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Written by: Cinderkin (x)

A translation of the most recent SSF4 blog changes has been posted for Dhalsim, M. Bison, Akuma, T. Hawk and Adon.

Dhalsim

Normal Moves

• 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.

Special Moves

• 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.

Super

• Yoga Inferno (Super) damage was reduced to 300, down from 350.

Other

• During back dash, airborne frame comes immediately after invincibility frames end.

Overall

• 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.
 

M. Bison

Normal Moves

• 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.

Special Moves

• 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

• Super is projectile invincible during its active frames.

Ultra 2

• Ultra 2 is now a charge command, damage was also increased to 450. Was previously 420.

Overall

• Comparatively, he is above standard in terms of a character's strength, but he's more dependent on players' skills due to the adjustments.
 

Akuma

Special Moves

• 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.

Ultra 2

• His Ultra 2, when Canceled during teleport only, has bigger hitbox downwards. Standing Hard Punch, Teleport into Ultra 2, is possible now.

Other stuff

• During back dash, airborne frame comes immediately after invincibility frames end.

Overall

• 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.
 

T. Hawk

Normal Moves

• 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.

Special Moves

• 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.

Super

• 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

• 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.

Overall

• 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.
 

Adon

Normal Moves

• 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.

Special Moves

• 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

• Super's (Varied Assault) startup changed to 7 frames, down from 9 in SSF4, and the first hit's hitbox is extended downward more.

Other Stuff

• Wakeup time was nerfed. Adon now takes longer to get up off the ground than he did in SSF4.

Overall

• His buffs are centered around using his normals, so he will be stronger while on ground.

 

 

Source: http://www.eventhubs.com & http://www.capcom.co.jp/blog/sf4/development_blog/2010/12/14_2852.html

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!

Source: http://www.eventhubs.com & http://www.famitsu.com

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.


 

Cammy


• 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.


 

E. Honda


• 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.


 

Ibuki


• 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.


 

Vega


• 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.

 

   

Blanka


• 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.


 

Gen


• Lots of people talking about Gen's Standing Hard Punch into Standing Medium Kick into Target Combo.

Mantis Style

• 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.

Crane Style

• 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.


 

Gouken


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.

Back Throw

• 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.


 

Guy


• 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.
 

Tokido's Impressions


• 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.
 

Other Stuff


• 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."

Review

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Top Spin 4 Review

By: Cinderkin Mar 20, 2011 | 4 Comments

Tennis games have come a long way since the days of Tennis for Two and Pong. 2k Sports has recently released their latest Tennis title Top Spin 4. Is it worth your money? Find out in our Review.

It’s tennis season time, well at least in the gaming world. 2k Sports is back with another sports title. This time it’s for Top Spin 4 and it’s been almost 3 years since the last one. Tennis games have come a long way since the days of Tennis for Two and Pong. Is the new Top Spin 4 any good? Is it the same as Top Spin 3? Find out below.

Career:

Top Spin 4 has an impressive career mode filled with plenty of things to keep you busy. In career you create a custom character and start from the bottom of the rankings as a newcomer. Before you can start taking on the world’s best you’ll have to participate in sparring matches, training camps, and minor tournaments to build your rank. Each month you’ll be competing in minor tournaments and sparring matches to gain xp for customizing your attributes. This is where Top Spin 4 does a great job with character building. There are 20 levels for your created character to obtain which are broken down into 3 specific classes, Serve and Volley, Offensive Baseline Play, and Defensive Baseline Play. Serve and Volley is putting the pressure on opponents with net coverage and volleys, and performing precise serves to set up approach-shot opportunities. Offensive Baseline Play is strong shots from the baseline, forcing opponents to return weak shots, and giving power to your serves. Defensive Baseline Play is tiring out your opponent, using all of the different spin types, and being fast with high stamina. Each time you level up you are able to pick from one of these 3 classes which automatically build the secondary skills such as forehand, backhand, serve, speed, power, etc. This makes for a quick and painless leveling experience, making it easier to customize your character the way you want. Career mode is well over 30 hours of play and will keep you going long after you’ve reached level 20 in your character development.

Read full story...

News

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Is The Green Goblin in Marvel vs Capcom 3???

By: Cinderkin Jan 12, 2011 | 18 Comments

Marvel vs Capcom 3 has it's first tv spot. Recently released showing off some new footage as well as old. Check it out! If you look closely you may see a surprise.

Did you see it? Was that The Green Goblin's glider? For those who don't know who that is, he is one of Spider-Man ultimate nemesis. If you missed it check out these screens below for a closer look.

 

Spider-Man is actually riding it

 

What do you think? Is the Green Goblin going to make his Marvel vs Capcom debut or is this just a glimpse into episode 4? Tell us what you think in the comments. Be sure to vote in the poll. Don't be a Jimmy

Thanks for reading!

 

source: http://www.eventhubs.com/

News

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SSF4 AE changes to Honda, Gouken, Rose & Ibuki

By: Cinderkin Nov 16, 2010 | 6 Comments

Another translated Japanese blog detailing some of the changes made to the Super Street Fighter 4 roster in the Arcade Edition.

E. Honda

Special Moves
• Light Punch Headbutt now has lower body invincibility instead of upper body invincibility, so it will be harder to utilize it as anti air.

Ultras
• 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.

Other stuff
• During backdash, Honda is now considered airborne right after invincibility ends.

Overall
• 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.

Read full story...

News

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Mortal Kombat: Sindel Scans!

By: Cinderkin Dec 23, 2010 | 8 Comments

A few magazine scans for Sindel, Ermac, and Kratos for the new Mortal Kombat. Check them out.

Will you be using Katana's mother Sindel in Mortal Kombat?

Tell us what you think in the comments. Don't be a Jimmy!

Source: http://www.hadoken.net/?p=2400

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.

 

Ken

 

Normal Moves
• 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.

Special Moves
• 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.

Other
• Is considered to be mid-air right after the invincibility frames of his backdash end.
 

Vega

 

Normal Moves
• Crouching Medium Kick start up is now 6 frames, which is 2 frames faster.
• Crouching Medium Punch and Crouching Medium Kick do less damage.

Unique Attacks
• More recovery time for Cosmic Heel (Down-Toward + Hard Kick, Launcher) on block.

Special Moves
• Less recovery time on EX Rolling Crystal Flash.
• You can now combo Crouching Medium Punch from an EX Rolling Crystal Flash.

Ultras
• His Ultra 2 has slightly more startup time.

Other
• Is considered to be mid-air right after the invincibility frames of his backdash end.
 

Rufus

 

Special Moves
• EX Messiah does less damage. It took off 100 damage in SSF4.

Ultras
• 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.

Other
Is considered to be mid-air right after the invincibility frames of his backdash end.
 

Fei Long

 

Normal Moves
• 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.

Specials
• Less recovery on EX Rekka on hit and on guard.
• No invincibility on his Hard Flying Kick (Chicken Wing).

Other
• 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.
 

Juri

 

Special Moves
• 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.

Ultra
• No changes to Ultra 1, but because of the changes to the kick part of the Fireball Kick, it's easier to score knockdowns.

Other
• 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!

Video

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SSF4 AE: Oni Artwork, Screenshots, and Videos

By: Cinderkin Apr 7, 2011 | 7 Comments

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!

 

Source: Eventhubs.com

 

 

News

Cinderkin

Street Fighter V: Ultra Edition Announced!

By: Cinderkin Apr 1, 2011 | 9 Comments

To commemorate the 20th anniversary of Street Fighter I, Street Fighter V: Ultra Edition was announced today. Leaked concept teaser artwork of the project. You can see they're taking a more realistic approach this time around.

Read full story...

So I noticed this on Eventhubs today. There are two videos showcasing how to use a Stick-less Fight Stick. This is pretty interesting check it out.

Fight Sticks have been the go to choice for most fighting game enthusiast. Many will say that it’s because they like the feel of the original arcade feel. Others will say that it’s superior to the basic controller scheme. I for one have a Fight Stick, but I prefer to use the Xbox 360 controller (don’t ask me why) for fighting games. The Stick-less Fight Stick would be right up my alley, because for the longest time I played SF and Mortal Kombat using a keyboard.

This is highly interesting and I am looking forward to the possibility of these things taking off and maybe being sold regularly like the TE and SE Fight Sticks by Madcatz.  

 

Check out these two videos and let us know what you think.

 

Don't be a Jimmy!

News

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SSF4 Ultra Shadaloo Pack Out Now!!

By: Cinderkin Jan 11, 2011 | 8 Comments

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

Bison

Sagat (Yes that is hair)

Vega

Balrog

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!

 

Source: http://www.eventhubs.com/

Blog

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SSF4 AE: Oni Developer Blog

By: Cinderkin Apr 12, 2011 | 5 Comments

The latest Japanese Developer Blog has been posted this time featuring Oni. Check it out!

ONI

CHARACTER INTRODUCTION

-Kuruoshiki Oni (which I shall translate as Batshit-Insane Oni) was created to be beyond Shin Akuma
-Created using Akuma as a base, but because of his different appearance, techniques, properties, etc., he's pretty much an entirely different character
-Higher health, stun than Akuma



NORMAL ATTACKS
-Does not have close/far normals, similar to Makoto or Dudley
-About half of his normals are new
-Some of his normals are similar to Akuma's, while others are not, so try to figure out where and how to use them
'

st.HP
-Steps forward while doing an upward diagonal palm thrust
-Forces stand
-At close range, will combo with Tatsu
-Has better reach than st.LP and has a strong upward-reaching hitbox, so at the proper distance, can be used as anti-air
-6F start-up, 4F active, 17F recovery. Won't link from any of his normals, but since you can use it for an easy combo as part of Target Combo 2, it will get frequent usage



F+HP
-Takes a large step forward while doing a palm thrust to the midsection
-Has the longest horizontal reach of his normals
-Even on block it's difficult to punish because of the distance, so it's effective as a poke
-Has projectile properties, so can neutralize projectile attacks. Won't work against multi-hitting projectiles, however
-Super-cancellable
-11F startup, 6F active, 18F recovery; +0 on hit, -9 on block

st.MK
-At close range, does two hits
-Relatively fast start-up, and has reach, so you can use it as a poke, but use with caution, as it will whiff against crouching opponents from a distance
-First hit is special- and Super-cancellable.
-5F start-up, 1F active (first hit) 4F active (second), 14F recovery
-Can link from st.LP, other attacks

F+MK
-Does a spin while performing a forward roundhouse kick
-Has the second longest reach, after F+HP
-Different from F+HP, as it keeps Oni moving forward after the motion, so intentional whiffs can be an effective way to close in
-Rather slow start-up for a MK, so it's best to not abuse it
-12F start-up, 2F active, 13F recovery; +2 on hit, -2 on block

F+HK
-A high back roundhouse, in a similar motion to Ryu's st.HK
-Knocks down against air opponents, so you can follow up with certain specials in the corner
-Spaced properly, you can hit your opponent out of the start of a forward jump

cr.HK
-A crouched spinning sweep
-8F start-up, 2F active, 24F recovery
-Won't link with any of his normals, but has good reach and a strong hitbox
-On block, can be punished with Ultra Combos by nearly all characters, so it's best to use it from a far distance, where it's difficult to punish



UNIQUE ATTACKS AND TARGET COMBOS
-B+MP (Ganka Uchi)
-Fast, links from st.LP (and other attacks)
-Special- and super-cancellable
-TC1: F+LP → st.MP
-TC2: B+MP → st.HP
-Both are cancellable
-Can used for various combos, but since too many hits will affect total damage, use it based on the match-up and your own preference

SPECIAL ATTACKS
-Special moves: Gohadoken, Gorai Hadoken (Roaring Thunder Hadoken), Zanku Hadosho (air dash), Goshoryuken, Tatsumaki Zankukyaku, Air Tatsu, Sekisei Jiraiken (Red Star Landmine Fist, aka fist pound), Rakan Dantojin (Arhat Tower Slice Blade, aka palm slice).
-All except Zanku Hadosho have EX versions
-Tatsu and Palm Slice are Armor-Break

Explanation of some EX move properties:

EX Gohadoken

-The normal version is chargeable, will reach full-screen and hit twice, but the EX version already has those properties and is not chargeable
-Doesn't knock down ground opponents, so you can create various combos from FADCs



EX Rakan Dantojin (Palm slice)
-MK version has projectile-invincibility only during the forward movement at start-up, but the EX version is projectile-invincible until the end of active frames
-Slow technique, so if you're too far away, you'll go through the fireball but won't hit your opponent in time



EX Sekisei Jiraiken (Fist pound)
-Normal version is one hit, can be blocked low, but the EX version is two-hit, overhead on the first hit only
-Has a prolonged hitbox when his fist hits the ground, so depend on how it hits, it can be difficult to punish even when blocked
-Knocks down, so you can follow up the attack with a combo


SUPER COMBO
-Super Combo is Shun Goku Satsu (Raging Demon).
-Can also be done in the air, but only hit air opponents. Like the ground version, can be kara-cancelled


ULTRA COMBOS
-UC1 is Meido Gohado, UC2 is Tenchi Sokaigen
-UC1 does 350 damage from a distance, but 450 point-blank
-UC1 gives you access to Messatsu Gotenha (upward fireball version) and Messtasu Gozanku (air fireball version). Neither do particularly high damage, but find ways to use them and include them in your fighting strategy


-UC2 does high damage, is projectile-invincible
-At close range, a hit will lock your opponent in the cinematic
-Doesn't do much damage outside of the cinematic, so move in close when using the move
-Can be comboed from FADCs, so we recommend players who prefer damage to use this UC
-525 damage on a clean hit (i.e. the second most-damaging UC in the game, only surpassed by oiled Hakan's Oil Coaster)

OTHER
-Like Evil Ryu, the boss version in Arcade Mode has totally different properties"

 

Source: SSF4 Developer Blog

 

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