Another translated Japanese blog detailing some of the changes made to the Super Street Fighter 4 roster in the Arcade Edition.
• Light Punch Headbutt now has lower body invincibility instead of upper body invincibility, so it will be harder to utilize it as anti air.
• Ultra 1 has projectile invincibility until the last active frame.
• Ultra 2's command has been changed to two half-circle backs from a 720 motion. It's easier to get it out now. Also, while its range increased, it starts up in 2f so it's possible to dodge it after screen freeze.
• During backdash, Honda is now considered airborne right after invincibility ends.
• He had solid skills that builds high damage, so he had overall damage decrease. His basis of strength has not changed, so he can fight as he does now.
• All of Gouken's normal moves have been improved.
• Close Standing Hard Punch and Close Standing Hard Kick have more frame advantage.
• Close Standing Medium Kick has 3 frame start up start-up, so it'll be easier to compete against some of the other fighters.
• Neutral Jump Hard Punch and diagonal Jump Hard Kick have pursuit properties, and will slam opponents into the ground.
• Ranges on his normal moves haven't changed.
• Back grab has been changed to deal gray damage, so the combo damage from the grab has been decreased. (Translator's note: They're probably saying that the back grab deals 0 gray damage, so it'll get scaled as a combo as well.)
• In specials, Light Punch Running Palm (Senkugoshoha) has been drastically changed, so it will connect from weak attacks (Light Punch/Light Kick), and EX Hurricane Kick locks opponent, making it easier to combo.
• Recovery of the Demon Flip Focus has been significantly decreased, making it easier to utilize.
• Kongo (Counter) is changed as well. To be precise, it can only be activated now by using Punch buttons and the strength of the Punch changes where it sets up a counter hit at. Light for low attacks, Medium for middle attacks, and Hard for upper body attacks.
• During backdash, Gouken is now considered airborne right after invincibility ends.
• His normal and special moves have been changed, and he will be able to do new things while retaining old tactics.
• As a result, his 'easiness' might have been changed, but you will be able to enjoy strategies different from Ryu and Akuma.
• Her Super will no longer work when there is a Soul Spark in the screen. It is still possible to Cancel into Super from a Soul Spark, though.
• Soul Satellite (Ultra 2) has been changed. For the sake of balance, its invincibility has been decreased (or erased).
Normals, her projectile, anti air and her basic tactics will stay, so basically, Soul Satellite is the only one that has really been changed.
• There have been changes to her normal moves.
• Standing Light Kick has a 4 frame start-up, so it'll be easier to utilize as a weak attack.
• Standing Medium Kick got changed to have a 5 frame start-up so it's possible to use it as the starting point of combos.
• Kunai's (Dagger Toss) damage was decreased.
• Neck Breaker had damage and stun nerf.
• Jump back Kunai's trajectory has been changed to nearly straight vertical-wise.
• A Crouching Hard Kick into Standing Hard Kick Target Combo was added.
• It works in the same way as the later part of her Target Combo 6, but it added in more strategies.
• Her Jump Flip (Tsuijigoe) would register as a counter hit when she was hit out of it, so this was fixed.
Some of the normal moves have been buffed, and some special moves nerfed, but her potential will be the same as she is now.
She will still be the same character when she is in control of the game, so it'll be fun to utilize her!
By: Cinderkin Feb 1, 2011 | 6 Comments
Ever had trouble doing a standing 720 ultra move? Do you even know what it is? Well Desk has a very good tutorial showing off how its done. Check it out!
Here is the description:
This is a new technique and entirely different from the method used by Vangief and other Zangief players. The existing method requires the player to hide or 'buffer' half of the motion in a normal or jump. This does not.
Its practicality is exactly parallel to how hardcore a player you are. So, if you're not hardcore, then it won't be practical.
Although technically, you only need 4 inputs after initiating your jump animation(up, right, down and left). You will most likely be going past diagonals. This will mean you have 7 frames to hit 7 inputs.
Tell us what you think in the comments. Don't be a Jimmy!
Source: Desk's Youtube Channel
Even more concept sketches for the new Super Street Fighter 4 costumes have been added from Yoshinori Ono.
Found this over at http://www.eventhubs.com
Here are some more alternate costumes for Super Street Fighter 4.
Tell us what you think in the comments. Don't be a Jimmy!
AusGerCo. has posted a bunch of really cool Street Fighter Artwork in the shape of Paper Craft Figures. Check it out!
Mike Haggar (Final Fight)
Cody (Final Fight)
Guy (Final Fight)
Which ones are your favorites? I myself like the Vega, Cammy, and Akuma ones.
Tell us in the Comments. Don't be a Jimmy!
By: Cinderkin Dec 17, 2010 | 15 Comments
Famitsu.com did a write up with Daigo Umehara, collecting his thoughts on the changes in Super Street Fighter 4 Arcade Edition. Extremely lengthy, but also very insightful
Thanks to samjkim for translating this interview.
NOTE: This is an extremely lenthy interview. Make sure you have the time to read it. Very insightful for Street Fighter fans. Some very interesting notes from The Beast Diago. Images added by me (Cinderkin) to make the interview a little easier on the eyes.
Toyoizumi: You got to play some AE. What are your first impressions?
Umehara: Impressions… Basically that it’s over for projectile characters (laughs). All the non-projectile characters have gotten buffed, whereas I think Deejay is the only projectile character that has really gotten buffed. Sagat has gotten better, but Ryu, Akuma, Guile, Dhalsim, and I suppose Chun, they’ve all gotten nerfed. And grapplers have also gotten buffed. Projectile characters were strongest in Vanilla, but it’s the other way around now in AE. But I plan to use Yun so it’s not a big deal for me. I guess that’s my impression of AE.
Toyoizumi: It seems there are some people that say that Ken is now the best shoto.
Umehara: Well Ken was originally somewhere halfway between a projectile and non-projectile character. And I wonder just how far he can really get against the top tiers. He loses to Zangief, so…
Toyoizumi: Is Zangief really that good in AE?
Umehara: I think he just happens to have good match ups against AE’s best characters. In Vanilla, the top tiers, Sagat and Akuma, happened to be bad match ups for Zangief. But now the best characters, C. Viper, Yun, Yang, etc. are weak against Zangief. I wouldn’t be surprised if we saw a lot more Zangief players in AE. So I mean if Ken can’t beat Zangief, and he’s really neither here nor there versus the rest of the cast, I don’t really see the point of using him. It’s much better to go with a different character.
Toyoizumi: So you picked Yun?
Umehara: Yeah I’ll probably go with Yun. He’s really good (laughs).
Toyoizumi: Just how good is he?
Umehara: First, Genei Jin is the most powerful super in the game, and you have a lot of opportunities to land it. Furthermore, after Genei Jin, you can immediately go for a tricky front/back mixup. Then there’s his dive kick. It’s really fast and has a good angle. You can basically get in on your opponent whenever you want. And finally I think his Ultra is pretty good, too.
Toyoizumi: You can connect Ultra after EX Lunge Punch (Zesshou Hohou), right?
Umehara: Right. I think his only weakness is his low health. He’s just really solid overall. It’s just that his match up against Zangief seems a little bad. But against the rest of the cast, he’s very solid. You have a large window to cancel far medium punch into Shoulder (Tetsuzan Kou), then hit confirm into Genei Jin.
Toyoizumi: Do you think his meter will only be used for Genei Jin?
Umehara: No, it definitely depends on the situation. For example, you want to use EX Up Kicks (Nishou Kyaku) as an anti-air. And you want to use EX Lunge Punch to combo into Ultra. But his meter fills up before you know it. And in AE, none of the Supers are that powerful, but with Yun, you definitely want to respect that flashing Super meter. That’s what makes him so scary.
Toyoizumi: He built meter very quickly in Third Strike, too.
Umehara: Yeah. That’s a major point for Yun. He can wait until he has meter to really go in on the opponent. So time is in his favor–the more time that passes, the closer he is to getting full meter, and the more the opponent is at a disadvantage. I haven’t really touched Yang so I can’t say for sure, but his Seiei Enbu is not really that powerful of a Super to begin with. I think that’s what really sets the Twins apart.
Toyoizumi: How are your impressions of Yang so far, despite not really having used him?
Umehara: He can Focus Cancel out of EX Up Kicks, and he can chip away[?] with Mantis Slashes, so I think he has an advantage against Zangief. I haven’t really looked into it, but it seems Yun doesn’t have any tools besides Shoulder to work with against Zangief. But even then, Zangief can most likely punish it on block. Furthermore, Yun’s dive kicks are almost useless in that matchup. He’ll just end up getting 50/50′d himself, and that’s a bad situation considering the health difference. In any case, it looks like Fei Long, Yun, and Yang are the top tier at the moment.
Toyoizumi: Fei Long is still good?
Umehara: Definitely. He may have lost invincibility on roundhouse Chicken Wing, but his normals got slightly buffed, and his Rekkas are as solid as ever. On top of that, he has a command grab and strong combo capabilities. His only bad match ups in SSF4 were Chun Li, E. Honda, and Boxer… I think? But those three have all been nerfed, so he’s now relatively stronger. Come to think of it, out of the non-new AE characters, Fei Long is probably the strongest. C. Viper is also very good, but I wonder if she can compare to Yun.
Toyoizumi: In SSF4, Cammy and Boxer were considered fairly high up. What about in AE?
Umehara: Boxer still seems to be in the upper tier, but he’s been nerfed, so he’s not top tier. Cammy didn’t really have any good pressure tools besides tiger knee Cannon Strikes, so it’s going to tough for her now. Then there’s T.Hawk and Hakan… If you ask me, it’s basically hopeless for them (laughs). T. Hawk is definitely an annoying opponent, but I think that’s about it. He’s gotten buffed, but that doesn’t mean much considering how weak he was to begin with.
Toyoizumi: And what about Akuma? He was one of the top tiers in Vanilla.
Umehara: Hmm.. I think Ken is now a better shoto than Akuma. I think both Ryu and Akuma are in the upper tier, but they’ll have a hard time against Yun, Yang, and Fei Long. So that’s why I don’t think I’ll be using Ryu. It’s fine if you have a few bad match ups, but when it’s against most of the cast… Also, Makoto seems to be a lot stronger than I thought she’d be. I like how good her crouching light kick is. And her rushdown seems really strong. Her Ultra 2 (Abare Tosanami) has gotten buffed so you can’t throw fireballs. And when you can’t zone her out, she’s in the advantage. She might be a solid upper tier character. Though she doesn’t stand a chance against Yun and Yang (laughs). But she’s solid overall.
Toyoizumi: Wow so Yun and Yang are that good?
Umehara: Haha, yeah it’s almost like… “Wow, really? Is it OK for them to make them this good?”
Toyoizumi: Ono did say in an interview that he wanted a super tier character like Vanilla’s Sagat. I guess Yun and Yang are it?
Umehara: I’m going to main Yun so it’s all good for me (laughs).
Toyoizumi: OK, now how about your console character, Guile? It seems that the startup time of his air throw has been nerfed…
Umehara: It’s unfortunate that it got nerfed. It’s one of his signature moves. I can understand nerfing Flash Kick and Spinning Back Knuckle, but the air throw? It’s almost like they’re saying, “Guile? I guess you can use him… if you really want…[?]” But he can still hold his own, and I think he’ll be upper-mid tier. It was hard for him before to deal with E. Honda’s jump-ins, but since that’s also been nerfed, it should now be a little easier for Guile. But for me, I’ll probably use him a little bit as an alternate.
Toyoizumi: It seems that once Yun and Yang get in on Guile, it’s over for him.
Umehara: Right. It’s just a bad match up for him, so that’s about it for Guile.
Toyoizumi: It seems that it’s always been Ryu for you… Why Yun?
Umehara: I’ve always liked Yun, but he wasn’t really in a lot of other games. I wasn’t really into Street Fighter 3, so I never really considered learning him. And he might as well not have been in CvS2 at all (laughs). But he’s really good in AE, so I finally thought I’d really give it a go. But I might not if Zangief really ends up being top tier.
Toyoizumi: Do you not like using Zangief?
Umehara: Personally, I think he’s a bit boring. He’s good, sure, but as for gameplay, he basically has to stay patient forever until he somehow scores a knockdown, then start doing mixups. That’s it. I think I’d get bored of it pretty quickly.
Toyoizumi: So it seems you like characters with a lot of versatility. Like Yun, who has a lot of ways of getting at the opponent.
Umehara: Yeah, he has a ton. It’s a good thing that he has low health, considering how good he is. People might figure out how to play against him eventually, but I think Genei Jin’s potential will still overcome that. I’m sure we can get more damage out of it than what the current max combo does.
Toyoizumi: Both his Super and Ultra are good, so I’m sure he’ll get better with more research. If Evo’11 is AE, do you think you’ll use Yun?
Umehara: Yes. Yun and… probably another character to use against Zangief. Maybe Guile… or Sagat, even though I haven’t really used him.
Toyoizumi: Does Sagat beat Zangief in AE?
Umehara: I think so. EX Green Hand doesn’t knockdown even on hit, so it seems like it’s going to be a tough match against Sagat. Mixups after knocking down with Green Hand has been one of Zangief’s main strategies, so it’s a major nerf to have him be at just a little frame advantage on hit. They haven’t made him more powerful, and even if his SPD range has been increased, it doesn’t make a difference in a match up against Sagat. In any case, if I use an alternate, it would be a balanced character who can also beat Zangief.
Toyoizumi: How about Dhalsim against Zangief? It seems to be in Dhalsim’s favor as well.
Umehara: I think so, too. But it’s too scary to think that once Zangief gets in, it’s basically over.
Toyoizumi: Yeah that’s definitely true. And Sagat obviously has higher health.
Umehara: Dhalsim’s damage output was upped in Super, but that’s gone back down. I think Dhalsim players aren’t going to like the adjustments. His standing [back] light kick has gotten a tiny bit slower, too, so I think that’s going to make a huge difference.
Toyoizumi: Where do you think Sagat stands in the rankings?
Umehara: Lower high tier, I think. Zangief is a powerhouse, so it’s a huge boost if he can beat Zangief. But I don’t know how he’ll fare against Yun and Yang yet.
Toyoizumi: So you think Zangief is in competition with Yun and Yang for top tier?
Umehara: Yeah. I think there will be a lot of Yun and Yang players. [translator's note: I had trouble translating this next part] There are characters that, because they have powerful combos, don’t have good anti airs, or don’t have invincible moves, so they rely heavily on rushdown. But both Yun and Yang have a good, balanced set of tools.
Toyoizumi: Among the characters from Street Fighter 3, it looks like Yun and Yang are the only ones to have non-EX moves with invincibility. Dudley’s Jet Upper and Ibuki’s uppercut both require EX for invincibility, and Makoto’s Fukiage doesn’t even hit opponents on the ground.
Umehara: Now that you mention it, yeah. Even though neither of the twins are Shoryuken characters. I’m guessing they did that because all of the new characters thus far have been very weak. But even then, I think they overdid it (laughs). Ah, but I think Boxer might beat Yun and Yang.
Toyoizumi: How so?
Umehara: Neither of them have a good answer for Boxer’s Dash Straight, and his crouching roundhouse is just too good. Then there’s EX Dash Straight, which can take care of dive kicks… so I think he’ll be pretty decent against them. And he’s not bad against Fei Long and C. Viper either, so he seems pretty solid.
Toyoizumi: But Boxer has a hard time against Zangief.
Umehara: I think it’s much better this time around, though. And he can take care of Zangief’s jump-ins [?].
Toyoizumi: So it looks like the top tiers are: Yun, Yang, Fei Long. Then Zangief and Boxer after?
Umehara: Yeah. And C. Viper, too. She was already pretty good in Super, and they haven’t touched her too much. Deejay’s been buffed, but in the end, I don’t think he can cut it. Maybe if he was just a little faster… [walking speed?]
Toyoizumi: So out of Super’s new characters, are the ones you mentioned above the only ones you think are good?
Umehara: I think all of them have gotten better, and considering that projectile characters have gotten nerfed, I think it might be fun to mess around with Makoto and Hakan now.
Toyoizumi: What about Juri?
Umehara: I don’t think Juri will make it very far… (laughs).
Toyoizumi: Ibuki was thought to be very good when Super first came out. What about her?
Umehara: Hmm… she’s gotten weaker so I don’t know. Just the fact that her damage has been nerfed makes things tough. And she’ll have a hard time against Yun and Yang. Yeah… It looks like we’re already getting a picture of how AE is going to play (laughs). Yun, Yang, Fei Long, C. Viper are going to be in the top, and everyone else will be working to beat one of those [A little shaky on translating the last line].
Toyoizumi: You visited Kuwait recently. Was it for a SFIV tournament?
Umehara: It was for exhibition matches with their tournament winners as well as other players from nearby.
Toyoizumi: So you were like a special guest at their tournament?
Umehara: Right. It was like I was part of the main event, so my face was printed on the ticket and everything (laughs). I was playing the entire time. Oh yeah, and there was an entry fee for about 15 Kuwait Dinars, I think?
Toyoizumi: How much is that in yen?
Umehara: Maybe about 4,500 yen?
Toyoizumi: That’s expensive (laughs).
Umehara: Yeah it is. And they were also selling tickets to play me once for 5 Kuwait Dinars. And most people played me three times [?]. I think there was maybe a total of 100 people there. And considering that it’s a country of only 3 million people, that seems like a pretty big turnout. Ah, and there were also people from Dubai, too.
Toyoizumi: How were the challengers?
Umehara: There was a fair share of beginners, but people were a lot better than I expected. There were some really good Guy, Gouken, and E. Honda players. I shouldn’t be careless in what I say [?], but I think they were the best Guy and Gouken players I’ve played so far.
Toyoizumi: Better than players online with really high PP?
Umehara: I thought so. The Guy player was especially outstanding, though I didn’t get to see a whole lot of his matches.
Toyoizumi: Better than known Japanese Guy players?
Umehara: Yeah, he was definitely that good. He might have been the best player in Kuwait. The person who won the tournament was actually a Chun Li and Abel player, but because I had a lot of experience against those characters here, I didn’t have much trouble against him. It could be that the Guy and Gouken players stood out because I had just never seen really good Guys and Goukens before. They said they were going to have an even bigger event next year, so I’m looking forward to that.
Toyoizumi: This isn’t related to Street Fighter, but what kind of place is Kuwait? With all the oil there, did it seem like there were a lot of wealthy people?
Umehara: Hmm, there were definitely a lot of luxury cars on the road.
Toyoizumi: (Laughs). You showed me pictures of the hotel you stayed at and it seemed very high class.
Umehara: Did it? The actual room I stayed in wasn’t as posh. But the lounge area was huge. The event organizer seemed to be pretty wealthy so…
Toyoizumi: An oil tycoon!?
Umehara: Hm, not sure about that. But he was definitely wealthy. I saw his house, and it was huge… Really huge.
Toyoizumi: Like you have to walk forever to get from the front gate to the actual house huge?
Umehara: Not that big. But it was the biggest house I’d seen personally.
Toyoizumi: I was wondering, does everyone there wear turbans?
Umehara: No, it differs from person to person. And it doesn’t seem like it’s a law or anything. The Gouken player I mentioned wore a turban and a traditional white outfit to the tournament. But then on the second day he was wearing western clothes. I realized then that it wasn’t required. It seems more like formal wear.
Toyoizumi: I see. Just plain jeans and T-shirt.
Umehara: Yeah. The casual western clothes we all know. And the embassador who came to watch said that because videogames were very popular in the Middle East, he’d like to have this kind of event again.
Toyoizumi: Oh really? Videogames are popular there, huh?
Umehara: Yeah it appears so. Like in very cold countries, you can’t really go out in the winter, so videogames get popular there. It’s the same in very hot countries. It’s hard to go out during the summer so I think people end up playing a lot of games. So videogames are popular in very hot and cold countries.
Toyoizumi: Are fighting games their main game?
Umehara: No, actually I think FPS’s are the most popular. But it seems there are also a lot of fighting game fans as well in the Middle East.
Toyoizumi: I’ve heard that you enjoy trying foods. How did you like the food in Kuwait?
Umehara: Well… When I first got there we had amazing Italian food at this huge touristy shopping mall. It was the kind of Italian that you can’t get in Japan. So I asked them if they eat this well all the time, and the organizer said, “Don’t tell me you’re satisfied already!” So he really got my hopes up. But we had Kuwaiti food later that night and it was really bad (laughs).
Umehara: They asked, “How is it, isn’t it great?” and I thought to myself, “I think we just have different tastes…” (laughs). I ate it, saying “It’s delicious, delicious,” but I don’t think it fits the Japanese palette.
Toyoizumi: That’s too bad.
Umehara: I was thinking, “Hm… I’m going to have to stick to that Italian place at the mall from now on.” (laughs).
Toyoizumi: (Laughs). Moving on, what are your plans from here on?
Umehara: I don’t think I’ll be going overseas much once Arcade Edition comes out. The main tournament season overseas is between spring and fall, so it’s mostly smaller events from now until then. Plus they play mostly console over there, and very few of the tournaments before the major season are worth sacrificing Arcade Edition time for. So I’m going to stay here mostly and dig my hands into AE. Then in February, I want to really get into MvC3. Marvel gets at least 3, 4 years of play overseas, so I have to play it.
Toyoizumi: So you’re thinking internationally as well as several years into the future.
Umehara: Yeah. It might not catch on in Japan, but my battlefield is in the US, so it wouldn’t make sense not to play what might become the most popular game there. Although I’m sure I won’t be able to win at first.
Toyoizumi: Things will get really hype if there’s a Justin vs Daigo MvC3 match.
Umehara: Hmm… I wonder though, how long it’ll take to get to his level.
Toyoizumi: You might be one step ahead of him in SF4, but is there really that big of a gap when it comes to Marvel?
Umehara: Yeah. But now we have XBL/PSN. So even if there aren’t a lot of people playing it here, I think we can create the necessary environment to take on the US. I tried playing online in America before, and the lag is really horrible there. So the top players in the US don’t have a choice but to get together and play in person. So in that respect, I think Japan has an advantage. There may be a large gap now, but I have confidence that we can catch up eventually.
Toyoizumi: I had the idea that the internet connection in America was really advanced, but I guess that’s not the case.
Umehara: It’s bad at the moment. But even if Japan has good internet connection, it won’t mean much if a proper competetive community isn’t established.
Toyoizumi: There aren’t plans for an arcade release of MvC3 in Japan at the moment. There’s no way to know just how well the game will do.
Umehara: Maybe there’ll still be people who really get into it. I’m sure there are people who feel that they just can’t win in SF4 if they start now. I want to play against those people, people who drifted from SF4. Their play level might be a little lower at first, but I think they’ll be more than able to create strategies.
Toyoizumi: It’s like how Darkstalkers was when it came out.
Umehara: Right, right. “I can’t beat people in SFII, so I’ll get good at a different game.” I hope MvC3 will attract those kinds of people. SF4 is definitely my main game, but I’d like to get into MvC3 with the hope that I’ll be able to win in one or two years. Street Fighter X Tekken is still a ways off, and we don’t know if it’ll catch on. So it’s better to learn a game that is sure to be popular. In fact, I’m actually hoping to hold a MvC3 tournament myself.
Toyoizumi: There might be other players who decide to devote themselves to it if you show you’re serious.
Umehara: Maybe just a very tiny few (laughs). Maybe 30 players?
Toyoizumi: No, no. I’m sure there’ll be more. By the way, have you played much of the Versus games in the past?
Umehara: No, and that’s why I think I really have to go hard with MvC3. I don’t even know the basic theory. So I’m going to give a lot of thought to it beginning with character selection.
Toyoizumi: It seems it’ll be played for a long time in the US, so you probably have a lot of time.
Umehara: Yeah, I’m sure it’ll be around for at least 3 years. There are people there who played only MvC2 all this time. They still get like 100 people in MvC2 tournaments.
Toyoizumi: Speaking of tournaments, I heard there’s going to be an tournament on December 25th for a new SSFIV AE title.
Umehara: Huh? Where? Singles?
Toyoizumi: Shinjuku Club Sega Nishiguchi. 3on3.
Umehara: Oh really? I want to enter. But aren’t they giving out too many titles? It would have had more value if they only gave it to, like, national champions. But I guess there are a lot of people who want it, so maybe it’s best to give out a lot. But December 25th…? I don’t think there’s going to be many participants (laughs).
Tell us what you think in the comments. Don't be a Jimmy!
VesperArcade has uploaded another Tutorial for Super Street Fighter 4. This time it's the Piano Input Method, which comes in handy for mashing special moves for characters such as Chun-Li, Blanka, E. Honda, and Gen. Check it out!
Tell us what you think in the comments. Don't be a Jimmy!
By: Cinderkin Mar 24, 2011 | 12 Comments
Capcom released official images and videos of Evil Ryu in Super Street Fighter 4 Arcade Edition. Check them out!
Check out the HD versions of his Ultras
Here is his official artwork
We've already seen him when he was leaked, but it's nice to see official HD quality Evil Ryu straight from Capcom.
Tell us what you think in the comments. Don't be a Jimmy!
AriaHFIL has uploaded a new Street Fighter Music Video Parody. He is known for taking popular songs and twisting them. Check it out!
Which song is your favorite? Let EmpyreanAria know on his Youtube channel and he may make one into a full video and MP3 download.
Tell us what you think in the comments. Don't be a Jimmy!
The latest Japanese Super Street Fighter 4 development blog listing changes for old cast members has been posted. This week's entry focuses on Blanka, Abel, Gen and Makoto.
• Rock Crusher (Toward + Medium Punch) has less recovery. Rock Crusher, into Far Standing Light Punch into Beast Roll is possible now.
• Beast Slide (Down-Toward + Hard Punch) has less active frames, as a result the whole animation time is shorter. Also, his hittable box during the recovery of this move has been increased.
• His Forward Hop (Toward + 3x Kick) has more grounded frames of animation during start up, making him easier to grab out of it.
• The hittable box of his Beast Roll has been widened in size while rolling around, and the distance traveled after having it blocked has been altered. Distance on recovery from a blocked Beast Roll is now Light Punch and EX longest. Medium Punch, midlength, Hard Punch, shortest. So it is necessary to plan which one to use at which distance more so than it is now.
• EX Backstep Rolling's (Rainbow Ball) forward distance has been reduced a little, so it's harder to escape from the corner. It is still possible to move forward and back based on joystick movement, though.
• EX Electricity has much faster start up now, so it's easier to use.
• 2nd hit of Abel's Crouching Hard Punch has a smaller hitbox, both upward and downward.
• Tornado Throw damage reduced.
• Roll lost some of its hit invincibility at the end of it, making it easier to punish. There was no change to the recovery frames.
• Ultra 1 had a 10% damage reduction. Ultra 1's new damage would range from 309-450. In SSF4 it was 343-500.
• Ultra 2 10% damage reduction, slower startup, super armor gets removed when Abel starts to run forward and there's a longer recovery time when you cancel out of it. New damage totals for Ultra 2 should range from 295-440. In SSF4 these were 328-480.
• Two Target Combos have been added in. 1st: Crouching Light Kick into Crouching Medium Kick. 2nd: First hit of Standing Hard Punch into Standing Medium Kick.
• Both Medium Kicks can be Canceled now, so go for more damage by Canceling into his Specials.
• Standing Light Punch's hittable box from his elbow and onward has been deleted, so it's harder to get hit out of now.
• Crouching Medium Punch's start up is faster, so it's possible to Link from Standing Light Punch and Crouching Light Punch.
• Crouching Medium Punch can now be Canceled, providing good setups into his Hands special on hit or block.
• Standing Hard Kick's range slightly increased. There is no hittable box from his ankle, so it might be useful as a footsie tool.
• Ultra 2 downward hitbox improved, so it has less chance to whiff.
• Traveling speed for Crane Style's Ultra 2 is faster, making it easier to connect with now.
• During backdash, he's airborne right after invincibility wears out.
• Gen received no nerfs.
• Crouching Light Kick has more range.
• Standing Light Kick is Kara Cancelable during its start up animation. The Kara Karakusa is possible again.
• Crouching Hard Kick hit box extended out in front of Makoto, and the hittable box has been lowered slightly, making it easier to use as an anti air.
• Crouching Hard Punch has slightly more active frames.
• Toward + Light Punch has a 3 frame startup (formerly 4 frames).
• EX Hayate (Dash Punch) now breaks armor and has a slightly faster start up.
• Opponent can no longer do a quick get up after Makoto connects with a Hard Punch or EX Oroshi (Overhead Chop). It's more useful now in resets and wake up situations.
• Fukiage (Upwards Punch) when Makoto's arm is fully extended, the hittable box from her chest up has been almost completely removed. Downward attack box has been extended as well, so there are now almost no situations where it trades or is stuffed. It still can't hit grounded opponents, though. The start up for all versions has been improved so it's more useful than it is now.
• EX Tsurugi (Axe Kick) is now like Cammy's EX Cannon Strike, in that it can be done very low to the ground, i.e. an Instant Axe Kick. It takes practice, but since it is a 2-hit special that makes grabs whiff and hits as an overhead, it'll be more interesting to use in offensive/defensive situations.
• Ultra 1 damage distribution has been changed. It still does the same total damage, but you will see the difference during combo damage and damage scaling based on life left. Apparently, this should result in it doing more damage.
• Ultra 2 has a faster startup time making it easier to counter Fireballs with.
• Makoto's stamina is now 1,000, which is the average stamina rating in the game.
• Forward and back dash are faster, total animation frames were decreased.
• Now a combo such as a Level 1 Hard Punch Hayate (Dash Punch), Focus Attacl Dash Cancel, Crouching Light Kick (and other stuff) into Light Punch Hayate is possible, because of the changes to her Dash speed. Mixing this in with her Grab and Choke (Karakusa) makes this a powerful grab or hit tool.
Since I've reached my 3rd Strike, I think it's time to express my feeling towards one of Gouki Jones' favorite Street Fighters.... Birdie (What a joke).
I love Street Fighter with its great cast of wacky characters, special moves, and one on one fighting. There have been some characters that have left quite a mark on the memories of gamers around the world. That is what you expect from a game with Fighters from around the world.
There is one character in particular that I want to talk about. That character would be Birdie. Why would anyone want to talk about this trash heap of a character? Well I've noticed that Gouki Jones here on Gouki.com has been constantly waiting for his return (why anyone would want him back is beyond me)
Lets start by taking a look at Birdie Himself
Birdie in Street Fighter
Birdie in Street Fighter Alpha, Alpha 2, Alpha 3
Do you see a problem here? What the heck happened to his Skin tone from Street Fighter to Alpha?
Here is a little back story for Birdie
Prior to his criminal career, Birdie was a professional wrestler, teaming with occasional rival Titanic Tim (from the Saturday Night Slam Masters series) as the "500 Million Trillion Powers." He turned to a life of crime when his wrestling career ended, doing some street fighting on the side to add to his income.
His notoriety got him invited to the first World Warrior tournament. He was suffering from a particularly nasty strain of flu, however, and lost his fight with Ryu.
Despite this setback, Birdie rose up the criminal ranks. He eventually became aware of an organization called Shadaloo and managed to use his criminal reputation to join them.
Sneaking into a Shadaloo data room, he learned about the Psycho Drive machine, not aware that M. Bison was watching him. Thinking he could use it to overthrow Bison and become lord of Shadoloo himself, he set out to find it. Bison sent Balrog to kill Birdie, but Birdie convinced Balrog to help him instead by telling him how the Psycho Drive could make them powerful. Hindered by Balrog's incompetence, however, Birdie couldn't find the Drive before it exploded.
It is likely that Birdie remained with Shadaloo until it finally collapsed, and is back on the streets.
Birdie's Win quote from Street Fighter Alpha 3
"Oh, what!? ... Before? I looked pale because I was sick!!"
I just wanted to briefly talk about Birdie and how I think he is trash and I'm glad he got his ass whooped by Abel in the new Street Fighter 4 comic series. The guy is a joke and is too stupid to realize that Dan is better than he is.
Don't be a Jimmy like Birdie!
The alternate costume pack for Juri, Cody, Ibuki, T Hawk, and Adon are now available for download. Check out the in-game screen shots.
The costume pack will set you back 320 MSP or $4.00 PSN.
Cody and Juri are my favorites. Which ones do you like or don't like and why? Tell us in the comments. Don't be a Jimmy!
By: Cinderkin Dec 14, 2010 | 10 Comments
A translation of the most recent SSF4 blog changes has been posted for Dhalsim, M. Bison, Akuma, T. Hawk and Adon.
• Down-Back + Crouching Medium Punch has faster startup and less recovery time. Now this combo is possible, Down-Back + Crouching Medium Punch 2x into EX Yoga Flame.
• Faster startup time on the EX Yoga Flame, making it comboable from Medium Punch and Kick normal moves. Damage was reduced from 180 down to 120.
• Yoga Inferno (Super) damage was reduced to 300, down from 350.
• During back dash, airborne frame comes immediately after invincibility frames end.
• We looked through his damage again, and as a result he was nerfed a bit, but there are changes beneficial to Dhalsim in other parts of his game. He has a huge diversity between a good match-up and a terrible match-up, but he has strong potential in himself.
• If you hit with Standing Hard Kick from the knee up it does 80, if you hit with it from the knee down, does 110 damage.
• Crouching Light Kick's hittable box was made slightly larger, making it easier to counter.
• Light Scissor Kicks push back further when blocked, making it harder to punish him, but also making it more difficult to keep pressure on with Crouching Light Kick afterwards.
• Super is projectile invincible during its active frames.
• Ultra 2 is now a charge command, damage was also increased to 450. Was previously 420.
• Comparatively, he is above standard in terms of a character's strength, but he's more dependent on players' skills due to the adjustments.
• Medium Punch Shoryuken's invincibility was lengthened, now he is completely invincible for the first 5 frames.
• Air Hurricane Kick's jump arc was changed, so running away with it is impossible.
• EX Hurricane Kick damage and stun were reduced.
• His Ultra 2, when Canceled during teleport only, has bigger hitbox downwards. Standing Hard Punch, Teleport into Ultra 2, is possible now.
• During back dash, airborne frame comes immediately after invincibility frames end.
• Considering balance, the runaway tactic with his Air Hurricane Kick was removed, but other things can be done as you currently can, so you will be able to apply your skill in SSF4 to SSF4 AE as well.
• Close Standing Hard Kick's recovery time reduced, and changed frame advantage to be +4 on hit.
• Far Standing Hard Kick's hitstun and blockstun were increased, making it harder to punish.
• Neutral Jumping Hard Kick has slightly more active frames.
• EX Condor Dive can be used by itself now, by pressing all three Kick buttons. It's different from the regular version, as you can do it while jumping backwards as well, and it's invincible to projectiles until its active frames end.
• Light Punch Condor Spire's hitbox was extended forward.
• Condor Spire's meter gain upon activation was increased.
• Increased his Super's grab range to be the same as his Light Punch Mexican Typhoon. Was previously 1.35 range and is now 1.5.
• Ultra 2 has a faster startup time, and its invincibility window was lengthened and it remains active longer, making it very easy to use as an anti air attack.
• A solid buff was applied to Specials, Super and Ultra, and some tweaks were made to his normal moves. Basically, there are only buffs, so it'll be easier to face casts that were bad match-ups in SSF4.
• Many of Adon's normals were buffed.
• Crouching Light Punch, Close Standing Medium Punch and Crouching Hard Punch all had changes made to their frame data.
• Close Standing Medium Punch, on hit, will have a frame advantage of +6, so it's possible to Link specials moves to combo, although it's still not Cancelable. This move was -1 on hit in SSF4.
• Far Standing Light Punch, Far Standing Medium Punch and Crouching Medium Punch were given bigger hitboxes.
• EX Jaguar Tooth will not do the yellow EX Flash until he gets to the wall and is invincible to projectiles until grounded.
• Medium Jaguar Kick's hitbox was changed, so Close Standing Hard Punch into Medium Jaguar Kick will register as a combo.
• Super's (Varied Assault) startup changed to 7 frames, down from 9 in SSF4, and the first hit's hitbox is extended downward more.
• Wakeup time was nerfed. Adon now takes longer to get up off the ground than he did in SSF4.
• His buffs are centered around using his normals, so he will be stronger while on ground.
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