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Part 2 of the beta changes in Super Street Fighter 4 AE v2012

Posted by Jonathan 'Catalyst' Grey • September 21, 2011 at 8:17 p.m. PDT • Comments: 149
Part 2 of the beta changes in Super Street Fighter 4 AE v2012 Capcom-Unity has posted the second part of the beta changes for SSF4 AE v2012, you can find them here.


If you missed the changes from yesterday, you can find them here, and if you'd like to go back even further and see the Alpha changes for SSF4 AE v2012, they've all been compiled into this story.

All of the beta changes for the remaining 20 cast members have been added into this story as well, and you can check them out by clicking the link below.

Cammy

[Quick Spin Knuckle]: Push back distance on block has been reduced, and follow ups from Cammy such as [cr.LK], etc, are now considered to be a true block string.


Fei Long

[Engekishu] (f+HK): 2nd hit is now super cancelable; however total move damage has been decreased from 150->130.


Sakura

[Sakura Otoshi]: Changed difficulty of command input, and adjusted it so that the move will not come out from button releases.


Rose

[EX Soul Reflect]: Move is invincible to projectiles until frame 7, and shot reflection occurs from frame 5. This makes it easier to instantly reflect projectiles.

[Soul Satellite]: Fixed a glitch that caused the EX version to come out when doing the command input and holding up-left on the controller.

Gen

[EX Jyasen]: Opponent stun is +1F if the hit right before the last hit connects. Thus [FADC] afterwards gives Gen a max +8F.

[Lv1 Focus Attack]: Properties have been changed based on which stance Gen is in.

• [Mantis Style]: Forward dash after a hit gives even frames to both players.

• [Crane Style]: Forward dash after a block gives even frames to both players.

[EX Oga]: Damage increased from 100->150. Variation of the move [Far Kick] during EX is now faster, and a hit allows for further combo opportunities.

[Crane Style cr.MK]: Now +1F on hit, -1F on block. Hittable area has been reduced.

Dan

No additional changes since the “SSFIV AE Ver.2012 Alpha” location test.


T. Hawk

[EX Condor Dive]: On hit, the move retains projectile invincibility until end of recovery.

[Heavy Shoulder] (d+MP): Can now be done from a vertical jump.

[Condor Spire]: Simplified command has been changed back to what it is in the current SSFIV AE.

[Raging Slash]: Command has been simplified further, so it is easier to execute now.

Dee Jay

[close HK]: If the first hit connects it forces the opponent to stand, and the 2nd hit is now super cancelable. Move is now -2F on block.


Guy

[Wall Jump]: Can now attack earlier after the initial jump off the wall.

[Bushin Hasoken]: Hit box on the last part is enlarged, making it easier to connect the full Super Combo.

[Bushin Muso Renge]: Command has been simplified further, so it is easier to execute now.

Cody

No additional changes since the “SSFIV AE Ver.2012 Alpha” location test.


Ibuki

[Bonsho Kick]: Push back distance after hit has been reduced, and on counter-hit it is easier to follow up with combos.

[Yoroitoshi]: Command has been simplified further, so it is easier to execute now.

Makoto

No additional changes since the “SSFIV AE Ver.2012 Alpha” location test.


Dudley

[Jet Upper]: Startup of light and medium versions changed from 6F to 5F, heavy version changed from 4F to 3F.

[Short Swing Blow]: On hit, medium and heavy versions do additional 2F of hit stun, giving Dudley +2F total.

[Ducking Upper]: Startup changed back to what it is in existing SSFIV AE.

[cr.MK]: Startup changed from 10F->8F and active frames lengthened from 5F->6F, making it a better poking tool.

[Rolling Thunder]: First hit will not connect against airborne opponents, but from 2nd hit onwards there is additional hit detection against airborne opponents.

Adon

[Jaguar Kick]: Hittable area of light and medium versions has been enlarged. Hittable area of heavy version remains the same, but damage has been reduced from 140->130.

[close MK]: Properties have been changed back to what it is in existing SSFIV AE.


Hakan

No additional changes since the “SSFIV AE Ver.2012 Alpha” location test.


Juri

[Senpusha]: Hit stun has been adjusted so [FADC] after light version gives +6F on the first hit, +3F on the second. Medium and heavy versions gives +6F for either hit, and EX gives +3F on first hit and +8F on second hit.

[close MP]: Startup changed from 5F->3F, making it easier to connect combos up close.


Yun

[Zenpo Tenshin]: Startup of light, medium, heavy versions changed from 11F->10F.

[LK]: Block stun increased by 1F, giving total +2 on block.

[Target Combo 3]: 2nd hit is now super cancelable.

Yang

[EX Tourou Zan]: Will not come out on button releases.

[Byakko Soshouda]: Only during [Seiei Enbu], total move frames have been changed back to what they are in the current SSFIV AE.

[Target Combo 3]: 3rd hit is now causes knockdown, and is super cancelable.

[Back Step]: Special cancel timing towards the end is changed from frame 24 to frame 26.

Evil Ryu

[cr.HK]: Startup changed from 6F->7F, damage from 90->100, active frames from 2F->3F.

[H. Shoryuken]: First hit damage changed from 90->100, for a total of 160.


Oni

[Air Hadou Dash]: Can now be canceled into Ultra Combo I [Metsu Gouzanku] on hit or block.

[L. or H. Air Hadou Dash]: Hit box size has been enlarged.

[EX Air Tatsumaki Zankukyaku]: Falling trajectory changed to become vertical when canceled from [L. or M. Air Hadou Dash]. Damage changed to 140, stun to 200, and move is now only 1 hit.

[Air Raging Demon]: Modified so that it will only hit airborne opponents, and can be used in combos. Damage has been reduced from 370->320. Normal [Raging Demon] is still a throw.

[M. Demon Slash]: Active projectile invincibility frames increased from 16F->19F.

That’s it for the “SSFIV AE Ver.2012 Beta” changes for all 39 characters. Based on the results of this location test we will move into the final adjustment phase for the game, so please come check it out and give us your comments and survey feedback like before!

A new little thing we’ve added but…

When beginning the game, if you hold all 3 punch buttons and then press start….!?

Tip from Skrekro and MascotRay.
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