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Oct252010

« SSF4: AE Dev Blog Talks about Ryu, Boxer, C. Viper, Cammy, and Guy Changes »

A Translation of the newest Japanese Super Street Fighter 4 Developers Blog is here courtesy of Street11. Today they talk about the changes made for Ryu, Boxer, C. Viper, Cammy, and Guy for the Super Street Fighter 4 Arcade Edition. Be prepared for some upsets with these changes, or maybe you will end up loving what you will read.

TRANSLATION OF THE DEV. BLOG

Ryu

- Far version s.MP is now special cancel-able
- Near version s.MK's damage increased
- Near version s.HK now has more frame advantage. They mentioned it's possible to link s.HK -> SRK
- Less active frames on c.MK
- F+HP damage decreased
- Jump arc changed on his diagonal jump tatsu. They say it's harder to run away with the tatsu, but also says that its cross-up will be more ambiguous when jumping in
- Did something about EX air tatsu whiffing the last few kicks on hit

 

-Balrog(Boxer)

- Near version s.MP's damage is slightly decreased. It now forces stand, and is special cancel-able
- Far version s.LP whiffs on all crouchers
- Buffalo Head now has more ground recovery frames + damage is decreased
- U2 motion changed from 720P to HCBx2

 

-C. Viper

- U2's hit box buffed

 

-Cammy

- Near and Far version s.LP, c.LP, Near s.MP, c.MP, Near s.HP's recovery decreased (resulting in more frame advantage)
- Far version s.HP somewhat cancel-able? (They explain that c.LP -> c.LP -> Far s.HP -> HK spiral arrow combo is possible) <- I need someone who has more knowledge in Japanese
- Cannon Spike will now retract less on hit/block, so it's easier to punish.
- Cannon Strike now has height restriction (cannot do it too low) except for EX version

 

-Guy

- c.LK's damage decreased, and its start-up is 3f now
- Far version s.MK has faster start-up and less recovery
- Far version s.MP's hit box is buffed a bit
- F+MP overhead now does 2 hits, and is even on hit
- His EX run follow-up timing is now same with his non-EX versions. Also, his EX run slide will have projectile invincibility, while his EX run stop has Armor (<- Not sure what they meant on "EX run follow-up timing" stuff)
- Super Combo damage increased, and fixed some issues of it whiffing on some characters if done after a combo

 

Next post will be about the changes made to Ken, Claw, Rufus, Fei Long, and Juri.

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