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Super Street Fighter 4 AE v2012 loketest renewal changes from the dev team

Posted by Jon 'Catalyst' Grey • September 30, 2011 at 9:52 a.m. PDT • Comments: 148
Super Street Fighter 4 AE v2012 loketest renewal changes from the dev team The Japanese Super Street Fighter 4 Arcade Edition blog was updated with new changes this morning for v2012 of the game. A full translation is now available.

You can read about the beta changes, part 1 and part 2 and all of the Alpha changes here.

Hit the jump to check out what has change in loktest renewal, so far. There's also a note about Street Fighter X Tekken to scope out as well.


• The active frames for crouching medium kick have been adjusted to 5 frames. Due to this, the overall movement and reach of the attack are the same as they were in SSF4.


• EX Shoryuken's damage has been adjusted to 80 + 30 + 30 + 60, for a total of 200.


• When EX Vertical Rolling is blocked, he will have an additional 5 frames of recovery upon landing.


• Quick recovery is no longer possible when Light, Medium, Heavy and EX Yoga Blast connects. It is also no longer possible for the move to come out when you release the button for the Light, Medium and Heavy versions.

C. Viper

• Removed throw invincibility on EX Seismic Hammer.

• Heavy Thunder Knuckle has been adjusted so that it is now throw invincible up until the first frame that it comes out.

• After EX Burning Kick connects, it is now possible to connect with her special moves and follow up attacks that are capable of juggling.


• From EX Demon Flip, it is now possible to perform an EX Air Fireball.

• Far standing Heavy Kick's damage has been adjusted to 50 + 30 for a total of 80 damage, and when the second hit is blocked, Akuma is now at a -2 frame disadvantage.


• When the first attack of Ibuki's Ultra 2 (Hashinsho) hits the opponent, they will take standing damage.

Evil Ryu

• Far standing medium kick's range has been extended, and blocked frames has been reduced by 1 frame.

• The result is that on hit the move will give Evil Ryu +2 frames of advantage and on guard -4 frames.

Street Fighter X Tekken update

We’re still taking everyone’s suggestions into account and trying to update things as fast as possible.

Please voice your opinions over at Capcom Unity!

Let’s switch gears over to Street Fighter X Tekken now!

We’ve heard a lot of opinions about Kazuya’s Mist Step when the Tokyo Game Show was open to the public. Players have been saying that Mist Stepping repeatedly is crazy, and that it can avoid Shoryukens and throws, making it too powerful. Already we’ve been getting requests to fix it quickly. (By the by, repeated Mist Steps is a familiar technique to fans of the Tekken series.)

In the Tokyo Game Show build, we wanted to get everyone’s feelings on the the Mist Step technique, which is why it’s currently a strong move. If you have the chance we’d like you to definitely try out that build! We will factor your opinions into the final version of the game, so don’t worry!

↑Mist Step avoids Hadokens!

This type of input technique is not in the Street Fighter series, so maybe practicing with the Tekken games would produce some good results!?

That’s it for today!

Please look forward to next week’s developer’s blog!

Translated notes from Capcom-Unity. Tip from Brazilanubis3.
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