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Here you will see our member's YT pages.  You'll see SSFIV:AE, SF3:OE & other games as well. Please rate, comment and subscribe.  :D

mincereth

SSFIV:AE

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SSFIV:AE, SF3:OE

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SSFIV:AE

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SSFIV:AE

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SF3:OE

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SF3:OE

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AE v2012 Changes - Page 2 I_icon_minitimeMon 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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DGWeasel
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Mincereth
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Mincereth


PSN : Mincereth
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PostSubject: Re: AE v2012 Changes   AE v2012 Changes - Page 2 I_icon_minitimeSat Aug 27, 2011 2:30 pm

AE v2012 Update

Alphabetized the list to make it easier to read.
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Shaady

Shaady


PSN : SpeeDPuNcH
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PostSubject: Re: AE v2012 Changes   AE v2012 Changes - Page 2 I_icon_minitimeSat Aug 27, 2011 2:45 pm

Go adon! He keeps getting buffed! I hope he doesn't get nerfed in the later updates! Viper getting nerfed was pretty suckish, but at least she has a bigger U1 hitbox now.. I keep messing her ultra up after AA h.tk
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PostSubject: Re: AE v2012 Changes   AE v2012 Changes - Page 2 I_icon_minitimeMon Aug 29, 2011 11:51 am

4 hours of AE 2012! Notable things in the video, Cody's walk speed, Ryu EX fireball into U2, Juri's new dash in U1. I only saw about an hours worth. Enjoy! Cool


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raij1n

raij1n


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PostSubject: Re: AE v2012 Changes   AE v2012 Changes - Page 2 I_icon_minitimeMon Aug 29, 2011 5:23 pm

Does it show Fei's broken legs?
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Mincereth
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Mincereth


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PostSubject: Re: AE v2012 Changes   AE v2012 Changes - Page 2 I_icon_minitimeMon Aug 29, 2011 7:27 pm

Don't know, way too many hours to watch, so little time Sad
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mrmajikbus45

mrmajikbus45


PSN : majikbus45
Posts : 93
Location : Indianapolis

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PostSubject: Re: AE v2012 Changes   AE v2012 Changes - Page 2 I_icon_minitimeMon Aug 29, 2011 11:08 pm

I am only slightly happy.
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PostSubject: Re: AE v2012 Changes   AE v2012 Changes - Page 2 I_icon_minitimeMon Aug 29, 2011 11:35 pm

You can always skip around. I barely can make thru 5 minutes. Tbh it's kinda hard looking for the changes. All I really care about is seeing if anyone will pick up Chun again. Although I heard Haneyama is dropping Yang and going back to Chun bounce
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PostSubject: Re: AE v2012 Changes   AE v2012 Changes - Page 2 I_icon_minitimeTue Aug 30, 2011 6:40 am

I watched an Ibuki beasting which took up a good 20 mins of my life lol I can't tell the changes by looking at them...that would be awesome if Haneyama goes back to Chun

Air said Daigo was using Ryu instead of Yun
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PostSubject: Re: AE v2012 Changes   AE v2012 Changes - Page 2 I_icon_minitimeTue Aug 30, 2011 8:18 am

If you read the description on the video, it was saying he's favoring Ryu or Ken. He's definitely going back to a projectile character. I only noticed Cody, Ryu, Hakan and Juri changes.
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mrmajikbus45

mrmajikbus45


PSN : majikbus45
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PostSubject: Re: AE v2012 Changes   AE v2012 Changes - Page 2 I_icon_minitimeWed Aug 31, 2011 1:27 am

I think that going back to Ryu will be the best thing Daigo has done. Stick with what made you that FIGHT MONEEEY! Seriously, he was frightening as Ryu.
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arsenal23

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PostSubject: Re: AE v2012 Changes   AE v2012 Changes - Page 2 I_icon_minitimeWed Aug 31, 2011 7:07 pm

at the 2:11:30 mark of that vid from the location tests....

Fierce Blanka Ball does a knockdown?!?!?

oooooooooooooohhhhhhhhhhhh yeeeeeeeeeeeeeeeeeah!!!!!!

*prepares salt shakers*
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PostSubject: Re: AE v2012 Changes   AE v2012 Changes - Page 2 I_icon_minitimeTue Sep 20, 2011 10:37 pm

Here are a few more changes that were just released. Will add this to the main list at a later time.

Ryu
[Hadouken]: Damage has been increased from 60->70. Chip damage remains the same at 15.

[H. Shoryuken]: Changed to be a 1 hit move, from the previous 2 hits. Start up is 3F. A deep hit (from active 1F to 2F) deals 160 damage, a shallow hit (from active 3F and up) deals 60 damage. First 4F from startup are invincible. Also [H.Shoryuken] cannot be EX Focus Canceled anymore, regardless of hit or block, so the risk and reward has been increased.

Ken
[cr.HK]: Startup changed from 7F->8F. So [far LP] -> [far MP] -> [cr.HK] combo string will no longer work.

[far HK]: Startup changed from 12F->11F, recovery from 21F->18F. On hit it now gives +1F, and on block -3F.

[Thunder Kick] (f+HK): Entire frame length of the feint version shortened from 27F->24F.

Chun-Li
[EX Hyakuretsukyaku]: Distance the move covers until hit detection has been increased. Tough combos should be easier to connect with now. [close HP]: Causes additional 1F guard stun on opponent. Push back distance from a hit has been decreased by about half. So [close HP] -> [H. Spinning Bird Kick] combo is now possible (290 damage, 400 stun).

[H. Spinning Bird Kick]: Damage and stun adjusted to 200.

[Tenkukyaku] (MK during Kintekishu): Hit box enlarged downwards so it is easier to hit crouching opponents.

E.Honda
[H. Hundred Hand Slap]: Hit box towards the end has been increased, allowing for easier full combo hits off a [cr.LP].

[EX Oicho Throw]: Stun damage increased from 100->150.

[Orochi Breaker]: Command has been simplified so it will be easier to use from now on.

Blanka
[EX Vertical Roll]: Now causes knockdown on hit. However on block, Blanka will now land even closer to the opponent so the risk is greater.


Zangief
[far HP]: Deals knockdown damage on hit.


Guile
[Flash Kick]: Deep hit now deals an additional +10 damage across the board: light 110, medium 130, heavy 140 damage.

[Sonic Hurricane]: Damage distribution has been changed from the existing 150+15*4+90 to 90+30*4+90. Total damage has not changed, but [Flash Kick] -> [Sonic Hurricane] combo now does an additional 50 damage or so.

[Reverse Spin Kick]: Causes additional 1F of hit stun, leading to a total of +5F on hit.

Dhalsim
[LP]: Causes additional 1F of hit stun, leading to a total of +2F on hit. So [LP] -> [EX Yoga Flame] combo now works.

[Yoga Blast]: On hit, light and medium version recovery has been reduced by 10F, heavy version recovery has been reduced by 5F.

Balrog
[Dirty Bull]: Command has been simplified so it will be easier to use from now on.


Vega
• [Bloody High Claw]: Hit properties have been adjusted. For example, the Ultra will now combo properly after a [Cosmic Heel] (df+HK).

• [EX Sky High Claw]: Hit box has been enlarged downwards, making it easier to connect the whole thing.

Sagat
• [cr.MP]: Hit box has been enlarged towards Sagat’s base, fixing a problem that caused it to whiff against certain crouching opponents.


M.Bison (Dictator)
• [HK]: Damage from a shallow hit increased from 80->90.


C.Viper
• [Air Burning Kick]: Damage reduced from 100->90.


Rufus
• [Big Bang Typhoon]: Adjusted move properties so that opponents won’t drop out early after an air hit.

• [Target Combo]: Hit box of the 2nd hit has been enlarged downwards, making it easier to hit crouching opponents.

• [EX Galactic Tornado]: Opponents who are hit by the suction part of the move now gain an additional 7F of stun. It will consume a lot of meter, but by performing an [EX Focus Cancel] afterwards, Rufus will now be at a maximum +8F. This will allow for new combo opportunities.

El Fuerte
• [EX Guacamole Leg Throw]: El Fuerte’s stun after landing has been reduced by 3F, making it 10F total.


Abel
• [Breathless]: Removed throw invincibility from the lunge to hit detection period. It still has throw invincibility from startup to lunge period.


Seth
• [Shoryuken]: Excluding the EX version, when the 2nd hit is blocked, opponent guard stun has been reduced by 2F. Seth is now -3F when doing [Shoryuken (2nd hit blocked)] -> [EX Focus Cancel] -> [Forward Dash].


Akuma
• No additional changes since the “SSFIV AE Ver.2012 Alpha” location test.


Gouken
• [Sakotsukudaki] (f+MP): Hit box enlarged downwards, active frames changed to 4F. Hit stop and guard stop time has been changed from medium attack length to heavy attack length. Hittable area has been reduced, making it easier to dodge crouching attacks.

• [Forbidden Shoryuken]: Startup greatly reduced from 11F->3F, which makes it easier to combo and counterattack with.

• [far MP]: Deals additional 1F of hit stun, and is now special/super cancelable. Thus [far MP] -> [M. Senkugoshoha] combo is now possible.

• [far HP]: Active hit frames changed from 3F->5F.

• [close HK]: Active hit frames of first part changed from 2F->5F.

• [Denjin Hadouken]: Lever rotations needed to speed up the move have been reduced.
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PostSubject: Re: AE v2012 Changes   AE v2012 Changes - Page 2 I_icon_minitimeWed Sep 21, 2011 10:20 pm

Cammy
[Quick Spin Knuckle]: Push back distance on block has been reduced, and follow ups from Cammy such as [cr.LK], etc, are now considered to be a true block string.

Fei Long
[Engekishu] (f+HK): 2nd hit is now super cancelable; however total move damage has been decreased from 150->130.

Sakura
[Sakura Otoshi]: Changed difficulty of command input, and adjusted it so that the move will not come out from button releases.

Rose
[EX Soul Reflect]: Move is invincible to projectiles until frame 7, and shot reflection occurs from frame 5. This makes it easier to instantly reflect projectiles.
[Soul Satellite]: Fixed a glitch that caused the EX version to come out when doing the command input and holding up-left on the controller.

Gen
[EX Jyasen]: Opponent stun is +1F if the hit right before the last hit connects. Thus [FADC] afterwards gives Gen a max +8F.
[Lv1 Focus Attack]: Properties have been changed based on which stance Gen is in.
• [Mantis Style]: Forward dash after a hit gives even frames to both players.
• [Crane Style]: Forward dash after a block gives even frames to both players.
[EX Oga]: Damage increased from 100->150. Variation of the move [Far Kick] during EX is now faster, and a hit allows for further combo opportunities.
[Crane Style cr.MK]: Now +1F on hit, -1F on block. Hittable area has been reduced.

Dan
No additional changes since the “SSFIV AE Ver.2012 Alpha” location test.

T.Hawk
[EX Condor Dive]: On hit, the move retains projectile invincibility until end of recovery.
[Heavy Shoulder] (d+MP): Can now be done from a vertical jump.
[Condor Spire]: Simplified command has been changed back to what it is in the current SSFIV AE.
[Raging Slash]: Command has been simplified further, so it is easier to execute now.

Dee Jay
[close HK]: If the first hit connects it forces the opponent to stand, and the 2nd hit is now super cancelable. Move is now -2F on block.

Guy
[Wall Jump]: Can now attack earlier after the initial jump off the wall.
[Bushin Hasoken]: Hit box on the last part is enlarged, making it easier to connect the full Super Combo.
[Bushin Muso Renge]: Command has been simplified further, so it is easier to execute now.

Cody
No additional changes since the “SSFIV AE Ver.2012 Alpha” location test.

Ibuki
[Bonsho Kick]: Push back distance after hit has been reduced, and on counter-hit it is easier to follow up with combos.
[Yoroitoshi]: Command has been simplified further, so it is easier to execute now.

Makoto
No additional changes since the “SSFIV AE Ver.2012 Alpha” location test.

Dudley
[Jet Upper]: Startup of light and medium versions changed from 6F to 5F, heavy version changed from 4F to 3F.
[Short Swing Blow]: On hit, medium and heavy versions do additional 2F of hit stun, giving Dudley +2F total.
[Ducking Upper]: Startup changed back to what it is in existing SSFIV AE.
[cr.MK]: Startup changed from 10F->8F and active frames lengthened from 5F->6F, making it a better poking tool.
[Rolling Thunder]: First hit will not connect against airborne opponents, but from 2nd hit onwards there is additional hit detection against airborne opponents.

Adon
[Jaguar Kick]: Hittable area of light and medium versions has been enlarged. Hittable area of heavy version remains the same, but damage has been reduced from 140->130.
[close MK]: Properties have been changed back to what it is in existing SSFIV AE.

Hakan
No additional changes since the “SSFIV AE Ver.2012 Alpha” location test.

Juri
[Senpusha]: Hit stun has been adjusted so [FADC] after light version gives +6F on the first hit, +3F on the second. Medium and heavy versions gives +6F for either hit, and EX gives +3F on first hit and +8F on second hit.
[close MP]: Startup changed from 5F->3F, making it easier to connect combos up close.

Yun
[Zenpo Tenshin]: Startup of light, medium, heavy versions changed from 11F->10F.
[LK]: Block stun increased by 1F, giving total +2 on block.
[Target Combo 3]: 2nd hit is now super cancelable.

Yang
[EX Tourou Zan]: Will not come out on button releases.
[Byakko Soshouda]: Only during [Seiei Enbu], total move frames have been changed back to what they are in the current SSFIV AE.
[Target Combo 3]: 3rd hit is now causes knockdown, and is super cancelable.
[Back Step]: Special cancel timing towards the end is changed from frame 24 to frame 26.

Evil Ryu
[cr.HK]: Startup changed from 6F->7F, damage from 90->100, active frames from 2F->3F.
[H. Shoryuken]: First hit damage changed from 90->100, for a total of 160.


Oni
[Air Hadou Dash]: Can now be canceled into Ultra Combo I [Metsu Gouzanku] on hit or block.
[L. or H. Air Hadou Dash]: Hit box size has been enlarged.
[EX Air Tatsumaki Zankukyaku]: Falling trajectory changed to become vertical when canceled from [L. or M. Air Hadou Dash]. Damage changed to 140, stun to 200, and move is now only 1 hit.
[Air Raging Demon]: Modified so that it will only hit airborne opponents, and can be used in combos. Damage has been reduced from 370->320. Normal [Raging Demon] is still a throw.
[M. Demon Slash]: Active projectile invincibility frames increased from 16F->19F.
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raij1n

raij1n


PSN : feiinweltall
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PostSubject: Re: AE v2012 Changes   AE v2012 Changes - Page 2 I_icon_minitimeWed Sep 21, 2011 11:05 pm

FK is now cancleable? interesting
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Mincereth
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Mincereth


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PostSubject: Re: AE v2012 Changes   AE v2012 Changes - Page 2 I_icon_minitimeThu Sep 22, 2011 6:44 am

Yeah, being able to cancel that second hit is cool. Thanks for updating BB!
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Shaady

Shaady


PSN : SpeeDPuNcH
Posts : 109
Location : California

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PostSubject: Re: AE v2012 Changes   AE v2012 Changes - Page 2 I_icon_minitimeThu Sep 29, 2011 12:40 pm

They need to make lk jag tooth for bait purposes only! I'm getting tired of trying to bait long range ultras and getting punished for it!
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DGWeasel

DGWeasel


PSN : DGWeasel
Posts : 560
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PostSubject: Re: AE v2012 Changes   AE v2012 Changes - Page 2 I_icon_minitimeThu Sep 29, 2011 1:08 pm

With the discovery of Sak's overhead combo, I'm really wanting less startup on her Flower Kick. lol
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Mincereth
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Mincereth


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PostSubject: Re: AE v2012 Changes   AE v2012 Changes - Page 2 I_icon_minitimeFri Sep 30, 2011 1:19 pm

@shaady: very few can actually punish it, so they probably won't touch it

@DG: I didn't get to watch it all but it looks like counter hit only from what I did see
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DGWeasel

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PostSubject: Re: AE v2012 Changes   AE v2012 Changes - Page 2 I_icon_minitimeFri Sep 30, 2011 1:52 pm

@Mince

It IS, you also didn't read any of it apparently, lol Razz
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Mincereth
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Mincereth


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PostSubject: Re: AE v2012 Changes   AE v2012 Changes - Page 2 I_icon_minitimeFri Sep 30, 2011 5:32 pm

That's why I said I didn't watch it all
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Mincereth
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Mincereth


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PostSubject: Re: AE v2012 Changes   AE v2012 Changes - Page 2 I_icon_minitimeFri Sep 30, 2011 5:33 pm

Ryu
• The active frames for crouching medium kick have been adjusted to 5 frames. Due to this, the overall movement and reach of the attack are the same as they were in SSF4.

Ken
• EX Shoryuken's damage has been adjusted to 80 + 30 + 30 + 60, for a total of 200.
Blanka
• When EX Vertical Rolling is blocked, he will have an additional 5 frames of recovery upon landing.

Dhalsim
• Quick recovery is no longer possible when Light, Medium, Heavy and EX Yoga Blast connects. It is also no longer possible for the move to come out when you release the button for the Light, Medium and Heavy versions.
C. Viper
• Removed throw invincibility on EX Seismic Hammer.

• Heavy Thunder Knuckle has been adjusted so that it is now throw invincible up until the first frame that it comes out.

• After EX Burning Kick connects, it is now possible to connect with her special moves and follow up attacks that are capable of juggling.

Akuma
• From EX Demon Flip, it is now possible to perform an EX Air Fireball.

• Far standing Heavy Kick's damage has been adjusted to 50 + 30 for a total of 80 damage, and when the second hit is blocked, Akuma is now at a -2 frame disadvantage.


Ibuki
• When the first attack of Ibuki's Ultra 2 (Hashinsho) hits the opponent, they will take standing damage.


Evil Ryu
• Far standing medium kick's range has been extended, and blocked frames has been reduced by 1 frame.

• The result is that on hit the move will give Evil Ryu +2 frames of advantage and on guard -4 frames.

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PostSubject: Re: AE v2012 Changes   AE v2012 Changes - Page 2 I_icon_minitimeFri Oct 14, 2011 6:55 pm

We finally have a date of December 13th it releases!
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Mincereth
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Mincereth


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PostSubject: Re: AE v2012 Changes   AE v2012 Changes - Page 2 I_icon_minitimeFri Nov 25, 2011 3:27 pm

Just a few more weeks!
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PABBS78046

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PostSubject: Re: AE v2012 Changes   AE v2012 Changes - Page 2 I_icon_minitimeFri Nov 25, 2011 11:18 pm

I havent even been thinking of AE. its dead to me.
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Mincereth
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Mincereth


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PostSubject: Re: AE v2012 Changes   AE v2012 Changes - Page 2 I_icon_minitimeSat Nov 26, 2011 9:32 am

lol that's a bit harsh
There have been soooo many other games out that I've slowed down immensely on SF (especially with trying to not be a noob at UMVC)
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