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:
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 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“ ()