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
Bosslogic is back with more of his impressive artwork. This time it's some amazing Street Fighter Artwork inspired by the Tron Art Style. Check it out!
I love the Chun-Li and Vega ones. Which ones are your favorites? Tell us in the Comments. Don't be a Jimmy!
For the full size images click here: http://bosslogic.deviantart.com/gallery/11411486 Bosslogic also has Hyper Real Life Images of Stree Fighter characters there as well.
Eventhubs posted a translated version of the SSF4 AE developer blog concerning Evil Ryu and how his play style is. Check it out!
• Evil Ryu is a character with strong close and mid-range offense, but weak defense. He can take out opponents, or be taken out in one stroke.
• Same health and stun as Akuma (850 health/850 stun).
• His jump is the same as Ryu's, but his movement and dash are different.
• His composition of normals consists of a Ryu base, with some of Akuma's as well as some all new normals.
• He has Akuma's Jumping Hard Kick, Standing Hard Punch, Crouching Hard Punch and Crouching Hard Kick.
• New normals: Close Hard Punch, Standing Medium Kick and Crouching Medium Kick.
• The frame data on the moves are adjusted, so though they have similar motions, they might have different frames.
• Same cancels and Super cancels as Ryu.
• Crouching Medium Kick is based on Ryu's version in 3rd Strike.
• 7 frame start up, so it doesn't Link with any of his normals, but since it has better reach than Ryu's, it works well as a low poke.
Crouching Medium Kick's hit box
Unique Attacks and Target Combos
• His unique attacks are Zugai Hasatsu (Akuma's overhead), Senbukyaku, and Tenmakujinkyaku (Akuma's dive kick).
• Senbukyaku is the same move from the Alpha series.
• It allows Evil Ryu to attack while avoiding low kicks, but can be blocked low and puts him at a frame disadvantage.
• Without hitting your opponent, it's effective at moving Evil Ryu into throw range.
• Target combo is Close Medium Punch, Close Hard Punch.
• Its damage isn't particularly high, so you might not find many places to use it, but since it's a simple motion and you can delay the attack, it's difficult to punish.
Senbukyaku's hit box
• His specials are Fireball, Red Fireball, Shoryuken, Hurricane Kick, Air Hurricane Kick, Teleport, and Ryusokyaku (Dragon Claw/Wheel Kick).
• Of those, Ryusokyaku is a completely new attack.
• In the early creation stage, some were of the opinion of giving Evil Ryu the Jodan Sokuto Geri (aka the Mule Kick from 3rd Strike), but it was decided to give him a new move more befitting of his image.
• Used alone, the attack is slow to come out, but you can can cancel into from Light, Medium, and Hard attacks, it's a strong but flashy move.
• If you have bar, you can perform top-class hard-hitting combos with the move.
• His Super move is Shun Goku Satsu (a.k.a. Raging Demon).
• Since you will use Evil Ryu's EX moves often, you might not use his Super much, but when paired together with the Senbukyaku, it's an incredibly powerful technique.
• Ultra 1 is Metsu Hadouken, Ultra 2 is Messatsu Goshoryu.
• Ultra 1 is fundamentally the same as Ryu's, but doesn't do much damage.
• However, you can hold the buttons and charge the attack. Fully charged, it does more damage.
• Fully charged and at close range, it does even more damage.
• It might be difficult to create a situation where you can land it, but try it out.
• Ultra 2 is a horizontal Shoryuken, so it might be a bit difficult to use as an anti-air, but you can combo the move from a FADC (Focus Attack Dash Cancel).
• It does high damage, and by itself, with the full cinematic, it does the same damage as Ryu's Metsu Shoryuken (500 damage).
Boss Version of Evil Ryu
• The boss version is very different from the playable version.
• High difficulty, and can unleash some incredible attacks that will make you doubt your eyes.
• If you ever have the chance to fight him, you have the developer's blessing.
Tell us what you think 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.
By: Cinderkin Dec 16, 2010 | 5 Comments
Now that Super Street Fighter 4 Arcade Edition has been officially released, character changes and updates have flooded in. Daigo Umehara even had a few things to say. Check it out.
There will be more updates to this story as info comes in. So keep checking back, and don't be a Jimmy!
Daigo Umehara's Impressions of SSF4 AE
• Fireball characters are considerably weaker in this version.
• He thinks Yun will be really good, though Zangief will be a tough matchup for him. Hasn't played much Yang, but thinks that his Genei Jin (Super) will be a big difference between the two characters.
• Even though Fei Long lost the invincibility on his Hard Kick Chicken Wing, with better normal moves and all the tools he still has available (Rekka, Tenshin, etc.), and Chun-Li, Honda, and Balrog getting nerfs, he says that Fei Long is probably the strongest of the old characters in Arcade Edition.
• Daigo feels Yun, Yang and Fei Long will be top class in SSF4 AE. After these people he ranked Zangief, Balrog and C. Viper next.
• He thinks Ken will be stronger than Ryu and Akuma, though they're still upper tier.
• Balrog will be a tough matchup for both Yun and Yang, since they don't have a punish for Dash Straight, and he has his Crouching Hard Punch.
• Makoto is stronger than he thought she would be.
• With the nerfs, he puts Guile at upper-mid tier, and he'll probably keep him around as a secondary character.
• He really seems to fear the Zangief matchup with Yun.
• With the EX Green Hand changes, Sagat will have a favorable matchup against Zangief. Puts Sagat at the bottom of the upper tier.
• Many of Daigo's impression revolve around if said characters can beat Zangief.
• Apparently, Dhalsim's Standing Light Kick is slower.
• Hard Kick Cannon Strike from right above the opponent's head into Close Standing Medium Punch combos.
• Hard Kick Spiral Arrow doesn't connect with both hits as often as before.
• Ultra 2 has improved range, longer than a regular throw, but less than a Hard Punch Oicho Throw.
• Hundred Hand Slap seems to be slower, but the frame advantage on block seems to be unchanged.
• EX Headbutt's ranged was nerfed. Distance seemed shorter than a Medium Punch Headbutt now. On block it was punishable by Yang's Ultra 1.
• His Target Combo is the same.
• Jumping Medium Punch traded with Dan's Crouching Hard Punch, lost to Chun-Li's Flip and Cody's Back + Medium Punch attack. It usually lost to Rufus' Crouching Medium Punch and Yang's Dragon Kicks. These results could of course change depending on spacing and timing.
• After a Neck Breaker, the spacing seems to be further away than before. Some things don't cross up like they used to anymore.
• Back + Medium Punch may have been nerfed.
• Close Standing Light Punch into Close Standing Medium Kick seems easier. Close Standing Medium Kick is a frame faster in AE.
• Kunai recovery time is the same.
• EX Rolling Crystal Flash into Standing Hard Kick, sometimes only the first hit of Standing Hard Kick connects, not sure why.
• Confirmed there's more recovery time for Cosmic Heel (Down-Toward + Hard Kick, Launcher) on block, can be be punished by Shoryukens and grabs.
• Vega can punish a blocked Hard Punch Beast Roll from Blanka with his Crouching Hard Kick slide.
• ChocoBlanka feels most of his changes are minor.
• When a Hard Punch Beast Roll is blocked, the distance Blanka bounces away is REALLY short. Medium Punch Beast Roll is also shorter, as reported. It's easier to be punished now. Beast Rolls aren't as mindless as they were before, but they're still useful.
• Light Punch Beast Rolls bounce away on block seems to be the same as before. The EX version seems unchanged as well.
• EX Rainbow Ball's distance is about 2/3rd of what it used to be, but it also changed so that he bounces a little bit back as well. You could get punished from escaping with this now, depending on the character you're up against.
• Blanka's Beast Slide (Down-Toward + Hard Punch) had its blockstun increased, so that you can use the tip more easily.
• Range on Blanka's hop forward seems to be increased. Choco said she's very happy about this.
• Standing Medium Kick comes out faster.
• Crouching Medium Kick seems to have better priority, again Choco is happy about this.
• Choco warns she could be wrong about some of this stuff, as its only the first day she played.
• Lots of people talking about Gen's Standing Hard Punch into Standing Medium Kick into Target Combo.
• Mantis Standing Hard Kick is a high move and the range seems to be similar to Mantis Crouching Hard Punch.
• Mantis Super into Crane Jumping Hard Kick connects, this could have been the case previously, though.
• Any Jumping Attack, Standing Medium Punch, Standing Hard Punch, Standing Medium Kick, Cancel into Light Dragon Kicks was tried on dizzied Ryu, and the Dragon Kicks whiffed but connected on Ibuki without a jump attack.
• Crouching Light Kick, into Crouching Medium Kick seems to be less useful than Standing Hard Punch into Standing Medium Kick, Target Combo. If you put a few Crouching Light Punches before hand, Gen's Dragon Kick will whiff.
• It's really easy to do a Focus Attack crumple into Crane Ultra 2.
• Something feels different with Crane's Standing Hard Kick, but it wasn't elaborated on.
Light Punch Running Palm
• This has similar range to Crouching Light Punch, it cannot combo from a max range Crouching Light Kick or Crouching Medium Punch.
• Couldn't combo from his Fireball into a Light Punch Running Palm in corner, so it's slower than 6 frames, guessing 8 frames.
• Frame advantage might be better than Medium or Hard Punch Running Palm?
• Someone got countered out of it, with a meaty attack, so there's probably no invincibility — didn't test upper and lower body invincibility separately, though.
Close Standing Medium Punch
• Frame advantage on hit is at least +6. Can Link into Crouching Hard Punch or a sweep.
• Tried Close Standing Medium Punch 2x into sweep, but couldn't test it a lot due to facing characters like Vega, where the second hit becomes a far version.
• Frame advantage on block is probably +3.
• Close Standing Medium Punch into Crouching Hard Punch connects, but EX Running Palm sometimes won't connect from it if you do it from far away.
Neutral Jump Hard Punch, Jumping Hard Kick:
• The slamming down property feels "softer" compared to Cody and Juri's.
• Gray damage is probably 0 or 1, someone said you can see a pixel of gray bar if you look closely.
• Someone confirmed that back throw only counts for the combo scale, and still does 0 damage.
• Not sure if this is due to lag or change to the back throw, but there were a lot of people missing the Ultra 1 after a back throw.
Jumping Medium Punch into Air Hurricane Kick
• Due to height restriction, Air Hurricane Kick doesn't seem to come out on grounded opponents.
EX Hurricane Kick, Focus Attack Dash Cancel
• Feels like it became more solid due to the locking ability of EX Hurricane Kick.
• EX Hurricane Kick, Focus Attack Dash Chancel into Medium Punch Palm connected without crossing under.
• Close Standing Medium Kick into Far Standing Medium Punch combos.
• Close Standing Medium Punch into Medium Punch Shoulder doesn't combo, confirmed by two different players. Probably less hitstun here, someone claimed about 2 frames less on hit.
• Target Combo seems to connect easier on crouching opponents.
• Feels like Jumping Hard Kick into Close Standing Hard Kick might be easier to connect.
• The new and improved 3 frame Crouching Light Kick is really good.
• He feels Akuma is basically the exact same as he was in Super Street Fighter 4 — still very strong.
• Apparently Daigo's Yun has already accumulated 10,000 BP in this short amount of time.
• A lot of people are talking about how strong Yang and Yun are right now.
• After someone reported that E. Honda's EX Headbutt traveled less distance, lots of other players said that person was full of crap. Such is the nature of these reports, right now.
• Guile's damage on Flashkick, Focus Attack Dash Cancel, into Sonic Hurricane is even lower now, someone called it, "pathetic." Estimated that this takes off about 100 less damage overall.
• It seems like Guile's Light Flash Kick does about 20 less damage.
• Ryu's Light Punch Shoryuken can trade into Ultra.
• Gouken's Standing Medium Punch into Crouching Hard Punch connects, but EX Running Palm sometimes won't land if you do it from too far away.
• Acqua added that: "Ibuki and Rose are totally nerfed. Sagat might have a future. Since Yun is definitely strong, strong players will notice and try hopping on the bandwagon."
Time to go in depth with Dudley.
The Super Street Fighter 4 developers are back again this week, discussing how Dudley plays and why he was included in the new title.
Although Dudley is fairly true to his Street Fighter 3 form, Capcom staff talks about how he was tweaked in this iteration. A big thanks goes to Azrael for translating this latest blog entry.
Hello everyone. This is Tsukamoto.
This week I'll be joined by director Okada and the head battle planner Sano, as we talk about the last of the new characters from Street Fighter 3 - Dudley - and things ranging from how he was chosen and what not.
First off, please tell us why Dudley was chosen to be added in the game.
He was chosen for Street Fighter 4 because a lot of the development staff were really passionate fans of him, and he is extremely popular overseas. He is so popular that when producer Ono went to Europe to get opinions about the next installment of Street Fighter 4, he was consistently asked or requested for Dudley to be in the game. Also, we had a lot of requests from overseas fans to see the dream match-up of Dudley vs Balrog.
Is being a boxer the secret behind his popularity?
Dudley's stylish boxing fight style is definitely very popular. We also feel that with his high approval rating in Europe, many Europeans want to support a fellow countryman.
What do you think is Dudley's charm?
His character charm from Street Fighter 3 was to read the opponent, get in on his terms, and then take away their life in a flash - good rushdown power. Another part of his charm is that his attacks are very strategic. For example, Dudley has a lot of feint-type moves. He can get in close and counter his opponent's throw attempt with an attack. He's also got moves that are for the sole purpose of getting in close. If you are good at reading your opponent, then he becomes a very strong character.
Does Dudley play the same in Super Street Fighter 4?
Yes, we have emulated Dudley's "hit and run" style as well as his fight style of getting into those open spaces from Street Fighter 3.
Yes, his ability to control distance through various movements hasn't changed. For example, with his "Short Swing Blow" he moves back for a moment and evades his opponent's attack before launching his own - if you can use this well you can get in your opponent's face in an instant and really mess with them. Also, we brought back his "Thunder Bolt" from 2nd Impact, which can surprise people up close. Dudley also has plenty of target combos, so finding a way to get in close and utilize them will be one of the keys to victory.
How did you bring about the feel of Dudley?
As Dudley is Mr. Gentleman, we included some gentlemanly components in his motions. His image is that of an orthodox boxer, who wastes no movements.
Even though he's a fighter, he doesn't have that gritty Street Fighter feel, but more like that of a sports athlete. You won't find him fighting in the back alleys - he's got a strong sense of sportsmanship, and he is always polite.
For boxers, of course we already have Balrog, but Dudley and Balrog's fight styles are completely different. Balrog just charges in like a rampaging bull*, his attacks are straight-forward and he's in your face, while Dudley is more of the "dance like a butterfly, sting like a bee" type, who focuses on footwork and keeps his distance. So Balrog wants to just land powerful single blows, while Dudley wants to use his footwork to hit multiple target combos and eat away at your lifebar.
(*Remember that Balrog's name in Japanese is Bison - so this is sort of in reference to that.)
Has he lost any moves?
He's got all his moves from the Street Fighter 3 series. As Sano mentioned before, he also has the "Thunder Bolt". Personally, this is a move I wanted to see come back in this title, so I asked the designers and engineers about it and now its back.
What kind of move was the "Thunder Bolt"?
If you use it when the opponent least expects it, I think its a fairly useful move. Also, it does pretty good chip damage, so I think it'll be good to finish off near-dead opponents.
"Thunder Bolt" is one way to really throw your opponent off-guard. Use it immediately at the start of the round to have your opponent moving at your pace, and then use it with good timing to really throw off your opponent's spacing.
As the ultras are selectable this time around, tell us about the features of both of his.
First lets talk about the "Corkscrew Cross". The first hit doesn't have a whole lot of reach, but you can use it within combos. It has a lot of various uses - for example, after launching an opponent from EX Machine Gun Blow, or after an anti-air from a high position.
We've made this "Corkscrew Cross" in this game as a different version of his "Corkscrew Blow" from Street Fighter 3. In Street Fighter 3, the Corkscrew Blow did a lot of chip damage, had a huge hitbox, and had very little startup, so it was a tool with a lot of functionality. However in this title, the Corkscrew Cross is short-range and somewhat more limited in its usage. So that gives it a different feeling from the Corkscrew Blow from Street Fighter 3.
How about his other ultra, "Rolling Thunder"?
For "Rolling Thunder", in order for it to be able to pass through projectiles we've given it a fairly long window of invincibility. Since there's no parry in Street Fighter 4, this is a way of dealing with fireball characters. So when you're taking on fireball characters, I'd recommend this ultra!
When Dudley has the meter for "Rolling Thunder", this increases his mid-range options and makes it harder for fireballers to throw that fireball, so this is an advantage for him. Also, even if the opponent blocks he keeps on punching, so this can also work for chip damage kills.
Do you have any moves you would recommend?
I'm going to go with his ducking. It lets him evade fireballs and get in close.
At the beginning of development, ducking didn't have the ability to avoid projectiles. As Dudley was the first Street Fighter 3 character we added to the game, at that time we hadn't yet decided on how to fit them into this game. So at that time, he couldn't evade fireballs and he wasn't very Street Fighter 3-ish.
Yes, the first Dudley was one who was based completely on Street Fighter 4's system.
But then during development we had a lot of people experiment with him, and when we also tried him out we felt that as-is, there was no point in adding him to the game at all. So then we thought about the Dudley that players wanted to use, and how to bring that about, and that's how ended up with the ducking's current function.
Why didn't it go through projectiles at first?
Ducking doesn't just avoid opponent's attacks, it's also a dash is it not? So at first, we worried that no one would use his regular dashes. And that this would be unbalanced. On that note, ducking is a move that we had to continually adjust right up until the end.
If we think about it, Dudley is a Street Fighter 3 character that we are trying to put into the Street Fighter 4 series. So we went through a trial and error process with him, and the direction we settled on was to keep as much of the Street Fighter 3 feel as possible. We also did this for Ibuki and Makoto.
Are there any other moves you would recommend?
While it's not technically a move, I would recommend his rose throw. Since this was a taunt in Street Fighter 3, its formal name is "The Rose of Victory". Okada said we absolutely had to have this, so it was added in. Of course, that wasn't the only reason (laughs). In order to add the rose throw we had to add a completely new system, and it took a lot more work than expected.
We had proceeded without the rose throw through the middle of the development stage, but it just didn't feel right not to have it. The rose throw is one of the more memorable taunts from the Street Fighter 3 series, and it's also one of the most trademark aspects of Dudley. I'm glad we were able to get this in as a special move.
This was also touched upon on Ms. Shiozawa's blog, but after throwing the rose Dudley can close the distance on his opponent. So its not something you can really exploit, but its not useless either. Also, the rose homes in on the opponent's head without fail.
Yes, it even homes in on them during a jump.
If you're in close and you time it carefully against your opponent's jump, you can whack them pretty good. So this can keep your opponents grounded, which is where Dudley likes them.
The rose only makes contact with the opponent, it doesn't take away damage right?
Right, it doesn't do damage. We thought about making it do 1 point's worth of damage, but we figured anyone who got KO'ed from the rose throw would be pretty pissed off so we gave up on that (laughs).
Who out of the existing Street Fighter 4 characters would you say is similar to Dudley?
That's a really hard question. A Street Fighter 4 character who plays like Dudley... I don't think there is one. Balrog is also a boxer, but their playstyle is completely different. So for fighting style, maybe the closest would be... Dhalsim?
Yeah, Dhalsim's stretching arms control the distance, and with his Yoga Teleport he can get in close and attack you, so in that regard maybe they're kinda close.
What is Dudley's best distance?
For options, that would be mid-range. For doing damage, up close.
Is Dudley a difficult character to use?
His actual controls aren't that hard. However, his playstyle really requires a psychological warfare, so in that sense he may be suited better for tactical players. If you are the type who likes to do what you want to do and hit a good combo to decide it all, maybe he's not for you, but if you like to think "Well, in this situation he'll do this move," or "if I do this I can irritate him and bait out this move," the type who really likes to read your opponent, then I believe Dudley is right up your alley.
For games as well as real fights, good players are able to utilize these mind games. If you can get caught up in that aspect of Dudley then he'll be an interesting character to use.
Last week you also said that reading your opponent was necessary for Makoto's gameplay - does that mean that they are similar characters?
Well, both characters require reading your opponent, but how that plays out differs between then. For Makoto, more than countering she's more about reading in order to land her moves. For Dudley, if you make a mistake in reading your opponent's options then they will evade your attack and Dudley gets countered, so he has to think about about which move he wants to make the opponent do, or how he's going to pressure. He matches up with his opponent's moves and then decides his, so that point is different.
Do you feel Dudley is suited towards beginner, intermediate or expert players?
I'd say from intermediate to expert. I think he's harder to use than fireball characters, but as for the feeling of play itself I think he's quite normal.
Which matchup would be the most interesting for Dudley in this game?
Of course, that would be Balrog!
Based on what we've just taked about, Dudley seems like he'd have the advantage over the straightforward rushing Balrog.
Nah, they both have their distinctive flavors, so I think it would make for a pretty good matchup. Dudley with his light footwork and target combos seems like he'd have the advantage, but once Balrog starts pressuring he brings a lot of power. So its hard to say which is better, and I think it'll make for a good fight. If nothing else, seeing two boxers duke it out is just cool (laughs).
Ducking the opponent's attack and trading blows looks really cool, and if you see your opponent is Balrog you can think "Okay, let's settle this!" and get really into it.
Do you have any final words for the players looking forward to Dudley?
For Dudley, same as with the other Street Fighter 3 characters, while there may be some differences here and there, we've done our best to preserve his feel from that time, as well as add a Street Fighter 4 playstyle as well, so please look forward to that. I'd like to new players to try out Street Fighter 4 Dudley, and even for those players from Street Fighter 3 I think you'll find a new way to play him. It'll be pretty interesting.
As Okada said, we've done out best not to disturb how it feels to control him, so I think you can play him with the same sense you did in Street Fighter 3. And of course, there's the revived "Thunder Bolt"! If you can find cool ways to use this, I'll be really happy!
Including the new move, train up and polish your moves as well as your individual playstyle! Then take it to the ring to develop your fighting spirit and guts. I'll also give it my best!
Well then, we've covered the Street Fighter 3 characters over these past three weeks, and I hope you enjoyed it. As we've been hearing a lot of opinions about this, I think we'd better cover some of the existing characters as well. We're just getting started with preparations, so please look forward to it!
See you next week!
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!
All characters information is in.
The developers blog recently put out the last information for AE changes and people have been kind enough to trasnlate. I wanted to know how you guys felt about the changes made to your characters, your best matchups, worst?
All links to characters nerfs and buffs are in posts by other users.
Anyways I'll start with my mains juri and ken.
Ken- Wasn't expecting less recovery time on those normals, thats fucking amazing, they already seemed to link well, now combos are ridiculous. im half-half on LP srk, it will do 20 more dmg now, but 2 more frames of recovery? is that on ryu's lvl? the lp srk works against so many moves, those 2 frames will have a big difference. also i consider the ex tatsu blocked low as a buff. it causes more room for mixup(throw, normals, srk?) and chip damage.
Juri- thank god for the faster walk speed, pressure with stored fireballs will be better now, and the fixed hitbox on her FA, that thing would miss on some stupid occasions. fireball kick knowcks them into the air, so you can fireball, pinwheel or maybe ridiculous FSE combo, but the stun and dmg nerf on the kick is depressing, it has alot of stun and decent dmg/chip, but the buffs outweight that.
Guile- only problem i had was making his u2 slower? you can srk that bitch without taking dmg if your close enough.
fuerte- didnt need to be nerfed that bad, yea he can win by retarted random mixups that have some invincibility, but really lame tactics can take him out.
bison- "OFFICIAL BIP-SON PRESSURE" scissorkick nerf/buff? cant be spamming the lk press as much but you can push them in faster?
deejay- he needed all of those buffs. good deejays in high lvl play do so much, for little damage or get screwed in reversals. also dash commands suck.
ibuki- i dont care if her kunais can be deflected by normals, they dont need a dmg buff, they are annoying as fuck...
Mr. Fei long - already had a hard time with pro fei's, majority of his normals being buffed with startup and frame changes, hot damn. like, some feis can beast people only with normals, now its even rape-e-er?
hakan, gouken and makoto- honestly didnt think they sucked, people good with them are fucking beastly. makoto has mixups and great panic pressure. hakan has more air and ground priority than people think, and limited but succesful mindgames. gouken...goddamit he is fine! all the buffs on his normals and tatsu is the scariest shit ever, along with lp running palm combo buff? their buffs are leaving this characters rape-tier.
gief- i see the ex green hand NO knockdown as a great mixup oppurnnity. yet some people rather have the knockdown because of zangiefs weird hitbox when he does his airel crossups.
sagat- didnt need more buffs, he was FINE! yet changing the input for the scar is alright, messy inputs suck.
blanka- beast slide less active frames? thank you, so damn annoying.
honda- NEEDED dmg nerf and less invinciblity on his ex headbutt. hondas counter hits on ex moves and fierces canseirously take off like 40% in 3 hits. screw that.
abel-removing armor on U2 and slower staryup AND dmg reduction? its an annoying ultra but it didnt deserve that nerf, plus if your smart you wont get hit by it.
By: Cinderkin Nov 2, 2010 | 8 Comments
The SSF4 Arcade Edition Japanese Blog has been translated. Here are a list of Changes for some of the characters.
Note: These may not be the complete list of changes for these characters.
• Less recovery time on Crouching Medium Punch. He can now combo Crouching Medium Punch into Crouching Medium Kick.
• Improved the hit box for Crouching Light Punch.
• Target Combo hit box (Medium Punch into Hard Punch) also had its hitbox improved.
• Light Punch Shoryuken has 2 extra frames of recovery, but now does 120 damage. It did 100 damage in SSF4.
• EX Fireball can juggle twice in the air, so now you can get full juggle off a Light Punch Shoryuken into EX Fireball.
• EX Air Hurricane Kick can now be blocked high or low. Used to be that it had to be blocked high.
• Is considered to be mid-air right after the invincibility frames of his backdash end.
• Crouching Medium Kick start up is now 6 frames, which is 2 frames faster.
• Crouching Medium Punch and Crouching Medium Kick do less damage.
• More recovery time for Cosmic Heel (Down-Toward + Hard Kick, Launcher) on block.
• Less recovery time on EX Rolling Crystal Flash.
• You can now combo Crouching Medium Punch from an EX Rolling Crystal Flash.
• His Ultra 2 has slightly more startup time.
• Is considered to be mid-air right after the invincibility frames of his backdash end.
• EX Messiah does less damage. It took off 100 damage in SSF4.
• When Ultra 2 (Big Bang Typhoon) is used as an anti-air, it won't fully connect, so it does less damage in these scenarios now.
Is considered to be mid-air right after the invincibility frames of his backdash end.
• Close and Far Standing Light Punch have an extra frame of advantage, making it +6 now.
• Close Standing Medium Kick has a 4 frame startup.
• Additional frame advantage on many moves.
• Less recovery on EX Rekka on hit and on guard.
• No invincibility on his Hard Flying Kick (Chicken Wing).
• Is considered to be mid-air right after the invincibility frames of his backdash end.
• Crouching Medium Kick still cannot be Canceled, earlier reports said this might happen.
• Her Fireball Kick (projectile) knocks the opponent higher up into the air. Now you can combo it into a Pinwheel Kick, for example.
• Less stun and damage on the kick part of the Fireball Kick.
• No changes to Ultra 1, but because of the changes to the kick part of the Fireball Kick, it's easier to score knockdowns.
• Faster foot speed, while walking towards and backwards.
• EX Focus Attack hitbox improved (this could be incorrect, translation was a little fuzzy).
Tell us what you think in the comments. Don't be a Jimmy!
By: Crimson Relic Apr 13, 2010 | 2 Comments
Devs of SSFIV tell us what changes have happened for C.Viper, Rufus, El Fuerte, Abel, Seth, Akuma and Gouken.
Hello everyone! This is Tsukamoto.
We'd like to keep things rolling from last week in talking about the character adjustments. This week, together with the battle planners we'll be covering the SFIV newcomers C.Viper, Rufus, El Fuerte, Abel, Seth, and also Akuma and Gouken as well.
Let's get right into it - please tell us about the adjustments for C. Viper.
C. Viper is a character that has been heavily influenced by player feedback, so we wanted to adjust her while keeping her image from the last game as intact as possible.
We've made some adjustments to the moves that she could just spam. For example, her Burning Kick, where even if the opponent blocks Viper is at an advantage. While there are no changes if the move hits or misses, on block we've added a few extra frames of recovery.
Any other adjustments?
We've also made some adjustments to her Crouching Medium Punch. Her Crouching Medium Kick is pretty good, so Crouching Medium Punch gets overlooked. In order for Crouching Medium Punch to have more of a presence in the game, we've given it a bit more priority so she can use it as a counter-poke. But since Viper's play style is pretty fast-paced, it may be difficult to find the right time to use it. We improved it to just give her a nice accent. So it won't really affect her fight style, but in those times where Crouching Medium Punch lost out, now it will win.
How should we use her ultras?
Burst Time (Ultra 1) is an ultra that had to be combo'ed into, and required a fair bit of technique, but Burning Dance (Ultra 2) is a lot easier to use. Rather than in a combo, this is a move you can hit on its own.
Now let's talk about Rufus's adjustments.
The biggest adjustment is that the damage on his Dive Kick has been reduced. We looked into various areas, and we felt that what gave people the most problems fighting against Rufus was the Dive Kick, so that's what we focused on for the adjustments. We tried completely nerfing it, but then Rufus would have been pretty much unplayable. We went through a lot of trial and error for this, and since we didn't want to take away Rufus's playstyle or his fun, we decided to keep the move as-is and just reduce the damage.
As you may have read on the blog before, damage is being reduced all across the board, but Rufus in particular has seen a slightly bigger reduction in damage out of all the other characters. Of course, everything hasn't been reduced, but we've been working on the stuff that he could just spam, or moves that were too strong.
So in Street Fighter 4, Rufus was just a strong character that didn't need any technique?
That's not quite it. Of course, technique is necessary for controlling your character. Just, since his damage output was so high, when he got an opening he could do more damage than the other characters, so we are adjusting that aspect. Also, many players felt that they didn't know how to retaliate against Rufus's attacks, or they had problems knocking him down. While we haven't particularly weakened Rufus in this area, we feel that the strength adjustments to the other characters will better help them here. As for the feel of play, Rufus is perhaps the most unchanged from Street Fighter 4. So for those who enjoyed playing as him in IV, you can play him the same way in Super Street Fighter 4.
What type of move is his new ultra, Big Bang Typhoon?
The main thing about his new ultra, Big Bang Typhoon, is that it deals out quite a bit of chip damage. So when you have ultra stored up and your opponent is trying to run away from you, you can use it to chip them to death. Also, it has a fairly large hitbox, and it vacuums in jumping opponents, so its pretty good as anti-air.
Okay, now please tell us about El Fuerte's adjustments.
In Street Fighter 4, El Fuerte was known as the random character, so we tried to adjust him while keeping that intact. In order to be effective as a random character, technique is necessary - so in Super Street Fighter 4 as well we are keeping the feel of his play.
In general, what type of adjustments have you done to his moves?
We've raised the damage on his Guacamole Leg Throw (Air Grab). In battle, hitting it is fairly difficult, so we gave it a damage boost to compensate. We've also made his target combo forward kick easier to connect, and probably what most people are concerned about - we're leaving his Infinite Loop Combo in.
Tell us about his new ultra, the El Fuerte Ultra Spark.
We made it as a counter if you can match your opponent's movements. The move slides him forward, and it counts as a throw move in that state. The throw range while he's sliding is pretty wide, so if you can match your opponent's movements its a throw that will win out a lot of the time. It works great against grounded opponents, and if your opponent is trying to match your moves then this works nicely as a counter.
Against which characters does the El Fuerte Ultra Spark offer an advantage?
If I had to choose, I'd say Ryu or the other projectile characters. The sliding goes under projectiles. Also, the throw period is fairly large, so you can do the ultra upon seeing the fireball and have it hit. But rather than just projectiles, its a move for your opponent's big attacks.
Fuerte was considered to be one of the weakest characters in vanilla Street Fighter 4, but how about Super Street Fighter 4?
As we haven't really done a lot of buffing to Fuerte himself, maybe his position hasn't changed? (laughs). But the weak parts of him, as well as things like hitting the move but not being able to do that much damage, we have been strengthening that. So by that, players can bring out their ability more and he should be easier to use than he was in IV.
Next tell us about Abel's adjustments.
First, we've make Sky Fall (Air Grab) easier to use. We intended for it to be anti-air, but the situations where it could actually be used were on the few side. So we've adjusted it so that its a little easier to catch people with it.
We've also adjusted his sweep. It now hits from a little farther away now - its a small change but it will have a big effect on his matches. Also, his Far Standing Light Punch now comes out a little faster. In general, Abel's normals have gotten a little better.
Tell us about his new Ultra, Breathless.
Breathless is a grab ultra where he dashes forward and pressures his opponent. You can't combo into it, but with super armor you can dash in and absorb a hit, really take it to your opponent. Also, if you hold the button down you can delay when it comes out.
You can also cancel it. So if you think its going to whiff for sure, just stop it. (laughs)
Also, as your opponent is getting up, you can start Breathless, and just before they get up, cancel it, and then just throw them regularly - my recommendation!
Against which characters does Breathless offer an advantage?
Characters who can control distance pretty well from afar, as well as characters who do lots of mix-ups in close. It works great at all ranges, but it can be kind of hard to hit against jumping opponents.
Please tell us about Seth's adjustments.
For Seth, we're basically tuning down the moves that are too strong, and balancing him better as a player character. We are increasing the recovery on his Yoga Teleport, reducing the priority on his jump back/up Hard Punch, and taking a look at his attack power. However players shouldn't feel as though his moves will lose functionality, as the things you can do in IV will remain the same in Super Street Fighter 4.
Seth had was considered to be fairly strong in IV, do you feel that he's about the same in Super Street Fighter 4?
Among all the characters, I feel he's on the strong end. Conceptually, he is similar to Akuma. So, he can deal a lot of damage and has good combos, but if he gets rushed down he's weak.
Tell us about the new Ultra, Tanden Typhoon.
As Tanden Stream (Ultra 1) is a good all-purpose projectile-type, we wanted to give him a more tricky ultra in Tandem Typhoon. The basic uses are anti-air, chip damage, and combo'ed into. Its not quite as all-purpose as Tanden Stream, but it feels nice when you hit it in a combo, so all you combo fans out there please give Tanden Typhoon a try.
Now tell us about Akuma's adjustments.
We've adjusted his Demon Flip Throw. In IV, regardless of whether it was blocked or missed, Akuma was at an advantage, but now Akuma is going to have to use it more carefully.*
(*Azrael's note: It sounds like Okada is talking about something that isn't a throw, but the move name he says is the Demon Flip Throw, so... I dunno what to tell you.)
Akuma is a character who deals out a lot of stun, isn't he?
Yeah... he has loop-like combos and near hit-confirm combos, so in IV he could really dish out a lot of stun. So with one opening he could hit a loop combo and then in the next combo the opponent would definitely be stunned - almost like he gets 2 openings for the price of 1. We wanted to give his opponents a better fighting chance, so basically we've adjusted the stun on those strong combos so that they don't dizzy so easily. However, for Akuma players, if you read your opponent well and hit a really difficult combo, it'll do a bit more stun than it did in Street Fighter 4.
Tell us about his new ultra.
We made it with the idea that it would be hard to hit, but once you do it'll feel awesome. It's almost kind of romantic (laughs). Of course its got its usefulness, and can be used in combos and what not.
And finally, please tell us about Gouken's adjustments.
We've adjusted the Counter Attack (Kongo) so that it will be easier to perform. I believe a lot of people had problems with this, so hopefully this meets your expectations.
As for other stuff, his overhead and all of his normals come out a little faster.
We've also increased the hitbox on his Hurricane kick, so it will be easier to hit.
Tell us about his new ultra, the Denjin Hadouken.
Denjin Hadouken is a bit unique in that even if it's blocked, it will increase the opponent's stun by a percentage. And if you hold down the button, you can charge it up for more damage. You can also use the hold to delay the timing, to catch jumpers.
Have there been any changes to the CPU boss characters?
The boss characters are completely different from the playable versions. The boss versions of Seth, Akuma, and Gouken are the strongest (laughs). They may look the same, but their frame data is completely different.
Many players told us that CPU Gouken was on the weak side, so we've re-adjusted him to be more like a boss character. The moves may look the same, but their functionality is much stronger. On the hardest difficulty setting, they'll give you a run for your money. However, we have made the easiest setting a bit easier, so a wide range of players will be able to enjoy the game.
Do you have any closing comments for everyone looking forward to the game?
The characters we talked about on today's blog were brought to completion by the players. As such, we adjusted them to keep the interesting and fun parts they had in IV. As for the original characters from IV, we're trying to preserve that originality, so that players can continue enjoying in Super Street Fighter 4. As for Seth, Akuma, and Gouken, we didn't want to take away their feeling of being strong characters - keep their feeling of being bosses, but as player characters, adjust the areas that needed adjustment. The basic feel of the boss characters hasn't changed from IV, but hopefully the adjustments made will allow their opponents to feel that the player is skilled, not just that the character is good. Also, with new ultras for all of the characters, you have a new choice of attacks to choose from, and this adds to the ways you can enjoy playing. I would like for everyone to enjoy the new features in the game.
Well, I hope you all enjoyed today's entry. If you want to try out some of these changes for yourself, there are various locations around Japan offering demo play, so if you can check it out by all means please do so!
And next time! For the final entry on character adjustments, next week April 20th we'll be talking about Cammy, Fei Long, Sakura, Rose, Gen, and Dan. I think there's a lot of interest in next week's characters as well, so be sure not to miss out!
As you may have read on Ms. Shiozawa's blog, this blog will be concluding soon. While there may not be many entries left, we're going to give it our all right up until the very end!
See you next week!
Capcom has officially released new images and videos for Oni in Super Street Fighter 4 Arcade Edition. Check them out!
Check out his Ultras
Here is his official artwork
Apparently Akuma collected all 7 dragon balls and became Oni.
Tell us what you think in the comments. Don't be a Jimmy!
The new alternate costume pack for the Shadaloo members is out now on Xbox Live and PSN. Get them while their hot, or not. Either way you can fight in style with some of the strongest world warriors out there.
The costume pack will run you 320 msp or $4 psn.
Here is a look at the costumes
Sagat (Yes that is hair)
Seth (Dead or Alive you are coming with me)
Which one is your favorite and why? I like Seth and Balrog. Robocop is back!
Tell us what you think in the comments. Don't be a Jimmy!
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