Super Street Fighter 4 AE devs on Ken, Vega, Rufus, F. Long, Juri & Dhalsim

Posted by Jonathan 'Catalyst' Grey • January 24, 2011 at 6:48 p.m. PST | Comments: 79
Super Street Fighter 4 AE devs on Ken, Vega, Rufus, F. Long, Juri & Dhalsim More changes to Ken, Vega, Rufus, Fei Long, Juri & Dhalsim were documented by the Super Street Fighter 4 Arcade Edition developers, which includes some screen shots to illustrate the things they're talking about.

This mostly focuses on hit boxes, but there are a few frame advantage/disadvantage changes as well.

Another entry will be up next week focusing on six more characters. To see a translated version of this entry, hit the jump.


Standing Light Punch's old hit box in SSF4.

Standing Light Punch's new hit box in SSF4 Arcade Edition. Range is a bit longer.

Because of buffs to Ken's normals, these combos are now possible:
• Crouching Light Kick, Crouching Light Punch, Standing/Crouching Light Punch, Crouching Hard Kick (144 damage 210 stun).
• Character dependent: Crouching Light Kick, Crouching Light Punch, Standing Medium Punch, Crouching Hard Kick (176 damage 250 stun).


Shows the range that Vega's Cosmic Heel (Down-Toward + Hard Kick) is safe from in SSF4 AE against Zangief's Spinning Piledriver. This move still has 14 startup frames, with 5 active frames, but you need to hit with the tip of his foot to be safe, in most cases. It's -4 now on block from point blank range, and +0 when blocked at the tip.

You'll end up standing at this range once the animation of the move ends, safe from Gief's Spinning Piledriver.


Rufus' Ultra 2, Big Bang Typhoon had its damage reduced from 450 down to 420, here's the lifebar difference on Ken. Top is chocolate SSF4, bottom is SSF4 AE.

They also mention again that this attack doesn't work as well for anti air and should be used in ground situations because of its vacuum effect.

Fei Long

The development team explained that Fei Long's EX Rekka Kens now have the following frame advantages.

First Hit: +2 on hit, +0 on block.
Second Hit: +0 on hit, -1 on block.
Third Hit: -23 on block.

The developers recommend using up to the 2nd hit of the EX Rekka Ken, because it's difficult to punish.

The EX Rekka Ken is technically a projectile, so attacks invincible to projectiles can blow through it.

They also added this image of Fei Long negating a fireball with his EX Rekka Ken.


There were many hit box changes to Juri, here are a couple of the ones they documented.

Improved hit box for Juri's Standing Light Punch in SSF4 AE. It has been extended forward the the hittable box from the elbow to the tip was removed.

Improved hit box for Juri's Crouching Light Punch in SSF4 AE. The hittable box was cut down.

Also, the hittable box on her Counter move was reduced from startup until 3 frames in to the move. After that point, it the hit box is the same as it was in chocolate SSF4.


Dhalsim received a few damage reductions on his normal moves:
• Jumping Hard Punch does 80, down from 85.
• Back + Hard Kick does 90, down from 110.
• Back + Hard Punch does 110, down from 120.
• Back + Light Kick does 30, down from 40.

To illustrate some of the slight damage reductions Dhalsim received in AE, the developers put up this graphic, showing the life taken off after this combo: Jumping Hard Punch, Back + Hard Punch, Light Yoga Flame. Chocolate SSF4 on the top, SSF4 AE on the bottom.

Also, here's an image on the hit box for Dhalsim's Back + Hard Kick move. It was originally thought that this was changed, and Dhalsim received invulnerability on his head, but it appears this was the same hit box as before in chocolate SSF4.

Next week's blog will focus on Chun-Li, El Fuerte, Sakura, Cody, Guile and M. Bison (Dictator).

Tip sent in by CrimsonClaw. Additional translation notes by USD on NeoGAF.

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