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Thread: Super Street Fighter 4

  1. #2041 SP
    Senior Member Mr.KaKa's Avatar
    Mike o aduce ca sa aiba monopol pe ea cu MVC3!

  2. #2042 SP
    Member Smileymike101's Avatar
    Another offline, another free competition.Step your game up Romania.

  3. #2043 SP
    Member Bozyblue's Avatar
    A fost ceva gen mai jos:

    NSFW Street Fighter 4 poses

  4. #2044 SP
    Member Aquashark's Avatar
    mai sunt 2 zile (eu le numar deja ).. cine se mai baga? e 15 dolari, easy peasy


  5. #2045 SP
    Member Mikael's Avatar
    Quote Originally Posted by Aquashark View Post
    mai sunt 2 zile (eu le numar deja ).. cine se mai baga? e 15 dolari, easy peasy

    pe disc apare?

  6. #2046 SP
    Member Aquashark's Avatar
    nu, DLC only

  7. #2047 SP
    Junior Member iori2k9's Avatar
    eu ma bag..
    dar uk...
    cine vrea...sa imi spuna....si facem pe jumatate pretul''''

  8. #2048 SP
    Member Smileymike101's Avatar
    Epic
    Attached Images Attached Images sdc10624.jpg sdc10625.jpg sdc10627.jpg

  9. #2049 SP
    Member Aquashark's Avatar
    nice.. smileymike is really well connected regardless of how FREE he actually is (according to the thread tags of course )

    /venin

  10. #2050 SP
    Member monstrul's Avatar
    Pentru cei interesati - saptamana viitoare voi avea pe stoc 1 bucata Hori Real Arcade Pro V3 SA - am sa pun poze odata ce ajunge coletul.Pret nou 500 RON.

  11. #2051 SP
    Member Bozyblue's Avatar

  12. #2052 SP
    Member Smileymike101's Avatar

  13. #2053 SP
    Member Aquashark's Avatar
    wrong thread?

  14. #2054 SP
    Member Bozyblue's Avatar
    Clar.

  15. #2055 SP
    Senior Member Mr.KaKa's Avatar

    Arcade Edition V:2012 Change Log!

    A iesit primul dev blog pentru schimbarile in urmatorul update:

    Ryu

    The biggest change is to his Metsu Shoryuken (Ultra 2), we made it much easier to use.

    First, we improved its function as an anti air. The vertical hitbox is larger and it is easy to the the lock (full ultra) hit.

    Also, if you manage to get a good read on your opponent and land a counter hit EX Fireball, you can combo into Ultra 2. You will only get the full ultra if the EX Fireball counter hit the opponent. For example, if you threw out a Crouching Medium Kick and it was focused you could then do EX Fireball → FADC → Dash → U2. You could get upwards of 500 damage with this, giving you a chance to make a heavy comeback in one shot. If you are very close to your opponent, you could combo Ultra 2 off an EX Fireball without a focus cancel.

    Other things

    The effective frames for the "brake" on a rising Air Hurricane Kick has been reduced by 3 frames (from the front of the "brake" frames). When you use it on these frames, the trajectory of your Hurricane Kick will change (larger window for a "normal" air Hurricane Kick).

    Solar Plexus Strike is now 40+60, giving you 100 points of damage.

    You can combo into Crouching Hard Kick no matter what your opponent's character is from a Close Standing Hard Kick.


    Chun-Li

    � Head Stomps will come out when holding down-forward, not just down. They note that down-back doesn't work, though.

    � Kintekishu (Back + Medium Kick) +3 advantage on counter hit, easier to hit confirm into the second hit.

    � Her Sweep (Crouching Hard Kick) has 150 stun.

    � Fireball startup is 9 frames, easier to use as anti air and in combos.

    � They are fixing the bug where characters fell out of the Ultra 1 juggle in Arcade Edition.



    Ken

    � Target combo hits easier on crouching opponents, can also delay the inputs.

    � EX Shoryuken damage 80+30+30+50, for 190 total. This did 180 damage in Arcade Edition.



    E. Honda

    � Light Punch Headbutt gets its upper body invincibility back.

    � Medium Punch Headbutt loses invincibility, so it works the same way as Light Punch Headbutt did in Arcade Edition.



    Blanka

    � Each Rolling Attack (Beast Roll) gets an extra 10 in damage, so Light Punch 110, Medium Punch 120, Hard Punch 130, EX 120.

    � For Hard Punch and EX Ball, if it hits on the second frame (same frame where Focus Attack cancel is possible), it causes a knock down. Will be easier to follow-up EX Ball with additional hits if Focus Attack Dash Cancelled.

    � Charged Rock Crusher gives Blanka a +5 frame advantage, so he can do Rock Crusher, c.MK, Hard Punch Rolling Attack as a combo.



    Zangief

    � Light Punch Spinning Pile Driver does 150 stun. Up from 100 in Arcade Edition.

    � EX Green Hand (Banishing Flat) damage 90+50 for a total of 140. Stun 100+50 for a total of 150. Damage in Arcade Edition was 130 and stun was 100.

    � Adjusted the hitbox on Crouching Light Punch, so that it hits more easily off a jump-in against characters it formerly didn't.

    � Hurtbox for Crouching Hard Kick reduced in height, making it easier to pass under certain attacks.



    Guile

    � Balance adjustments centered around the changes made to him from Super to Arcade Edition.

    � The frames in which Guile could be counter-hit after Sonic Boom have been eliminated? (Not 100% sure).

    � Air throws have 3 frames of startup now, this is down from 4 in Arcade Edition.

    � Toward + Hard Punch does 100 damage, up from 90 in SSF4 AE.

    � Can't be thrown out of upside down kick from the 6th frame until the last active frame.



    Dhalsim

    � Yoga Inferno (Super move) damage 75 x 2, 60 x 3 for a total of 330 damage. This did 300 damage in Arcade Edition.

    � EX Yoga Blast damage 90 + 50. First hit gets 20 more damage, second hit 20 less, so if Dhalsim only gets the first hit he gets the better damage.

    � Standing Light Punch active for 4 frames. But other frame info unaltered.

    � Hurtbox on Yoga Blast reduced.

    � Can follow up Yoga Blast with additional moves for combo.



    Balrog

    � Headbutt damage fixed back to Super, Medium Punch 120, Hard Punch 140 and EX 150.

    � Ultra 2 damage is 399, up from 300 in Arcade Edition.

    � Hit properties on Dash Overhead changed so that it can combo into Crouching Medium Punch on all characters.

    � Close Standing Hard Punch hitbox extended downwards so that it hits crouching characters that it used to whiff on.



    Sagat

    � Angry Scar Tiger Uppercut damage increased: LP, MP and EX add +10 damage.




    C. Viper

    � Medium Punch Thunder Knuckle's damage reduced by 10, down to 110 damage.

    � EX Thunder Knuckle startup reduced to 25 frames, but +2 recovery.

    � EX Seismo's (Ground Pound) damage reduced by 20, down to 100 damage.

    � Ultra 1 reduced to 441 damage, down from 480.

    � Ultra 1 hitbox improved so it's easier to hit fully after Air Burn Kick and Hard Punch Thunder Knuckle.

    � Ultra 2 damage increased to 410, up from 380 in Arcade Edition.



    Vega

    We thought that Claw players would only want a few more improvements, so we changed a couple of small things.

    � Crouching Hard Kick damage increased to 110, same as SSF4.

    � +1 more frame of hitstun on the opponent after a Cosmic Heel, making it -3 at worst.

    � Sky High Claw causes a knockdown when it hits a grounded opponent.

    � Ultra 1 hitbox after it hits on the way up increased drastically so that it doesn't unexpectedly miss. When he hits with the knee, the hitbox has been greatly expanded to prevent people from falling out.

    � Ultra 2 startup changed to 8 frames. It had 9 frames of startup in Arcade Edition.



    M. Bison

    � Scissor Kick stun changed to 100/50 (150 total) on all strengths. Previously the Light and Medium Scissor Kicks did 100 stun.

    � First hit causes 1 frame of extra hitstun, so if you Focus Attack Dash Cancel the first hit you can have +5 advantage at best.

  16. #2056 SP
    Member Smileymike101's Avatar
    WOW buff la viper Ultra 1 WOWOWOWOOW.SI BISON BUFFS!??!?!?!?
    Mda, deci trei sa vand AE-ul si sa raman pe umvc3 only.

  17. #2057 SP
    Senior Member Mr.KaKa's Avatar
    Partea a II-a cu schimbarile din Arcade Edition Ver: 2012



    Gouken

    � The blog states Gouken has received the largest adjustments so far.

    � Gouken's Denjin Hadouken (Ultra 2) has received many changes. It takes less time for Gouken to charge the Denjin Hadouken to full power.

    � Denjin Hadouken's travel speed doubled. Also, 45 more damage added to all the "levels" of Denjin Hadouken charges.

    � All of Gouken's Running Palms got altered. Hitbox size on Light Running Palm increased. Medium Palm Strike has been changed to be the same as Light Palm Strike in SSF4. Hard Palm Strike has been changed to be the same as Medium Palm Strike was in Super.

    � Gouken's counters have a larger counter-box, so it will be easier to intercept attacks. Stun for each counter increased from 150 to 200.

    � Active frames on cr.HP increased.

    � The character-specific problem with cl.MP, cr.HP xx EX Running Palm not connecting has been fixed.



    T. Hawk

    � During Crouching Hard Kick, T. Hawk's head is invincible, so he can duck under things such as Sagat's High Tiger shots.

    � The body press command normal (down + HP) can now be used during a neutral jump.

    � Thrust Peak (Down-Torward + LP) has less frame disadvantage on hit.

    � Medium Tomahawk Buster is now airborne at the beginning, which means the move is throw invincible.

    � Condor Spire's command got changed for simplicity, but the blog does not say what was changed about the motion.



    Dan

    � Pushback from his close Standing Hard Kick has been shortened.

    � Close Medium Punch now starts up in 5 frames. This was 6 in Arcade Edition.

    � Crouching Hard Kick now starts up in 10 frames. This was 11 in Arcade Edition.

    � The combo cl.HK, cl.MP, cr.MP xx EX Dankukyaku is now possible.

    � Reduced the height limit on Air EX Dankukyaku (Dan Kicks), a.k.a., how high you needed to be before you could do it.

    � Hard Kick Dankukyaku now deals 130 damage instead of 120.

    � Dan's Jumping and Crouching Taunt build meter now. 70 on hit, 30 on block.

    � Dan's Super Hissho Buraiken has been altered so that it's harder for characters to have hits whiff against them. However, the blog notes this buff won't work if you activate from too far away.



    Gen

    � Fixed an incorrect scaling with counterhit Crane crouching Light Punch.

    � Increased the active frames of Crane Crouching Hard Kick by 5.

    � The final hit of Medium Kick Gekiro builds 10 more meter than before.

    � Also the final hit of all Gekiros now perform untechable knockdowns.

    � EX Jyasen now has three different versions. Activated with (LP + MP, LP + HP, MP + HP). The distance each travels and the damage each deals varies.

    � EX Jyasen is completely projectile invincible from beginning to end.

    � Regular Jyasen now has 4 frames less recovery.

    � Mantis Ultra 2 (****enketsu) has reduced startup from 9 to 7 frames.



    Sakura

    � Fixed the hitbox on the EX Hurricane Kick. cr.LK cr.LP cr.HP xx EX Hurricane will always work now.

    � EX Fireball damage increased. Level 1 release now does 120, Level 2 release does 130.




    Seth

    � Tanden Stream damage reduced to 340.

    � The damage from Seth's cr.HP into Ultra 1 has been altered in terms of overall damage distribution.

    � Angled jumping HP now has four more active frames. Overall frame data in terms of startup and recovery were not changed.

    � Neutral jump medium kick now has lower body invincibility.

    � Sometimes when hitting someone with Seth's jumping Hard Kick, recoil would prevent Seth from comboing into Crouching Light or Medium Punch. This has been fixed.



    Cammy

    � Hard Kick Spiral Arrow's hit properties are back to how they were in SSF4 console (Note: In AE when you combo into Hard Kick Spiral Arrow, sometimes Cammy will go under your opponent and switch... which is especially bad when you've successfully pushed him into the corner).




    Abel

    � Crouching Hard Punch returned to Super status where you could use it as an anti-air.

    � All Tornado Throws do 10+ more damage. Light: 160, Medium: 180, Hard/EX: 200

    � You can FADC the second low hit of Change of Direction now. And that dashing forward afterwards and doing a cr.HP into Ultra works just as fine as if you had FADCed from the first hit. That leaves you at +9 after dashing forward.



    Rufus

    � If you use Ultra 2 as an anti-air, you get a bit more damage than before, 236.

    � The follow up Light Kick (Flip) attack after doing an Medium Messiah Kick will combo now. It didn't combo before in Arcade Edition.




    El Fuerte

    � Invincibility returned on Tortilla.

    � Reduced charge time on EX Quesadilla Bomb.

    � EX Quesadilla Bomb on counter-hit does a wallbounce.

    � Fixed the fact that some characters fell out of his RSF (Run Stop Fierce) loop due to recoil.




    Akuma

    � Demon Flip Punch attack no longer an overhead (Note: This was one of the few buffs in AE I think), so you can now block low for that.

    � Forward throw recovery has had two more frames added after an opponent has been thrown.

    � When you cancel a teleport into U2, the damage has been increased to 421.



    Fei Long

    � Recovery frames for the second hit of Rekkas (Light, Medium and Hard) have been changed. On block:
    Light: -8
    Medium: -10
    Hard: -12

    � Second hit Rekkas have less pushback now, so it's easier to punish on block.

    � For light and medium Rekka Kens, the second hit does half as much chip damage.

    � Flame Kick's damage has been revised.
    Light: 120 -> 110 Medium: 140 -> 120 Hard: 160 -> 150 EX: 200 -> 190

    � If you FADC a Flame Kick (any version) after the first hit, on block it is now -1.

    � Hard Kick Chicken Wing's damage has been revised. It is now 35+35+30 for a total of 100.

    � They've modified the hitboxes of all Chicken Wings in a way that they're less likely to cross-up (Translator's note: but still possible). Apparently previously you could perform "half a loop combo" against certain characters by doing close standing MP -> EX Chicken Wing. That won't be possible anymore.

    � For both close standing and far standing LP, hitstun has been decreased by 1 frame. On hit it is now +5, so you can't combo into certain moves now.

    � Crouching MP's damage has been reduced from 65 to 55.

    � Damage for his overhead (Torward + MK) has been increased from 60 to 70.



    Rose

    � Soul Spark meter gain raised by 10, it's 30 now.

    � Soul Satellite's (Ultra 2) startup frames reduced from 7 to 5.

    � Soul Piede (Toward + Hard Kick) changed to Vanilla properties.

    � Close Standing Medium Kick is +4 on hit, making it easier to combo into Crouching Light Punch, as well as making it possible to combo into Crouching Medium Punch. This move was +3 on hit in AE.

    � Fixed some bug with Crouching Medium Kick counterhits.

  18. #2058 SP
    Member Bozyblue's Avatar
    Sunt ceva schimbari.

  19. #2059 SP
    Member SwingShot's Avatar
    Mai bine scoteau alt joc 133957d1306799427t-super-street-fighter-4-ps3-trollicons.gif

  20. #2060 SP
    Member Bozyblue's Avatar
    SF cross MK gen?

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