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Mon Apr 16, 2012 10:44 pm by mrmajikbus45
I return in 2 weeks. I'm better than ever. Rested. Recovered completely now from my medical issues... See you soon.

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 AE v2012 Changes

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Mincereth
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PostSubject: AE v2012 Changes   Tue Aug 23, 2011 6:45 am

From Shoryuken
http://shoryuken.com/2011/08/22/ssf4ae-version-2012-changes-part-1/
http://shoryuken.com/2011/08/23/super-street-fighter-4-arcade-edition-version-2012-changes-part-2/
http://shoryuken.com/2011/08/24/super-street-fighter-4-arcade-edition-version-2012-changes-part-3/

From Eventhubs
http://www.eventhubs.com/news/2011/aug/22/partial-translation-super-street-fighter-4-ae-blog-changes/
http://www.eventhubs.com/news/2011/aug/23/part-2-ssf4-ae-v2012-changes-japanese-dev-team/
http://www.eventhubs.com/news/2011/aug/24/part-3-ssf4-arcade-edition-v2012-changes-dev-team/

Legend
Violet = Character
Red = Nerf
Blue = Buff
Brown = No idea
Green = AE Info

Abel

- Cr.HP is back to how it was in Super (can be used as an AA again).
- TT Damage up +10: LP 160 MP 180 HP 200 (AE - LP 150, MP 170, HP 190)
- Breathless : from startup till active, hit invulnerable.
- Second Low Hit Stun improved, so when you do 2nd Low FADC, you’ll be at +9 at most. Meaning that, you can do 2nd Low FADC Cr.HP U1.


Adon

- Close Standing Medium Punch is now at -4 frame disadvantage on block. (AE - -6F)
- Close Standing Medium Kick is +2 on hit, and +3 on block. (AE - -1F on block, 4F on hit]
- Adon's focus attack's hitbox size was increased so that it won't whiff on certain characters while crouching.
- All versions of Rising Jaguar got a horizontal hitbox increase on their first hits. This will prevent accidental cross-unders after an FADC of Rising Jaguar.
- Also, there is now one extra frame in Rising Jaguar where it can be FADCed.
- Ultra 1 hitbox adjusted so that it's less likely to whiff against standing opponents at close range


Akuma

- Demon-flip punch no longer an overhead (TL note: this was one of the few buffs in AE I think), so you can now block low for that.
- Forward throw now has 2 more recovery frames (AE - 22F)

- When you cancel a teleport into U2, the damage has been increased to 421. (AE - 50*450 so I don't know how this is a buff)

Balrog

- Headbutt damage fixed back to Super, strong 120, Fierce 140, EX 150. (AE - 100 all across)
- U2 damage 399. (AE - 300)
- Hit properties on Dash Overhead changed so that it can combo into c.strong on all characters.
- Close stand fierce hitbox extended downwards so that it hits crouching characters that it used to whiff on.


Blanka

- Each ball gets an extra 10 in damage, so Jab 110, Strong 120, Fierce 130, EX 120. (AE - Jab 100, Strong 110, Fierce 120, EX 110)
- For Fierce and EX Ball, if it hits on the second frame (same frame where FA cancel is possible), it causes blow-back damage. Will be easier to follow-up EX Ball with additional hits if FADC’d.
- Charged Rock Crusher gives Blanka a 5 frame advantage, so he can do Rock Crusher, C.MK, FP Ball as a combo.


C. Viper

- MP Thunder Knuckle 120 -> 110 damage
- EX Thunder Knuckle startup reduced to 25f, but +2 recovery

- EX Seismo 120 -> 100 damage
- U1 -> 441 damage (AE - 480)

- U1 hitbox improved so it's easier to hit fully after air burnkick and HP Thunder Knuckle
- U2 damage increased to 410. (AE - 380)


Cammy

- Heavy Spiral Arrow’s hit properties are back to how they were in SSF4 console (TL note: in AE when you combo into heavy Spiral Arrow, sometimes Cammy will go under your opponent and switch… which is especially bad when you’ve successfully pushed him into the corner).

Chun

- Head stomps will come out on DF, not just D. They note that DB won’t work though.
- Kintekishu (B+MK) +3 advantage on counter hit, easier to hit confirm into the second hit.
- Sweep 150 stun. (AE - 100)
- Kikoken startup 9F, easier to use as AA/use in combos. (AE - 10F)
- They are fixing the bug where characters fell out of the U1 juggle in AE.


Cody

- Walk speed both forwards and backwards has been increased.
- Hammer Hook (Toward + Hard Punch) has been heavily revised in terms of frame advantage. If Hammer Hook lands on a standing opponent, then Cody is at +3 frame advantage. If he hits a crouching opponent with it he gets -1 frame disadvantage. If the move is guarded, Cody is at -4 frame disadvantage.
- After connecting a Hammer Hook on a standing opponent, cr.LK xx MK Ruffian Kick followup combo is now possible.
- Bad Spray is now two hits and Super cancellable. You can now FADC the Bad Spray.
- Bad Spray, FADC into Final Destruction (Ultra 1) is now possible.
- Medium Ruffian Kick has had a hitbox size increase in the forward direction.
- EX Zonk Knuckle's first hit does further horizontal knockback.
- The blog notes that EX Zonk Knuckle -> FADC -> Final Destruction (Ultra 1) is a little easier now.
- Cody can now block during his Knife Pickup animation.
- Knife Standing Light Punch +6 on hit.
- Knife Standing Medium Punch is now a two-hit move.
- Knife Standing Hard Punch is +3 on hit.
- Knife Crouching Medium Punch now has 4 active frames, smaller arm hurtbox, making it harder to stuff.
- Knife Crouching Hard Punch is now a 7 frame start-up, easier to use as anti-air.
-Neutral/Forward jump LP active for 10F (AE - 8F)


Dan

- Pushback from his close standing Standing Hard Kick has been shortened.
- Close Medium Punch now starts up in 5 frames. (AE - 6F)
- Crouching Hard Kick now starts up in 10 frames. (AE - 11F)
- 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. Can do it from 7th airborne frame.
- Air Dankukyaku Stun reduced to 250 (AE - 300 for HK version)
- Hard Kick Dankukyaku now deals 130 damage (AE - 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.


Dee Jay

• His Far Standing Medium Punch is now special cancelable.
- The amount of time that a "Counter Hit" can be registered on Dee Jay after he fires an Air Slasher has been decreased.
- Double Rolling Sobat (Dread Kicks) got a damage increase. Light 80 -> 90, Medium 100 -> 110, Hard 120 -> 130.
- Dee Jay can now cancel out of Sobat Carnival (Super) into Sobat Festival (Ultra 1). This makes him, according to the blog, the only other character besides Dan who can cancel a Super directly into Ultra. If you land both it does 570 damage.


Dhalsim

- Yoga Inferno damage 75 x 2, 60 x 3 for a total of 330 damage. (AE - 60 x 5, total 300)
- EX Yoga Blast damage 90 + 50. First hit gets 20 more damage, second hit 20 less, so if Sim only gets the first hit he gets the better damage. (AE - 70 + 70)
- C.jab active for 4F. But other frame info unaltered (AE - 3F)
- Hurtbox on Yoga Blast reduced.
- Can follow up Yoga Blast with additional moves for combo.


Dudley

- Standing Hard Kick is now +7 on counter-hit. The blog notes that if you land a counter-hit standing Hard Kick and cancel into Light Ducking, you'll still be at +4.
- Neutral jump Light Punch got a hitbox size buff.
- Neutral Jump Hard Punch startup changed to 6 frames, and the hitbox was extended in size. (AE - 8F)
- Angled jumping Light and Medium Punch have had their active times lengthened.
- Dudley's Level 1 Focus Attack has an extra frame of blockstun, when it's guarded. This means that if you dash forward after a Level 1 Focus Attack is guarded, Dudley is now at -3.
- Short Swing Blow has had its hurtbox on Dudley's lower body reduced.
- EX Thunderbolt does not flash yellow until it comes down from the sky.
- Thunderbolts will now strike more hits on airborne opponents.
- You can now Super Cancel Dudley's rose taunt. This also means that you can FADC it.
- Dudley's Ultra 1 will now strike more hits against an airborne opponent.


El Fuerte

They aimed to make him more fun to play without heavily affecting his overall balance. (Dammit)
- Tortilla has reverted to its Vanilla form, i.e., invincible straight after start-up),
- EX Quesadilla Bomb now only takes 210 frames of charge and wall-bounces, and both level 3 regular and EX
- Quesadilla Bombs only freeze Fuerte for 10 frames on hit (AE - -17F).
- Elsewhere, cr.LP can be chain cancelled into other jab or short moves
- st.FP, Habanero Dash, Sliding now works on everyone.
- Fixed the fact that some characters fell out of his RSF (Run Stop Fierce) loop due to recoil.


Evil Ryu
- Health and stun both increased to 900 (AE - 850).
- Far Standing Hard Kick has a bigger hitbox.
- Sweep starts up in 6 frames now. (AE - 7F)
- Target Combo's standing Hard Punch will knock the opponent down and away on counter-hit. Also the damage on this move was buffed.
- You can now cancel the Hop Kick into a Hurricane Kick. This includes EX.
- One more frame of invincibility on Medium Dragon Punch.
- Hard Axe Kick now has 26 frames of startup and can be comboed into. (AE - 27F)
- Damage and stun on the move has been reduced to 130 and 150, respectively. (AE - 140 & 200)
- Landing the Axe Kick as part of an aerial juggle causes an untechable knockdown.
- Raging Demon damage increased by 20, doing 370 damage now. (AE - 350)
- The amount of time to charge Ultra 1 to full power has been decreased. As an example, you can now land a fully charged Ultra 1 after a Level 2 Focus crumple. A combo example; EX Hadouken -> Level 2 FA crumple -> Full Ultra 1 animation.


Fei Long

- Rekka block stun adjusted, after second blocked rekka, most people delay the third one for counter hits. You can now punish delayed third rekka hits accordingly. After blocked 2nd hit of Rekka, Light version 8f, Medium version 10f, Heavy version 12f (AE - Light 6F, Medium 8F, Heavy 10F)
- 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: Light 120 down to 110, Medium 140 down to 120, Heavy 160 down to 150, EX 200 down to 190. Flame kick FADC on block is 1f less on advantage

- F+MK buffed up from 60 to 70
- MK Chickenwing nerfed from 30+30+50 (110 total) down to 35+35+30 (100 total)
- Crouching MP's damage has been reduced to 55 (AE - 65).
- 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.


Gen

- (Crane stance) crouching HP’s damage on counter-hit has been corrected to 1.25x the regular amount.
- (KKK stance) crouching HK now has 5 active frames (AE - 3F)
- If the last hit of medium/heavy Gekiro (dragon kick) came out, Gen gets a bonus +10 to super meter.
- The final hit of heavy Gekirou will put your opponent in untechable knockdown state. So use it as an opportunity to okizeme/apply pressure on wake-up.
- EX Jyasen's properties will now differ depending on which buttons you activate it with (light+medium, light+heavy, or medium+heavy). The distance Gen travels during this move, and the number of hits vary.
- Also, from 1st frame all the way till the end of active frames, EX Jyasen are now projectile-invincible.
- All versions of Jyasen will have 4 extra hit/blockstun as long as you don’t end with the final strike. So if you FADC Jyasen before the final hit it’s +6 on hit, +2 on block.
- (Mantis stance) U2′s start-up is now 7-frame on start-up (AE - 9F)


Gouken

- One of the most altered characters, the devs say. The main changes are to his Denjin and Senku Goshoha. His Denjin can be sped up to up to twice its normal speed and powered up by over half damage by doing a 3S SA3 Ryu (spinning the stick like a loon from Ultra start-up until you let go of the attack buttons). There are three speed-ups and five damage levels, with the charge times as follows:

Level 1 – 13 frames
Level 2 – 17 frames
Level 3 – 37 frames
Level 4 – 57 frames
Level 5 – 80 frames

- Each fully-charged Denjin now does 45 more damage, while charge times are now the same regardless of the amount of your ultra gauge.
- As for the Senku Goshoha, LP hits further in front, MP is the same as his Super LP version and HP is the same as his Super MP version. Also, Kongoshin has a slighty larger hitbox and deals 200 stun, while cr.HP deals more hitstun and so locks the opponent in place for longer, allowing cl.MP, cr.HP, EX Senku Goshoha to hit everyone.
- The character-specific problem with cl.MP, cr.HP xx EX Running Palm not connecting has been fixed.


Guile

- The frames in which Guile could be counter-hit after Sonic Boom have been eliminated? (Not 100% sure)
- Air throws 3F startup. (AE - 4F)
- Spinning backfist 100 damage. (AE - 90)

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

Guy

• The hitbox on Guy's Neutral Jump Hard Punch has been increased in size.
- Angled jump Medium Punch and angled jump Hard Kick have also received expansions to their hitboxes.
- The blog notes that when it says hitbox size increase, it mostly means they extended the bottom for each one.
- Guy's ground throw range has been increased. The blog says that it's now the same as Ryu's.
- Elbow Drop (command normal version) can now be activated with the joystick in the down-back position.
- If you choose not to perform an attack after the Izuna Flip, there is less recovery time on the ground.
- EX Hurricane Kick got a hitbox adjustment so that the opponent gets juggled into all of the hits easier.
- Increased movement distance on Bushin Goraisenpujin
- Increased throw range on Bushin Muso Renge


Hakan

- Hakan gets oiled from the start of the match.
- Neutral Jump Light Kick hitbox is bigger.
- Neutral Jump Light Punch is active 8 frames. (AE - 3F)
-Neutral Jump Medium Punch is active 4 frames. (AE - 2F)
- Crouching Hard Punch now hits twice.
- Toward + Medium Punch has a smaller vulnerability area.
- Hakan now slides when you do Guard Position (Command Crouch) from a dash; applies to both forward and back dashes.
- Oil Slide does more stun; if you input Oil Shower follow-up, the slide does 100 stun. If you do the Body Press follow-up, 150 stun total during the press. This means you won't miss your combo chances if you stun an opponent with the slide.
- Oil Dive's trajectory and reach revised, buffing Hard Kick and EX.
- Medium and Hard Oil Dive, when whiffing a crouching opponent, will go past your opponent to make punishing him harder.
• Light Kick Oil Dive has a faster startup, Medium Kick has 14F startup, Hard Kick has 20F startup (AE - MK 20F, HK 22F)
- Dive won't whiff against shorter characters if they're standing.
- Hakan's Super activates faster, has an improved grab hitbox and, like Oil Dive, Medium and Hard versions can pass over crouching opponents. LK and MK Oil Spin (Super) have a faster startup.


Honda

- LP headbutt gets its upper body invincibility back.
- MP headbutt loses it, so it works the same as Jab Headbutt did in AE.

Ibuki

- Bonsho Kick (Toward + Hard Kick) is now +1 on hit, -3 on block and +5 on counter-hit. It also has a different movement trajectory, will hit crouching opponents more easily. This attack used to be -1 on hit and -5 on block in AE.
- Hammer Kick (Toward + Medium Kick) startup time reduced by one frame, it now starts up in 25 frames.
- Tsujigoe (Command Jump) is throw invincible until Ibuki is airborne, from activation until 12 frames and has a smaller hurtbox, making low attacks are easier to dodge; can Super cancel from an earlier timing than before.
- At point-blank range you can Tsujigoe to dodge a throw and hit the opponent with Kasumi Suzaku (Super).
- Yoroi Toshi's (Ultra 1) fireball release after a whiffed grab will now combo into full hits if it lands on an airborne opponent.
- Yoroi Toshi's fireball will also fully connect against a backdashing opponent, if your spacing is correct.
- Ibuki's Ultra 2 has been altered so that it juggles airborne opponents. The blog had a hard time explaining this one, but basically after a Level 2 Focus Attack, and allowing the opponent to crumple, all hits of Ultra 2 will still land. This might be the non-cinematic juggle like Yang and Yun can do.


Juri

- Faster dash during Feng Shui Engine (Ultra 1), further reach.
- Close Medium Kick 2nd hit has a larger hitbox, less likely to whiff when the 1st hits.
- Focus Attack hitbox revised, will hit smaller characters, when crouching, etc.
- Fuhajin (Fireball) kick attack damage to 50.
- Senpusha (Pinwheel): LK is has 5 frame extra advantage on first hit; MK, HK have 5 frame extra advantage on 1st, 2nd hit; EX has 5 frame extra advantage on 2nd hit.
- Senpusha -> FADC -> Kaisen Dankairaku (Ultra 2) now possible.
- EX Senpusha has an extra frame of invincibility during Feng Shui Engine for the first hit.
- EX Shikusen (dive kick) trajectory can be changed by the kick buttons used during Feng Shui. LK+MK: Same trajectory as before; MK+HK: Same as normal MK version, LK+HK: Same as normal HK version; LK+MK+HK has the same trajectory as before.
- Juri now gains 1/3 meter during Feng Shui Engine, improved from no meter gain.


Ken

- Target combo hits easier on crouching opponents, can also delay the inputs.
- EX Shoryuken damage 80+30+30+50, 190 total. (AE - 70+30+30+50, 180 total)


M. Bison

- Scissors stun changed to 100/50 (150 total) on all strengths (50/50 all across)
- First hit causes 1f extra stun, so if you FADC the first hit you can have +5 advantage at best.


Makoto

- From 1000 to 950 health (back to SSF4 value).
- Fukiage (Upwards Punch) damage for LP, MP, HP reduced by 10, it does 90 damage now. EX went from 140 to 120
- EX Karakusa (Grab and Choke) has less range.

- Standing Hard Kick has a lower extended hitbox.
- Target Combo 1's Standing Medium Kick can be cancelled, like the normal version.
- Tanden Renki (Super Combo) is 3 seconds longer.
- Neutral Jumping Medium Punch has a forward extended hitbox and hurtbox.
- Hayate (Dash Punch) have improved properties on charge.
- Hayate changes: Light Punch Lv3, Lv4 and Medium Punch Lv4 have further forward movement, all Lv4 strengths are -2 on guard
- All Lv5 Hayate strengths break armor, further forward movement, from 170 to 190 damage.
- Can tell when you reach Lv5 charge timing by Makoto's voice.


Oni

-Stamina increased to 1000. (AE - 950)
- EX Dragon Punch leads to an untechable knockdown if the first hit connects.
- EX Hurricane Kick is more likely to give you the full hits (though it sounds like you still might get some hit whiffs).
- Light Kick Rush Slash has lower extended hitbox, easier to hit low stance or crouching characters.
- Raging Demon's damage increased from 350 to 370, regardless if it's ground or air. (AE - 350)
- With Ultra 1, when you aim it upwards, it's 9 frames on startup (AE - 10F)0 frame to the second active frame (inclusive), is completely invincible (so from 0 frames to 10 frames).


Rose

- Soul Spark meter gain returned from 20->30
- Soul Satellite’s startup frames is now 5 (AE - 7F)
- Soul Piede changed to Vanilla properties
- Close standing MK +4 on hit, making it easier to combo into crouching jab, as well as making it possible to combo into cr.mp. (AE - +3)
- Fixed some bug with crouching mk counterhits.


Rufus

- MK Messiah Kick on hit can be followed up by LK continuation.
- Since you couldn’t use it as an AA in original AE, Big Bang Typhoon as an AA will hit a maximum of 10 times, for 236 damage.


Ryu

- Increased the vertical hitbox on U2 for better anti-air/full animation.
- Can combo full U2 after counter hit Shakunetsu Hadoken. So if c.mk gets absorbed by a FA, Ryu can do EX Fireball, FADC U2 for 500 damage. If Ryu is close range he can hit EX Fireball -> U2 without FADC.
- The “brake” frame on air Tatsu decreased by 3 frames, if used on this frame the trajectory will change.
- Solar plexus 40+60 for 100 total damage. (AE - 40+50)
- If he hits S.RH counter hit on a crouching opponent he can combo sweep after it.


Sagat

- Angry Scar Tiger Uppercut damage increased: LP 150, MP 170, and EX 210 (AE - LP 140, MP 160 and EX 200)

Sakura

- Only thing the developers have changed here was EX Hurricane Kick. Many Sakura players were unhappy that when you do: Crouching LK -> crouching LP -> crouching HP -> EX Hurricane, on certain characters the last hit would not connect. They’ve rectified this so it now works on all characters.
- EX Fireball damage increased. Level 1 release now does 120, Level 2 release does 130. (AE - Lv1 was 100 and Lv2 was 120)


Seth

- Tanden Stream only does 340 damage now (AE - 380)
- cr.HP, Tanden Stream does full damage. Furthermore, if the first hit connects, Seth becomes invincible for the entire animation.
- His jumping FP now has 4 active frames (AE - 2F)
- Nj.MK has lower body fireball invincibility after the active frames finish.
- Also, the issue of cr.LP, cr.MP not hitting some characters after a successful j.HK has been partially remedied (they say ‘loosened’ or ‘eased’, rather than ‘fixed’, so it’s probably still there to some extent).


T.Hawk

- The first hit of crouching HK on block has more blockstun, by 2 frames. Opponents who try to jump away after blocking the first hit will now be caught with the second hit due to this adjustment.
- Also, T.Hawk’s head-area hurtbox is projectile-invincible during this animation. So for instance, Sagat’s high Tiger Shots will no longer hit Hawk out of his crouching HK.
- (Diagonal jump) down+HP can now be performed with neutral jumps.
- Down-forward+LP on hit is now -2 frame disadvantage. (AE - -5F)
- Medium Tomahawk Buster is throw-invincible from start-up to the frame T.Hawk leaves the ground.
- Condor Spire’s shortcut motion has been revised, so it should be easier to activate with that now.


Vega

- Cosmic Heel on block is additional +1, at the most -3. (AE - 5)
- Damage increase to U1 if you hit going up
- U1 doesn't miss as much
- Splendid Claw gets 8F startup (AE - 9F)


Yang

- Target Combo 2 damage reduced to 130 and the second attack is -7 on block.
- Standing Light Kick's startup increased by two frames for a total of five. However, it keeps the original startup time during Yang's Super.
- Crouching Light Kick's damage reduced from 30 to 20. Upward hurtbox extended.
- Crouching Medium Punch's damage reduced from 80 to 70, and now inflicts 60 damage during his Super.
- Far Standing Medium Punch had its hitbox moved backwards, meaning less range on the attack.
- Jumping Medium Kick crossup hitbox was altered so it is not as powerful as before.
- All versions of the dive kick have an additional hurtbox when activated. 2 frames of extra landing recovery were added to all dive kicks and the stun for each was reduced from 100 to 50.
- Up until the fifth frame of startup, Hard Roll Kick does not have projectile invincibility. All projectile invincibility on Medium Roll Kick has been removed.
- Hitbox on all Roll Kicks were reduced horizontally and have an extra four frames of recovery on block.
- EX Zenpou Tenshin (Flip Grab) has less reach and loses throw invincibility from the eighth frame onward.
- Final hit of Mantis Slashes for all versions does 60 damage.

- EX Mantis Slashes are now a true blockstring if guarded, meaning there are no frame gaps between any of the slashes.
- Medium and Hard Palm Strike meter gain on whiff reduced from 20 to 10 and all versions of the Palm including the feint have two extra frames of recovery.
- Hard Palm Strike's damage has been reduced from 150 to 140, chip reduced to 30, stun from 250 to 200; Also, the Medium and Hard Palms now have four fewer active frames.
- Sei'ei Enbu (Super) lasts a second shorter and certain moves do less chip while it is activated.
- Ultra 1 max damage reduced from 480 to 450.
- Ultra 2 startup is 3 frames slower and the damage has been reduced from 440 to 410. The last hit of the non-cinematic Ultra 2 now does 90 damage
Stun changed to 950 (AE - 1000)


Yun

• Target Combo 2 now does 120 damage, down from 150.
- Target Combo 3 now does 120 damage, down from 150.
- Target Combo 4 now does 130 damage, down from 160/170. The second hit of the move is now -6 on block, when it used to be -3.
- Target Combo 5 now does 70 damage, down from 90.
- Crouching Light Kick has an upward extended hurtbox.
- Crouching Medium Punch damage reduced to 50.
- There is now a higher height restriction on all dive kicks.

• All dive kicks now inflict two more frames of blockstun or hitstun on opponents.
• Yun's Senpukyaku (Overhead) now does 80 damage instead of 85 during his Super.
- All versions of Zenpou Tenshin (Flip Grab) were slowed down to 11 frame startup each. EX Zenpou Tenshin now has a startup of 8 frames, and has lost its throw invincibility.
- EX Lunge Punch active frames for each hit were altered from 7/2 active to 6/3 active. Also the move is now -1 on block.
- Palm Strike meter gain reduced to +20 meter on whiff.
- Palm Feint is now 25 frames overall, whereas the regular Palm Strike is now in motion for 45 frames.
- Palm Strike damage reduced from 160 to 140, stun reduced from 250 to 200, chip damage reduced to 30, active frames reduced from 15 to 10.
- Light Upkicks now only has invulnerability covering up until the first active frame of the move.
- More landing recovery on all versions of Up Kicks (including EX).
- MK Upkick damage nerfed from 130 to 110.
- Hard Punch Shoulder's damage was reduced from 140 to 100, and the EX version had its damage reduced from 80+70(150) to 90+40(130). During the projectile invincible parts of the move, Yun's hurtbox against physical strikes has been increased.
- Gen'ei Jin has had its active time shortened by one second.


Zangief

- Jab SPD 150 stun. (AE - 100)
- EX Backfist damage 90+50 for a total of 140. Stun 100+50 for a total of 150. (AE - damage 80+50 stun 50+50)
- Adjusted the hitbox on c.jab, so that it hits more easily off a jump-in against characters it formerly didn’t. Hurtbox for c.short reduced in height, making it easier to pass under certain attacks.

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Last edited by Mincereth on Sat Aug 27, 2011 2:29 pm; edited 13 times in total
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Figgy

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Location : Marshalltown, Iowa

PostSubject: Re: AE v2012 Changes   Tue Aug 23, 2011 10:25 am

[quote="Mincereth"\
Honda

Jab headbutt gets its upper body invincibility back.
[/quote]

Welp, looks like the only thing I really wanted them to fix is fixed....I WIN!
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PostSubject: Re: AE v2012 Changes   Tue Aug 23, 2011 11:03 am

I'm so happy for Chun's buffs! A 9f startup on Kikoken Twisted Evil and the fix on her U1 cheers Only thing missing is her DF+LK AA but I'm perfectly fine with the Kikoken AA Very Happy I'm loving this update so far. Now lets see some Gen and Juri buffs!!!!

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Mincereth
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PostSubject: Re: AE v2012 Changes   Tue Aug 23, 2011 12:09 pm

I spoke with Figgy and from what it appears, everyone will be buffed in some way
I'm actually ok with the nerfs Viper received, she was a bit too much (though Ex TK was a bit much for +2 on recovery)
I can't wait to see if they change anything on the twins (doubt much though)
...Fuerte is still OP, I'm curious what nerfs he'll receive this time

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PostSubject: Re: AE v2012 Changes   Tue Aug 23, 2011 4:05 pm

looks like Blanks got a couple more little tricks to mind rape with. I only use that overhead before wake-up to bait out attacks. But it has decent frame advantage on hit now! maybe I can start using it to actually start out a combo...or maybe I can just let you think I'm using it legitimately, then let you throw out a DP to try and counter it...then wait for my morning brunch to come down...MUAHAHAHAHAHA.....Anyway, I don't really use to many balls, I'm more of a normals guy when it comes to Blanks. But maybe this Fadc think will inspire to work on actual combos with him

I guess it's a no go for bringing back the thump to Guile's FK's. Oh well, the back fist will hurt even more this time around! That air throw is 3 frame start-up? is that better or worse for him?
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PostSubject: Re: AE v2012 Changes   Tue Aug 23, 2011 5:24 pm

Fei needs sneeze into rekka.
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PostSubject: Re: AE v2012 Changes   Tue Aug 23, 2011 5:25 pm

Guile's air throw was 4 frames in AE so it's faster

I'll post damage changes and frame changes to help out (I'll make the changes in my first two posts)

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PostSubject: Re: AE v2012 Changes   Tue Aug 23, 2011 5:46 pm

So viper got nerfed after I pick her up Sad .....
It's ok I'm still gonna become a beast with her! I hope adon stays the same.. keep us updated Mince!
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PostSubject: Re: AE v2012 Changes   Tue Aug 23, 2011 9:39 pm

All I want from Saks is;

FB either has less startup, or less recovery, it's unsafe unless your in a range you can't effectively use it, lol

Faster startup on overhead, take ages for it to come out, and it's an obvious overhead, so easy blocks...

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PostSubject: Re: AE v2012 Changes   Wed Aug 24, 2011 1:52 am

Fei's back to the dark ages. Bandwagoner's won't understand him now Sad... >Smile
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PostSubject: Re: AE v2012 Changes   Wed Aug 24, 2011 6:06 am

Ouch on the Fei changes. You left out st. lp losing a frame, adjusting most of his combo timing.
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PostSubject: Re: AE v2012 Changes   Wed Aug 24, 2011 6:39 am

I copied everything that they put, st. LP is 1F slower? Either case, Fei needed a few nerfs. These aren't even that bad either. His game is still extremely strong and nothing else major truly changed.

I'm glad they made several buffs for Fuerte (FINALLY). But he's still hurting a lot in the defense sector. I wish they gave back EX Guac recovry in stead of inv Tortilla.

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PostSubject: Re: AE v2012 Changes   Wed Aug 24, 2011 6:45 am

Fei Long- (from eventhubs)

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.
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PostSubject: Re: AE v2012 Changes   Wed Aug 24, 2011 6:48 am

I wonder why Eventhubs is so different from SRK. I'll note it down later after work and look at differences btw the sites and change accordingly.

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PostSubject: Re: AE v2012 Changes   Wed Aug 24, 2011 6:52 am

Second hit reduction in pushback increases importance in rekka spacing. And means the practice of stopping at the second rekka should now be redueced to stopping at the first blocked one. Seeing as how chip damage took a nerf on 2nd rekka (for light and medium), it now reduces effectiveness of properly spaced rekka pressure.

FK damage nerf is dildos... and I don't see why more recovery on FADC... Its already unsafe if you do it too early on a jump in or on block (compared to a standard shoryu type move).

HK cw nerf is dildos, bnb's with FADC > CW now net less damage (fk damage nerf plays into this).

St.lp to sweep seems to be gone. No big deal.

Cr. mp damage isn't a big deal, the move attributes stay the same.



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PostSubject: Re: AE v2012 Changes   Wed Aug 24, 2011 12:01 pm

Small edit for Chun, you were right it was her U2 not her FB. I guess I read the translation wrong Rolling Eyes kinda hoping for her DF+LK buff tho.

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PostSubject: Re: AE v2012 Changes   Wed Aug 24, 2011 12:32 pm

Thanks for listing everything Mince, and also color coding and including comparisons to current AE, way more helpful than the listings I've seen on other sites.
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PostSubject: Re: AE v2012 Changes   Wed Aug 24, 2011 6:47 pm

AE Update
I finished color coding the buffs and nerfs.
I checked the differences between SRK and EH and adjusted the changes accordingly.

Still haven't added the current AE stats but will get to that as soon as I can.

Remember guys, these aren't set in stone. They will add more and take away a few during the time between these tests and the release. I found a ton of changes done to Fuerte and Ibuki that the release notes for AE didn't mention. Can't wait to find what else they do.

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PostSubject: Re: AE v2012 Changes   Thu Aug 25, 2011 6:46 am

AE v2012 Update

Added the new characters
Colored the stats for buffs/nerfs

Will change color coding to how I originally planned tonight
Will add current AE info tonight
Will attempt to put all lists back to back for easier reading


WOW the twins got nerfed badly. Didn't think they should have gotten nerfed that much. It seems too extreme. Especially Yang who wasn't as bad as Yun

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PostSubject: Re: AE v2012 Changes   Thu Aug 25, 2011 8:40 am

I don't think most of it will stick. Yang got nerfed a lot harder than Yun but both didn't need as much as they got...it's overkill. No I'm more curious about Dee Jay and his super cancel into U1...why the hell does he need that? scratch Chun should be able to do the same thing then Neutral

Also, I'm liking the Juri buffs but they still need to fix her U2 (hit on both sides) and dive kick it recovers too damn slow Mad

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PostSubject: Re: AE v2012 Changes   Fri Aug 26, 2011 6:30 am

http://img696.imageshack.us/img696/6405/1310333446554.png
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PostSubject: Re: AE v2012 Changes   Fri Aug 26, 2011 6:37 am

It totally fits lol

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PostSubject: Re: AE v2012 Changes   Fri Aug 26, 2011 11:45 am

Made changes to the list, added colors and put everything in the first post. Only thing I didn't do was put them in ABC order. Cool

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PostSubject: Re: AE v2012 Changes   Fri Aug 26, 2011 6:28 pm

Awesome, thanks for the help BB! Doing that alone would have killed me lol

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PostSubject: Re: AE v2012 Changes   Fri Aug 26, 2011 10:01 pm

Yeah, it was a little time consuming but it was worth it. Should we put them in ABC order so it's easier to read?

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