Blog: The Complete list of SSF4 Arcade changes
Complete list of Super Street Fighter IV Arcade Changes as of September 15, 2010.
Found this over at http://shoryuken.com/
A lot more info than what was posted originally. Still take these with a grain of salt, as they are changes that are being tested and may not remain.
Yun and Yang have been added to SSF4 as of the Osaka location test. Another location test is scheduled during Super Battle Opera. The game is expected to release in December.
- Genei Jin is his super
- Yun feels stiff like Makoto does, but has his target combos
- build meter FAST because of the speed of his light palm ( ? ).
- LP forward special punch is good for block string, it's safe on block.
- His Dive kick is the same as Rufus.
- Arc jump is dictator like.
- Viper Walk speed.
- C.mk is crap.
- His super is about juggle, can take 40% life on Hawk.
- Ultra are useless outside of corner
- Yun can Tetsu Zankou (Shoulder) xx FADC xx Ultra 1
I couldn't FADC Nishou Kyaku (Up Kicks) at all, this may mean I suck or it may mean wake up Dragon Kick isn't a great option for Yun
Yun's Zesshou Hohou (Lunging Punch thing) was armor breaking
- Yun color 1 is Blue, color 2 is yellow.
- Multiple sources saw a Yun Genei Jin combo doover 50%, it looks like a very strong super
- Ultra 1 looks like a few punches, then a Balrog Ultra 2 foot/ground stomp then a Makoto Ultra 1 punch into the air
- Ultra 2 was a few hits, then a Gen leg hurricane into the air, footstomps on their back back to the ground.
- Shoulder seemed to have worse range than you'd hope.
- Dragon Kicks seemed to trade quite a bit
- His overhead (Toward and MK, can crossup a downed opponent).
U1 You Hou, U2 Sorai Rengeki. Super is Genei Jin
U1 is 4-hit, last hit is a launcher. If the first hit connects cleanly, will go into animation. If not, Yun does the other attacks anyway. Very similar to Makoto's U2. Can follow up U1 with Zesshou (lunge punch), or GJ combos. Only if GJ is activated before U1. I tried to activate afterwards, could not get anything to connect in time. Short range, does not hit on any FADC'd moved.
- U2 is a punch rush, if the final hit connects cleanly Yun goes into animation where he rides the opponent in the air like a skateboard, then kicks them down to the ground. Similar to Fei Long's U1. Does not combo from any FADC's. Short range.
- Genei Jin - shadows, cancel recovery on all moves, everything juggles. Was able to get 40-50% off GJ combos mid-screen, 50-60% in the corner. Can be super-cancelled off Tetsu Zankou (shoulder check).
- Kobokushi (palm move) - Jab is a fake, Strong/Fierce change the distance at which the opponent flies away. EX Nishou Kyaku (up kicks) will probably be good anti-air. Ultras do not combo off MK launcher.
- Yang also has his 3s target combos
- L/M/H Dive kicks do not change angle.
- Dive kicks would not come out as low as Rufus.
- EX Palm has a wall bounce
- Ultra 2 after Wall Bounce didn't connect, could have been timing issue though.
- c.LK xx Slashes works
- Window between slashes is quite lengthy.
- Yang Ultra 1 startup lost to T. Hawk Dragon punch but beat T. Hawk SPD
- Yang can Kaihou (Up kicks) xx FADC xx EX Slashes (execution fail on Ultra test sorry)
- c.mk into Slashes does work
- Yangs dive kick is the same as Yuns as far as I can tell.
- Yang's Super is double QCB + Punch, can cancel into into it from QCB + P (Palm)
- QCB + LP seemed to be fake palm.
- Yang color one is Pinkish, color two is purple.
- Yang's command dash was in and crossed up like Ibukis.
- EX Slashs looked like a great move, crazy fast.
- Super was Seiei Enbu
- Ultra 1 was a fancy ass version of Gens Punch Ultra 1, (it looked f'in cool though)."
- U1 Yang throws out a single attack - if it connects cleanly, animation follows. If not, the ultra ends there - similar to Makoto's U1. Animation is sort of like Gen/Guy's, but with Yang style. Close range.
- U2 Yang rolls forward and goes up in the air with his rising kick. If Yang connects cleanly on the ground with the roll portion, animation kicks in. If not, Yun goes up in the air with kicks - looks like Yun's Nishou Kyaku. U2 will pass under fireballs. Seems to have some tracking properties - if U2 started while opponent is in the air, Yang will rise up with kicks where the opponent is for non-animation damage. Combos off FADC/MK Launcher for non-animation damage.
- SE - Works similar to 3S. Doesn't seem nearly as useful as Yun's GJ of course.
- command grab damage nerf
- more recovery on breathless
- rolls have a little bit more recovery
- Adon doesn't get up as quickly after a knock down now, although it still seems to be quicker than other characters.
- EX Jaguar Tooth doesn't do the yellow glow, like other EX moves, until after you reach the wall. Not sure what effect this has, if any, on the move.
- Same as ryu, escaping hurricane kick nerf
- Ultra 2 is faster and apparently can be comboed into from a Shoryuken, Focus Attack Dash Cancel.
- EX Dragon Punch damage reduced.
- Hard Punch Red Fireball damage increased.
- May have slower walk speed. Akuma was tied for fastest walk speed in the game in SSF4.
- Ultra 2 is indeed 2x Half Circle
- U2 now charge motion, way more recovery
- Blocked Blanka Ball now recoils at half the distance, much easier to punish.
- Normals easier to combo
- tiger-knee Canon Strike no longer possible. Can still Canon Strike normally, EX can still be tiger-kneed.
- HK spiral arrow's distance to get 2 hits is shorter
- sweep doesn't seem to deal as much stun
- faster walk speed
- ex zonk distance is shorter
- Medium ruffian is longer
- Hard ruffian may hit some crouching characters, like Gief
- Higher jumping taunt
- Ultra 1 seemed to do less chip damage
- standing HK is now overhead
- Rose taunt has less recovery
- EX Ducking, with less recovery than regular
- crouch HK comes out faster
- Ultra Spark got a damage nerf
- Ultra 2 (啼牙? jump QCF x2 one) is faster
- Gouken's LP rush punch has no forward movement, but is faster.
- His counter is now DP + Punch. LP for low body counter, MP for upper, HP is unclear.
- Damage down
- Hitbox tweak on mp hp combo, doesnt wiff crouchers anymore.
- Lp hozanto is safe from spd and light hawk spd
- U2 is decent now, less recovery on whiff, distance fixed.
- His flip grab has been toned down, 120 damage instead of 200
- Hp Hozanto is faster than before
- forward -> MP overhead is now 2 hit
- Slide has now 2 options afterwards: P -> additional attack, K -> auto oil up
- oils stack
- 360+K can now be cancelled
- Jump arc changed?
- Ultra 2 is now HCBx2
- Damage decreased
- Can connect target combo to HK? (not sure what this means)
- The upkick part of her fireball will combo into the fireball itself now if you do not store it
- EX Tatsu can be blocked low.
- More recovery on jab SRK.
- Can follow up jab SRK AA with EX Hadouken, just like Ryu
- gets Armor Break EX Hayate,
- more invincibility on Oroshi,
- damage boost on Fukiage.
- File under "Wild Speculation". It *looked* like her Fukiage (Up Punch) hitbox had been moved forward a bit. Also I may have seen her combo into Fukiage after EX Hayate in the corner but tbh I'm not really certain what I saw when that happened. Crazy mixups were afoot
- lost all invincibility on Soul Satellite.
- hurricane kicks are not good for escaping anymore
- more recovery on tiger knee
- damage BUFF on tiger uppercut
- Vanilla's standing lk is back. One hit, special cancelable, vanilla distance, does near 40dmg.
- light kick Tiger Knee is vanilla like, mk and hk are useless.
- More recovery on high Tiger Shot
- angry scar is now done using kick button
- I noticed absolutely no easy-to-see visible changes. There may or may not have been damage changes, but I didn't really notice any.
- no more jump HP
- air down+MK steps have weakened hitbox
- Ultra 1 is now "fireball-like" - can be deflected by other character's fireballs
- j.Fierce looks like he is doing a shoulder charge, similar to how his focus attack looks
- now has a standalone EX Condor Dive (KKK), and can be done on back jumps
- U2 startup and hitbox are improved.
- St. FP has better properties which aren't known, either bigger hitbox or more priority (or both?).
- Ex flip kick = viable reversal now.
- Less damage on ex wall dive grab.
- EX green hand no longer knocks down
- Defensive EX SPD beat out Attackers SPD after an EX Green Hand on hit
- Zangeif jab SPD range seems bigger, but the source says it could be eyes playing tricks
- Range on U2 increased, recovery also increased
Tell us what you think in the comments. Don't be a Jimmy!
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