Kick. cr.LK cr.LP cr.HP xx EX Hurricane will always work now.

• EX Fireball damage increased. Level 1 release now does 120, Level 2 release does 130.


Seth

Without changing the current character base, we have modified a few specific points.

• Tanden Stream damage reduced to 340. This was 380 in AE.

• cr.HP -> Tanden Stream: Upon the combo hit, the Tanden Stream will now do full damage. We have also made it so that Seth is invincible after the first hit of the Ultra, so that the animation is not interrupted midway through.

• Jumping HP (both angled and neutral) now has four more active frames. Overall frame data in terms of startup and recovery were not changed.

• Neutral Jump Medium Kick: After hit detection has ended, the leg area (lower body) is invincible to projectiles.

• Sometimes when hitting someone with Seth's jumping Hard Kick, recoil would prevent Seth from comboing into Crouching Light or Medium Punch. This has been fixed.

Cammy

Mostly unchanged except for a few things:

• Hard Kick Spiral Arrow: After much request, we have modified the active hit box back to the way it was in SSF4. Specifically, the first part of the move is active for 7 frames, and the second part is active for 12 frames, for a total of 19 frames. When combined with the buffs she received to her normal moves in Super SFIV AE, we feel it’ll be easier to combo her moves now.

Abel

We’ve reviewed changes that were made from SSF4, and have made his strong points more obvious this time around.

• Crouching Hard Punch's hitbox returned to it's SSF4 status where you could use it as an anti-air.

• All Tornado Throws do 10+ more damage. Light: 160, Medium: 180, Hard/EX: 200

• The second low hit of Abel's Change of Direction had its hit stun modified so that Second Low -> FADC gives you a maximum of +9 frames of advantage. Utilizing this, you can now do the combo Second Low -> FADC -> cr.HP -> Ultra 1.

• Breathless (Ultra 2) is now invincible to attacks during the initial charge start up, until the beginning of hit detection.

Rufus

The character’s overall balance will remain the same, and we are just making certain moves that people have been unhappy with in the past, easier to use this time around.

• If you use Ultra 2 as an anti-air, you get a bit more damage than before, landing 10 hits and about 236 damage.

• The follow up Light Kick (Flip) attack after doing an Medium Messiah Kick will combo now. It didn't combo before in Arcade Edition.

El Fuerte

We aimed to make him more fun for players who use him, so without affecting the overall balance too much, we have made some changes.

• Invincibility returned on Propeller Tortilla, like it was in SSF4. It's invincible after startup now.

• Reduced charge time on EX Quesadilla Bomb from 390 frames down to 210 frames.

• EX Quesadilla Bomb on counter-hit now does a wallbounce damage.

• From mid-screen after the wall bounce you can do Habanero Dash -> Gordita Sobat. If you are near the corners instead you can follow up with a Guacamole Leg Throw.

• Quesadilla Bomb's recovery was reduced by 10 frames after the move hits for the normal level 3 charge and EX versions of the move.

• Crouching Light Punch can be chain cancelled into other light attacks.

• Another bug was fixed which caused certain characters to fall out of HP -> Habanero Dash -> Calamari Slide.

Akuma

We have made modifications taking into account the overall gameplay balance, as well as his potential for loop setups.

• Demon Flip Punch attack no longer an overhead and can be blocked low.

• Forward throw recovery has had two more frames added after an opponent has been thrown.

• When you cancel a teleport into Ultra 2, the damage has been increased to 421.

Fei Long

For this character, which has great tools for dominating horizontal space and other top class attributes, we took the overall gameplay balance into account when making these changes.

• For the light, medium and hard Rekka Kens, we have adjusted the block stun for the second Rekka hit. Specifically, for a blocked second Rekka, Fei Long now receives:

Light: -8 frames, Medium: -10 frames, Hard: -12 frames of disadvantage.

• Second hit Rekkas have less pushback now, so it's easier to punish on block.

• For light and medium Rekka Kens, the second hit does half as much chip damage.

• Flame Kick's damage has been revised.
Light: 120 -> 110 Medium: 140 -> 120 Hard: 160 -> 150 EX: 200 -> 190

• If you FADC a Flame Kick (any version) after the first hit, on block it is now -1.

• Hard Kick Chicken Wing's damage has been revised. It is now 35+35+30 for a total of 100.

• They've modified the hitboxes of all Chicken Wings in a way that they're less likely to cross-up, but still possible.

• Fei Long can no longer do a half loop combo on certain characters with Close MP -> EX Chicken Wing.

• For both close standing and far standing LP, hitstun has been decreased by 1 frame. On hit it is now +5, so you can't combo into certain moves now.

• Crouching MP's damage has been reduced from 65 to 55.

• Damage for his overhead (Toward + MK) has been increased from 60 to 70.

Rose

The main focus has been readjusting some changes that players were unhappy with from the previous games.

• Soul Spark meter gain raised by 10, it's 30 now.

• Soul Satellite's (Ultra 2) startup frames reduced from 7 to 5.

• Soul Piede (Toward + Hard Kick) has had its properties changed to almost what they were in Vanilla SF4. Recovery has been shortened by 4 frames, the hit box has been moved more to the front, and the hittable area has been reduced.

• Close Standing Medium Kick is +4 on hit, making it easier to combo into Crouching Light Punch, as well as making it possible to combo into Crouching Medium Punch. This move was +3 on hit in AE.

• A glitch was fixed with Crouching Medium Kick where only Rose would receive counter hit damage when trading hits with an opponent.

Translations provided by Nyoro, Capcom-Unity, Kitzkozan, Xeedoc, Poe22222, KIRBYSIM and Trike. Some things via SRK forums.

Comments

Chauvinist948 said on August 23, 2011 at 9:03 p.m.

ive been waiting for this all day :3
someone translate quick! :)

#1
zufir said on August 23, 2011 at 9:03 p.m.

christmas or death in advance

#2
Marleyklus said on August 23, 2011 at 9:05 p.m.

剛拳 = Fist Fang
Fist Fang confirmed
Yamcha still in the works.

#3
Marleyklus said on August 23, 2011 at 9:06 p.m.

Sorry bad translation its Fist Gang!

#4
Augusta said on August 23, 2011 at 9:08 p.m.

Yun & Fei confirmed for B Tier

#5
Grimmjow316 said on August 23, 2011 at 9:09 p.m.

Fei nerfs confirmed

#6
zufir said on August 23, 2011 at 9:10 p.m.

Dan tier confirmed

#7
Togabot said on August 23, 2011 at 9:10 p.m.

Looks like

Rufus
El Fuerte
Abel
Seth
go demons?
Ken
Cammy
Fei Long
Sakura
Rose
The source?
Dan
T. Hawk

#8
twe12lve said on August 23, 2011 at 9:12 p.m.

Damn...gotta wait at least another day for the Hakan buffs :( Looking forward to Seth changes good/bad

#9
SnakeX said on August 23, 2011 at 9:13 p.m.

@8

...You could've just read the news post.

#10
skillustrate said on August 23, 2011 at 9:13 p.m.

@3 I wanna kick you and hug you at the same time.

#11
Nukka said on August 23, 2011 at 9:14 p.m.

Apparently there's a character name kentakeshi..

#12
Von_Kunlun_BOOF said on August 23, 2011 at 9:14 p.m.

SOMEONE NEEDS TO GET ON THIS.

#13
mcfizzle said on August 23, 2011 at 9:16 p.m.

@10 it wasn't there initially.

#14
lynx_ID said on August 23, 2011 at 9:16 p.m.

seems like rufus is getting hes ultra 2 properties back, at least will do more hit in mid air opponents

hope for elf buffs

#15
kac1010 said on August 23, 2011 at 9:19 p.m.

ken takeshi = gouken I bet.
SOMEONE TRANSLATE GOUKEN PLEASE
HE HAS A LOT OF TEXT

#16
Novacane said on August 23, 2011 at 9:21 p.m.

I bet they are gunna make changes to Fei longs meter building....Making him build less meter and lower his damage output.

Maybe giving better stun damage.

#17
JanTheMan said on August 23, 2011 at 9:22 p.m.

Looks like El Fuerte is getting his invincibility back... Can't wait for the official translation. My Japanese isn't good enough =(.

#18
Spanishninja said on August 23, 2011 at 9:23 p.m.

Damn we need a hero to translate this, im kinda hoping for Dan to be a decent fighter now.

#19
Marleyklus said on August 23, 2011 at 9:24 p.m.

AKUMA IS BOTTOM TIER DEMON PALM DOESNT OVERHEAD.

#20
WanderingSamura1 said on August 23, 2011 at 9:25 p.m.

yes fuerte is back almost to his old self i hope

#21
iBreakd0wn said on August 23, 2011 at 9:26 p.m.

my opinion of this version is all about how they change cammy now

#22
Togabot said on August 23, 2011 at 9:28 p.m.

@10 that wasn't there at first

for Rufus:

"character balance improvement,
We heard the complains about stuff
in the case of Messiah kick,
we made some attacks consecutive?"

I wonder what that means?

"In the Super IV AE edition you couldn't use big bang typhoon to hit people out of the air
we're reviewing that,
You could hit someone in the air 10 times
When you hit them 10 times you could do 236 damage"

sweet!

#23
Psyclone said on August 23, 2011 at 9:29 p.m.

Akumas demon palm is not an overhead anymore nice but it still has that stupidly fast recovery time.?

#24
Kaqn said on August 23, 2011 at 9:31 p.m.

The source is Gen, and Ken Takeshi is Gouken. lol

#25
Grimmjow316 said on August 23, 2011 at 9:34 p.m.

Made sense that Akuma would receive some type of nerf next to Viper he was the least unchanged.

#26
Augusta said on August 23, 2011 at 9:35 p.m.

-Fei Long
"Flame Kick damage reduced."

THAT'S IT?
THANK YOU BASED CAPCOM

#27
Shinebox said on August 23, 2011 at 9:35 p.m.

YES! CAMMY!

#28
AceAxes said on August 23, 2011 at 9:36 p.m.

I love how half the updates seem to be returning things back to the way they were in super -_-

#29
BestAlgorithm said on August 23, 2011 at 9:38 p.m.

Why did they take out Akuma's demon flip overhead? ... :/ The more overheads the better

#30
Shinebox said on August 23, 2011 at 9:39 p.m.

Rose getting her Soul Piede from SFIV was completely unexpected. It's going to open some options in terms of Soul Piede > Soul Throw

#31
mcfizzle said on August 23, 2011 at 9:39 p.m.

So Gouken's U2 gets up to 2 times as fast depending on charge and can do up to 540 dmg on full charge.

Seems like they changed the palm probably to what most Gouken's have been asking for with light having more range, medium is super light version and hard is super medium but Chrome browser translation is a bit hard to decipher.

Sounds like kongo hit box changed as well and something bout cr.mp into tatsu i think adjusted so it doesn't wiff on other characters.

Who says Capcom doesn't listen to the forums? Sounds like what most have been hoping for.

#32
guy22 said on August 23, 2011 at 9:39 p.m.

omg poor akuma... he is perfectly balanced in AE!!

-Fei Long
"Flame Kick damage reduced."
...
...
...
and?? that's it????

#33
SAMURAI said on August 23, 2011 at 9:40 p.m.

Most of those updates just suck. Fei Long is still the same. And if Balrog needs his headbutt recovery back.

#34
KizaruOfLight said on August 23, 2011 at 9:41 p.m.

Thank you Capcom. THANK. YOU. Cammy's new spiral arrow sucked so bad, this is the only thing I wanted fixed. Thank you.

#35
ElectricBlanka said on August 23, 2011 at 9:41 p.m.

@30, Good point! and that's because SSF4 was pretty well balanced imo. Only FeiLong and Viper were top tier. Nerf those two along with the twins and keep everyone else to their SSF4 counterparts and everything should be pretty balanced.

#36
Catalyst said on August 23, 2011 at 9:41 p.m.

More updates coming guys, there's stuff for characters that hasn't been translated yet, be patient.

#37
Marleyklus said on August 23, 2011 at 9:41 p.m.

WHERE ARE THE REST OF THE FEI LONG CHANGES, PLEASE I NEED TO SEE THEM.

#38
Rafael2487 said on August 23, 2011 at 9:41 p.m.

Flame Kick Damage Reduced to Feilong Kudos!
Reduced the damage of his Recca as well..
Its a nice day for Rufus Players.Yeah!!
Cant wait for updates on Evil Ryu and Oni,

#39
GamePirate420 said on August 23, 2011 at 9:41 p.m.

Fuerte has ALOT more in translation than what appears here.
They say in detail how fast the charge time is for the 'bomb'.
They want players to use him more too and MUCH MORE!

#40
NvhA said on August 23, 2011 at 9:42 p.m.

Gouken from now on will be known as Ken Takahashi to me!

#41
Nep said on August 23, 2011 at 9:42 p.m.

Wow, the changes seen so far are hardly even gamechanging, it's like 10 points of damage each side of what they are currently, or returning moves back to vanilla for some reason. There best be a whole lot of new characters in AE 2012 because so far it just looks like a waste of money, even though I'll probably be forced to buy it :/

#42
GamePirate420 said on August 23, 2011 at 9:43 p.m.

■エル・フォルテ
フォルテ使いのプレイヤーの楽しさアップを目指しつつも、
全体バランスに大きな影響を及ぼさないレベルで調整を行いました。

【プロペラトルティーヤ】の発生直後の無敵が復活し、
スパIVと同様の性能となりました。
今回新たに追加する要素としては、
【ケサディーヤボム】の性能を見直しました。
まず、【EXケサディーヤボム】のタメ時間を従来の390Fから210Fで発動するようにし、
その上でカウンターヒットした場合には壁バウンドダメージとなるように調整しました。
壁バウンド後は、画面中央であれば
【アバネロダッシュ】→【ゴルティータソバット】、
画面端であれば【ワカモーレレッグスルー】で追撃することができるようになっています。
また、通常版の最大タメ(Lv3)およびEX版がヒットした場合の
フォルテ側硬直を10F短縮しています。

その他の調整として、
【しゃがみ弱パンチ】の連打キャンセルで他の弱攻撃が発動できるように調整しています。
また、
【立ち強パンチ】→【アバネロダッシュ】→【カラマレスライディング】
が特定のキャラクターに抜けてしまう現象を修正しました。

#43
gam3fr33k said on August 23, 2011 at 9:43 p.m.

Seriously? Why nerf Akuma? He wasn't even top tier???

#44
Mikeydactyl said on August 23, 2011 at 9:43 p.m.

I'm crossing my fingers for Makoto to not get any significant nerfs. Crossing them so super hard.

#45
SAMURAI said on August 23, 2011 at 9:44 p.m.

@ Catalyst

Is it possible that there are more changes for the characters that were posted here yesterday? Or is that list complete?

#46
AceAxes said on August 23, 2011 at 9:44 p.m.

@44 im pretty sure its free

#47
Mikeydactyl said on August 23, 2011 at 9:44 p.m.

@Nep

AE 2012 isn't gonna cost any money bro. And new characters are unlikely.

#48
Salvatoray said on August 23, 2011 at 9:47 p.m.

Wonder how many people will drop Fei-Long and Yun after the update blogs are complete :)

#49
NvhA said on August 23, 2011 at 9:50 p.m.

@47. Im with you.

I'm fine with no more buff for Makoto. Just don't nerf her as well and I'm fine with that.

#50
Zero said on August 23, 2011 at 9:50 p.m.

(This user was banned.)

#51
jhayze said on August 23, 2011 at 9:52 p.m.

lol @ fei long nerfs , only flame kick damage reduced!

#52
xEAZYYYYx said on August 23, 2011 at 9:53 p.m.

lol 10 LESS DAMAGE ON EX FLAME KICK?!!? DAMNNN THAT MOVE IS PRETTY MUCH USELESS NOWWWWW!!!

#53
jhayze said on August 23, 2011 at 9:54 p.m.

whoops! updated so fast! hehehe

#54
Zero said on August 23, 2011 at 9:54 p.m.

(This user was banned.)

#55
guy22 said on August 23, 2011 at 9:55 p.m.

nice one on fei! now we can see a group of tier whores move away and start searching for their new 'main'!

#56
Rafael2487 said on August 23, 2011 at 9:56 p.m.

They dont need to go to this kind of changes just nerfed the twins and Feilong and some of the rank A tiers,
Thats the only thing were complaining about and i agree with #46 akuma wasnt even top tier.
Only skilled players make him seem broken. which is a few..
And Why nerfed seth isnt it enough that he has the lowest health in the game.
When this patch is done people will still complain about certain things... Iam sure..

#57
melflomil said on August 23, 2011 at 9:56 p.m.

@46 it not a big deal that his demon flip palm doesn't hit overhead anymore..it didnt hit over head in super or vanilla and akuma was still kicking ass. 2 more recovery frames for his foward throw. Most akuma's don't even rely on forward throw for a knock down. it's usually sweep

#58
bigboss5050 said on August 23, 2011 at 9:57 p.m.

YES! Sakura's C.HP ~ Ex. Tatsu is very welcome change. So tired of that not connecting

#59
ElectricBlanka said on August 23, 2011 at 9:57 p.m.

Sakura's looking good now. I really want to see what they are going to do with Ryu so i can hope Daigo returns to him again:)

#60
SneakMaster said on August 23, 2011 at 9:58 p.m.

Nice Seth changes overall. Pretty cool they buffed his J. Neutral medium kick, it should be easier to go over projectiles with it now. If they are going to reduce the damage for his Ultra 1, please give the invulnerability to projectiles back.

#61
Glenburg said on August 23, 2011 at 9:58 p.m.

Sakura keeps getting better and better ^_^

#62
Salvatoray said on August 23, 2011 at 9:59 p.m.

Now Fei Long goes right back to where he belonged all along.. http://iplaywinner.com/super-street-f...

#63
Zero said on August 23, 2011 at 9:59 p.m.

(This user was banned.)

#64
hitmanr92 said on August 23, 2011 at 10 p.m.

What about Cody you bitches?
give him Ex Criminal upper having invincible frame overlapping startup frame, and light criminal upper safe on block and I'll be happy.

#65
zg1 said on August 23, 2011 at 10 p.m.

wow fei got raped.. lost his jab -> sweep combo. pretty huge

#66
PainKiller said on August 23, 2011 at 10:02 p.m.

@44 not that easy, you change something heavily, you change the gameplay completely, heavy changes on a simple poke will affect the entire cast, and not just the characters you are looking to beat, so the most logical thing to do is to increase damage and stun properties or decrease it, bad matchups will still be bad matchups.

#67
c_wong428 said on August 23, 2011 at 10:02 p.m.

These are all retarded and un-needed. Can't we play a game for more than a year without it being changed over and over? Most of the Fei Long changes are silly.

#68
Nago said on August 23, 2011 at 10:04 p.m.

Top tiers needed to be fixed yeah, but all of this is just making the game better. More characters are becoming good, it should be more balanced, it'll be FUN. Stop bitching.

#69
Glenburg said on August 23, 2011 at 10:06 p.m.

Lol, it'd be cool if Ibuki got her leapfrog taunt from 3rd Strike and it still does damage.

#70
Dark_Pinoy said on August 23, 2011 at 10:06 p.m.

Someone get on Dan's translations please!

#71
LaserRain said on August 23, 2011 at 10:07 p.m.

What what what!? Rose actually got buffs? And real ones at that? Meter gain back? Close standing medium kick to crouching medium punch......Hell yeah!

Soul piede back to vanilla is nice too. Might actually have use now.

I would have liked U2 to be back to super standards but even I know that was a little broken.

And double lol at all the people who are going to cry about fei nerfs.

#72
c_wong428 said on August 23, 2011 at 10:07 p.m.

It was fags like you who kept bitching because you can't play the game. While I agree with upping frame on blocked rekkas, the other changes are silly. I just hope T.Hawk get buffs.

#73
PeperonePower said on August 23, 2011 at 10:08 p.m.

lol Fei Long.You know, in order to balance the game you don't need do kill the character

#74
mixupsupreme said on August 23, 2011 at 10:08 p.m.

My prayers have been answered!!! Abel has his cr. fierce anti air back! and being able to fadc the second hit of COD?? that is gonna make combos extra long

#75
eclipsekirby said on August 23, 2011 at 10:08 p.m.

Another reversal for Gen possibly? I like it. A good meterless way to combo into an untechable sounds great too.

#76
kdavis851 said on August 23, 2011 at 10:08 p.m.

Wow...they TOOK it to Fei...

#77
Deikan said on August 23, 2011 at 10:09 p.m.

I read the Rufus changes and I hope to god that EX Messiah didn't get nerfed again. "Messiah Kick getting weak after conservative hits" I've got a back feeling about that.

#78
Togabot said on August 23, 2011 at 10:11 p.m.

@80

It's not a nerf

"About character balance, we heard your complaints. When you land a Messiah kick you can do a consecutive attack.'

we heard your complaints = good thing

#79
thethrillisgone said on August 23, 2011 at 10:12 p.m.

poor fei long :)

#80
Syirine said on August 23, 2011 at 10:12 p.m.

you can already tell that yun is going to get hit pretty hard

#81
jhayze said on August 23, 2011 at 10:14 p.m.

honestly imo
those feilong nerfs are needed
just from his normals and rekkas frame priorities and damage is absolutely insane

and what capcom need to do next is fix or nerf some of the characters b.dash and f.dash (speed,range,hitframe,etc.)

#82
Ing_Goodface said on August 23, 2011 at 10:16 p.m.

As an Elf player, I'm pretty curious about this wall bounce off an EX bomb, but I don't usually use those anyway. Sounds interesting though. I really hope they remove some recovery frames from his guacomole leg throw.

#83
Von_Kunlun_BOOF said on August 23, 2011 at 10:16 p.m.

A lot of people seemed to be getting buffed.

#84
Glenburg said on August 23, 2011 at 10:18 p.m.

It seems 2012 is geared towards giving every character a fair chance, where the top tier doesn't crush everyone.

#85
kwiet said on August 23, 2011 at 10:19 p.m.

damn poor fei :( looks like yun is in for something pretty bad

#86
ChunLi said on August 23, 2011 at 10:19 p.m.

YES! ROSE IS COMING BACK!

#87
MALDA said on August 23, 2011 at 10:20 p.m.

(This user was banned.)

#88
kdavis851 said on August 23, 2011 at 10:22 p.m.

@90

It's inevitable. I can't wait to see who people complain about next.

#89
guy22 said on August 23, 2011 at 10:22 p.m.

can't wait to see the changes on the twins, oni and E.ryu.

I personally think Yang is quite ok, he is indeed a high tier but nowhere as absurd as his brother.

#90
Ravenzor said on August 23, 2011 at 10:22 p.m.

@60 You clearly don't realise that forward throw wasn't only just an option for knockdown, but it is where basically all of akumas setup/vortex options become available.

Demon flip palm has ALWAYS been an overhead, don't know why the post says otherwise. Pretty unnecessary nerfs to Akuma -_-

#91
lordgootecks said on August 23, 2011 at 10:23 p.m.

iMad about fuerte buffs

#92
Kijui said on August 23, 2011 at 10:24 p.m.

Dan is the ultimate destroyer!

#93
Nago said on August 23, 2011 at 10:25 p.m.

@c_wong428
I can see that you have trouble with reading comprehension and you like to make unfounded assumptions, so let me just say this:

there's a difference between wanting everything good to be nerfed because you can't hang, and wanting something that's completely braindead and busted to be nerfed because...well, it's completely braindead and busted. I hope you can understand :)

#94
efex23 said on August 23, 2011 at 10:28 p.m.

YESSS !!! ROSE IS BACK WIT A VENGANCE BABY !!!

#95
SAMURAI said on August 23, 2011 at 10:29 p.m.

Dan's Jumping and Crouching Taunt build meter now.

Haha, now that's a buff!

#96
Adjacent said on August 23, 2011 at 10:31 p.m.

Wait ... what about ... "wiffing taunts" ... I guess ... ?

#97
Dark_Pinoy said on August 23, 2011 at 10:32 p.m.

Yes! I am excited for Dan! WHOOOO!

#98
Grimmjow316 said on August 23, 2011 at 10:32 p.m.

@85 maybe it could open up the possibility of ex bomb, wall bounce into ex guacamole? who knows the obvious one would be wall bounce to run splash.

#99
kac1010 said on August 23, 2011 at 10:33 p.m.

DO GOUKEN ALREADY I'M GOING NUTS

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