Ultra Street Fighter IV

      Ultra Street Fighter IV

      Trailer: youtube.com/watch?v=-Pjhse5nYq8&feature=player_embedded
      Dieser Trailer wurde auf der TGS 2010 vorgestellt, mittendrin seht ihr noch zwei neue Charaktere aus 3rd Strike.

      Super Street Fighter IV Arcade Edition ist eine Software für die Arcade Spielstationen in Japan. Die Arcade Edition beinhaltet Super Street Fighter IV mit einem weiteren Balance Pack, welches wie folgt aussieht:


      Abel

      • His Tornado Throw (Command Grab) does less damage.

      • More recovery time on his Ultra 2, Breathless.

      • His Roll has a bit more recovery.

      Akuma

      • 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.

      • Air Hurricane Kicks are no longer as effective for escaping bad situations. If these are done in the air before hitting the peak of the jump, they'll become floaty and go nowhere. If you're at the peak of the jump or on your way down, they work pretty much the same. Crossing up with a Hurricane Kick still works, though.

      Cody

      • Walk speed is faster.

      • EX Zonk Knuckle doesn't travel as far.

      • The hitbox on his Hard Ruffian Kick looks like it's better. A player was able to hit Zangief with it while he was crouching, and this doesn't connect in the console version of SSF4.

      • Medium Ruffian Kick travels a longer distance.

      • Regular Zonk Knuckle cannot be Focus Attack Dash Canceled.

      Dudley

      • Dudley had an EX version of his "Ducking" attack added. This is where he slides forward and can punch or uppercut, it lacks Super Armor. This travels the same distance as the Hard Kick version, but recovers almost instantly, so if you go through a fireball, you have a lot of options open to you.

      • Crouching Hard Kick (Launcher) has a faster start up time.

      • Jumping Hard Kick knocks down now in air-to-air situations.

      • Dudley's rose taunt has less recovery.

      El Fuerte

      • El Fuerte Ultra Spark (Ultra 2) damage reduced.

      • No longer has invincibility on any Habanero Dash moves that go up in the air.

      • Far Standing Hard Kick may have a better hit box.

      E. Honda

      • Overall damage has been reduced.

      • It may be harder to combo into his Hundred Hand Slaps.

      • Ultra 2 Oicho Throw has had its command changed from a 720 rotation to a 2x half-circle back motion.

      Gouken

      • Gouken's Light Rush Punch has no forward movement, but it's faster.

      • Gouken's counter move (Kongo) has been changed. It's now done with a reverse Dragon Punch motion with Punch. Light Punch deflects low attacks, Medium Punch for high and what Hard Punch does is still unclear.

      • The EX version of Gouken's counter hit (Kongo) is unchanged. The Hard Punch version has the same animation as the EX.

      Guy

      • Hit box on Medium Punch, Hard Punch chain combo was fixed, it no longer will miss against players who are crouching.

      • Hard Punch Dashing Elbow is faster and it's easier to hit characters out of their fireballs with it. Light Punch Dashing Elbow is now safe on block against Zangief and T. Hawk's 360 command grabs.

      • Some properties for his Ultra 2 have been improved. Less recovery time and the distance on it was fixed, so it's very comparable to Rose's normal throw range. According to one player, this is the Ultra of choice now, period. Another report came in that said the damage this does has been reduced.

      • Flip Grab damage decreased. 120 instead of 200. Also, the window where you can grab the other player with the Medium and Hard versions has been shortened.

      • His slide is faster, although some players said this wasn't the case.

      • Toward + Medium Punch overhead hits twice.

      • Guy seems a lot better overall.

      Hakan

      • Hakan's Oil Shower stacks, i.e. it can be applied multiple times, which adds to the overall time it stays on.

      • Capcom also gave him a Kick follow up after performing his Oil Shower.

      • Hakan's 360 command grab with Kick can be canceled. This is where he runs in place and if you let go of the button he attempts to jump towards his opponent and grab them.

      • His Slide has now two options afterwards. Pressing Punch does an additional attack you've seen before, but pressing a Kick button oils him up. Also, he can reportedly combo Standing Light Kick into his Slide, if he's oiled up.

      • Jump arc may have been changed.

      Makoto

      • Makoto's EX Dash Punch (Hayate) breaks armor now.

      • She has slightly faster walk speed.

      • Her Axe Kicks are more like they were in Third Strike.

      • Fukiage (Upwards Punch) takes off more life. The hitbox for this may have been improved, but this is not conclusive so far.

      • EX Overhead Chop (Oroshi) has more invincible frames.

      Sagat

      • Tiger Uppercut damage increased.

      • More recovery time on his Tiger Knee.

      • Standing Light Kick from Vanilla SF4 is back. It's one hit, can be Canceled into special moves, has a bigger hit box and takes off roughly 40 damage.

      • Light Kick Tiger Knee is more like Vanilla SF4. Some people say his Medium and Hard Tiger Knees are useless now.

      • More recovery time on High Tiger Shots. His fireball game is a lot worse than it was.

      • Angry Scar is now executed with a Kick button.

      Seth

      • Seth's Jumping Hard Punch is gone, the stretchy arm one copied from Dhalsim. Now Seth does something like Guile's Crouching Hard Punch.

      • Down + Medium Kick in the air (toe taps) had their hitbox weakened, so it's more difficult to connect.

      • Ultra 1 is now 'fireball-like', so it can be deflected by other character's projectiles.

      • His Dive Kick is faster.

      • Seth may have had his stamina (hit points) increased.

      • Many people are saying Seth is like a new character now.

      T. Hawk

      • T. Hawk has a stand alone EX Condor Dive (3x Kick), which can be done while jumping backwards. You no longer have to perform this as part of his EX Rising Hawk.

      • Ultra 2 (Raging Slash) has a faster startup time or extended range, probably the latter.

      • Standing Hard Punch might have a better hit box.

      Vega

      • Vega's EX Scarlet Terror (Flip Kick) is a viable reversal now. First hit can be Focus Attack Dash Canceled, but 3rd frame is not airborne anymore so it cannot hit further.

      • His EX Wall Dive grab does less damage.

      • Backdash weakened.

      • Forward dash may be faster.

      Zangief

      • Zangief's EX Green Hand no longer knocks down and this puts him in range to set up for another grab. On hit, it also leaves him at a slight frame advantage. Some people say the EX Green Hand still knocks down on Counter Hit, though.

      • Range on his Ultra 2 was increased — A LOT — but so was the recovery time. This also travels horizontally now, so it can even grab people jumping away.

      • Light Punch Spinning Piledriver may have more grab range as well.

      • The range on his Short Jump seems to be shorter, although this is not conclusive yet.

      • 3x Punch Lariat has a better hitbox.

      • A Zangief player (defender) who'd just been hit by an EX Green Glove did a Spinning Piledriver that beat out another Gief's (attacker) Spinning Piledriver.

      Other Characters

      • 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.

      • Ryu's Air Hurricane Kicks are no longer as effective for escaping bad situations. If it's done in the air before hitting the peak of the jump, it'll become floaty and go nowhere. If you're at the peak of the jump or on your way down, it works pretty much the same. Crossing up with a Hurricane Kick still works, though.

      • Balrog's Dirty Bull Ultra 2 is now a double half-circle back motion instead of a 720.

      • Blanka bounces away about half the distance he used to after a blocked Beast Roll, making it much easier to punish. Azrael saw a Sakura player walk up after a blocked ball and punish it with a Crouching Medium Kick, Canceled into her Dragon Punch. If his Beast Roll hits, Blanka bounces away the same distance as before.

      • Cammy's normal moves are easier to combo with now, but Tiger Knee (instant) Canon Strikes are no longer possible. Can still Canon Strike normally, and the EX version can still be Tiger Kneed (done instantly). Spiral Arrow's distance to get 2 hits is shorter.

      • Chun-Li's Crouching Hard Kick sweep doesn't do as much stun. The hit box for her Overhead Flip Kick (Hazan Shuu) was nerfed.

      • Dan's Standing Medium Kick is slower and he gets more height off of his air taunt.

      • Dee Jay's Standing Hard Kick is an overhead now. A few players are saying his EX fireball is about as fast as Guile's EX Sonic Boom now. Some people have said this is bull crap, though.

      • Dhalsim's Yoga Fireballs may not build as much meter as before.

      • Fei Long's Hard Kick Chicken Wing no longer has any invincibility.

      • Gen's normal moves are supposedly easier to combo with. His Ultra 2, Teiga (Double QCF 3x Kick) is faster. Gen's EX Hands still leaves the opponent very far away.

      • Guile's Sonic Boom no longer builds Super meter, but another player jumped on later and refuted this claim, while yet another said it just builds less meter overall, so this is definitely up for debate. A damage nerf was also rumored, but a number of players have said Guile felt like he was more or less the same, so this may not have happened either.

      • Juri's Fireball launches her opponent higher into the air so they can be juggled after it hits, but this only be for the anti air version. Supposedly the Kick part of this move can combo easier with the Fireball as well.

      • Ken's EX Hurricane Kick can be blocked low. He has more recovery on his Light Dragon Punch, but can juggle after a Light anti-air Shoryuken with an EX Fireball, just like Ryu.

      • M. Bison's Ultra 2 is now a charge motion with way more recovery. It's performed by doing a Back then Forward command twice with 3x Punch.

      • Rose's Ultra 2 (orbs) are no longer invincible, although it's up for debate as to exactly what this means. She supposedly has a faster Focus Attack as well.

      Jo, das sind so mit die Tweaks. Man rechnet mit einem Cabinet Release im Dezember 2010. Ob und wann dieser große Patch für die Konsolenversion kommt, ist noch nicht bekannt aber Ono will sich drum kümmern.

      Dieser Beitrag wurde bereits 5 mal editiert, zuletzt von „Sunblade“ ()

      Offizielle Arcade Changes,
      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).


      Ryu

      • Far Standing Medium Punch is now Special Cancelable.
      • Close Standing Medium Kick damage increased. This took off 70 life in SSF4.
      • Close Standing Hard Kick has more frame advantage on hit and block. You can Link into a Shoryuken now with it.
      • Decreased Crouching Medium Kick's active frames.
      • Towards + Hard Punch (Dash Punch) damage decreased. This took off 120 life in SSF4.
      • Jump arc nerfed on his Air Hurricane Kick. It's more difficult to run away with this, but crossups with it will be more ambiguous.
      • EX Air Hurricane Kick will no longer miss last few hits.


      Blanka

      • Damage for Close Standing Medium Punch was decreased slightly. It now forces opponent to stand on hit, and is Special Cancelable. This move took off 80 life in SSF4.
      • Far Standing Light Punch will now miss crouching opponents.
      • Damage on Headbutt was decreased and it now has more recovery frames of animation, but recovery time is the same if it hits. Balrog's Headbutt took off 100/120/140/150 for the Light, Medium, Hard and EX versions in SSF4.
      • Ultra 2 (Dirty Bull) motion changed from a 720 to two half-circle backs + 3x Punch.


      C. Viper

      • Ultra 2's hitbox size increased.
      Geez u suck man...
      Put your punches where your mouth is and actually try to hit me!
      Cammy

      • Close and Far Standing Light Punch recovery time decreased.
      • Close Standing Medium and Hard Punch recovery time decreased.
      • Crouching Light and Medium Punch and recovery time decreased.
      • These changes give Cammy more frame advantage with her Normals.
      • Cannon Spike flies less distance away after connecting, making it easier to punish, this is on block and hit.
      • Regular version of Cammy's Cannon Strike (Dive Kick) cannot be done as low to the ground as before. The EX version was unaffected.


      Guy

      • Crouching Light Kick damage decreased. Has a 3 frame startup now, it was 4 before and took off 30 damage.
      • Far Standing Medium Kick has faster startup time and less recovery.
      • Far Standing Medium Punch hitbox improved.
      • Towards + Medium Punch (Overhead) is two hits now and no longer leaves you at a frame disadvantage on hit.
      • EX Run timing for followups is the same as the regular version now.
      • EX Run Stop follow up has Super Armor.
      • EX Run Slide follow up has projectile invincibility.
      • Super does more damage, and fixed some problems with it not connecting after a combo.


      Chun-Li

      • Stun damage reduced on Crouching Hard Kick. Damage reduced on Standing Medium Punch. Both moves have the same hit properties.
      • Her Focus Attack is now easier for opponents to hit. Assumption on what this means: Chun-Li would step back when she started her Focus Attack animation, some moves would miss her because of this. It sounds like this will no longer be the case in Arcade Edition.
      • Down-Toward + Light Kick comes out slower, more vulnerability. Can still combo after it if it hits an airborne opponent.
      • No changes to her Special Moves.


      El Fuerte

      • Far Light Punch and Crouching Light Punch now have a 4 frame start up (these moves had a 5 frame start up in SSFIV), but also have additional active frames, making them easier to connect.
      • Crouching Light Punch can now be Chain Canceled.
      • More recovery on Quacamole Slew (Air Grab) on landing, which includes the EX version, making this easier to punish.
      • Tortilla Propeller (Run away, press Hard Punch) lost invincibility, can be countered more easily.
      • More startup frames on El Fuerte's Ultra 2 and the damage was also reduced. The size of the hitbox changes with movement (?), making it harder to hit overall.


      Sakura

      • Close Medium Punch has less recovery.
      • Crouching Medium Punch and Kick can combo from a hit confirm.
      • Far Standing Medium Punch can be Canceled, just like Ryu.
      • Vulnerable hitbox on far Standing Medium Kick reduced, making it harder to hit her out of it.
      • Air Arcing Hurricane Kick can get more airborne hits.
      • Recovery time on her Fireball reduced.
      • Other various adjustments on making hitboxes bigger, damage, and recovery done to make her stronger.


      Cody

      • Crouching Light Kick now has a 3 frame start up, it was 4 frames in SSFIV. Frame advantage on hit is still the same. Should be a better low poke, with reach, now.
      • Toward + Hard Kick has more ability to juggle after connecting it. Until now, on a grounded opponent, the first hits of EX Criminal Upper didn't connect, but now they will.
      • The range at which Cody can pick up the knife has been increased.


      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.


      Gouken

      Normal Moves
      • 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.)

      Special Moves
      • 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.

      Other Stuff
      • During backdash, Gouken is now considered airborne right after invincibility ends.

      Overall
      • 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.


      Rose

      Super Move
      • 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.

      Ultra 2
      • Soul Satellite (Ultra 2) has been changed. For the sake of balance, its invincibility has been decreased (or erased).

      Overall
      Normals, her projectile, anti air and her basic tactics will stay, so basically, Soul Satellite is the only one that has really been changed.


      Ibuki

      Normal Moves
      • 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.

      Special Moves
      • 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.

      Other Stuff
      • 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.

      Overall
      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!

      Nächste Woche folgt Blanka, Abel, Gen, Makoto.
      Geez u suck man...
      Put your punches where your mouth is and actually try to hit me!
      Sakura

      • Close Medium Punch has less recovery.
      • Crouching Medium Punch and Kick can combo from a hit confirm.
      • Far Standing Medium Punch can be Canceled, just like Ryu.
      • Vulnerable hitbox on far Standing Medium Kick reduced, making it harder to hit her out of it.
      • Air Arcing Hurricane Kick can get more airborne hits.
      • Recovery time on her Fireball reduced.
      • Other various adjustments on making hitboxes bigger, damage, and recovery done to make her stronger.

      yea :thumbsup:
      Wenn die wirklich spielbar sind bin ich stark enttäuscht. Die können nur billige Kopien von Ryu und Akuma sein mit evt. anderen Ultra Attacken, aber Wow, wäre das nicht toll?
      Iwie werde ich auch das Gefühl nicht los es kommt eine SSF4 AE Edition für Konsole aka. SF4 Version 3...
      Geez u suck man...
      Put your punches where your mouth is and actually try to hit me!
      M. Bison AE Changes
      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.
      (Punishen? Das konnte man vorher auch nicht, ich denk mal bei dem Blockstun von 0, trifft der Gegner mit einem Move wie SPD einfach nicht mehr)

      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.

      Zweischneidiges Schwert, die Scrubs haben ab sofort keinen Erfolg mehr mit Bison. Andererseits hat Bison ab sofort noch mehr Probleme letztendlich irgendwo Damage zu dealen. Ultra 2 ist kein sehr guter Ulta mehr, der HK ist schwächer geworden und der SK Loop funktioniert nicht mehr. Mal schauen in wie weit ich mein Gameplay angepasst bekomme.
      yeah dann bin ich wieder ne toptier hure =) aba glaub beher das yang besser wird. bin trotzdem gespannt. das projektil chars jez so scheiße werden sollen kann ich mir nicht vorstellen. ich mein ryu ist jez auch noch ne gefahr und bei ihm wurd jez vom projektil gameplay nix geändert. n paar nerf sind dabei aba das betrifft ja eher seine normals. nya ma sehn
      IRUA Je vous viole tous
      Es geht nicht um die Projektile, die sich verändert haben sollen. Es geht um die Relation der Matchups, die Gewichtung. Die ganzen Projectile-Chars bekommen stärkere nun Probleme, les dir mal das hier durch.
      Laut Daigo besteht das Toptier in AE aus Yun, Yang und Fei Long. Boxer und Viper wären die Charaktere die dann aufschließen würden.

      Ich hab auch schon erste Videos von Bison gesehen, RIP official Bison pressure, lol.