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Nov012010

« New Super Street Fighter 4 Dev Blog Details Changes for Arcade Edition: Ken, Vega, Rufus, Fei-Long and Juri »

The new Super Street Fighter 4 development blog details upcoming changes for a handful of the roster in the arcade edition of the game. This blog goes over Ken, Vega, Rufus, Fei-Long and Juri. Below is a compilation of translations for each character, and we will continue to update this post as more emerge. Thanks to USD from NeoGAF for this initial write-up.

Be sure to sound off in the comments and let us know what you think about the upcoming changes! 

KEN

USD Translation:

Normals
-Less recovery on cr.MP, can now combo cr.MP into cr.MK
-Improved hit box for cl.LP and target combo (assuming this to mean more range)

Special
- LP Shoryu has 2 extra frames of recovery, but does 120 damage
- EX Hado can juggle twice in the air, so you can get full juggle off LP Shoryu > EX Hado
- EX Air Tatsu is no longer an overhead

Other
- Is considered to be mid-air right after the invincibility frames of his backdash end

 

VEGA

USD Translation:

Normals
- cr.MK start up is now 6 frames (2 frames faster)
- Less damage on cr.MP and cr.HK

Unique Attacks
- More recovery for Cosmic Heel on block

Specials
- Less recovery on EX roll
- You can now combo cr.MP from EX roll

Ultra
- U2 has slightly more startup

Other
- Is considered to be mid-air right after the invincibility frames of his backdash end

 

RUFUS

USD Translation:

Specials
- Anti-air U2 does not give you the full hits
- EX Messiah does less damage (80 PTS of Damage)

Other
Is considered to be mid-air right after the invincibility frames of his backdash end 

 

FEI-LONG

USD Translation:

Normals
- Close and Far stand jab are have an extra frame of advantage (now +6)
- Close forward has a 4-frame startup

Specials
- Less recovery on EX Rekka on hit and on guard
- No invincibility with HK Chicken Wing


Other
- Is considered to be mid-air right after the invincibility frames of his backdash end

 

JURI

USD Translation:

Specials
-Her fireball charge kick knocks the opponent higher
-You now combo Fireball charge > Pinwheel, for example
-Less stun and damage on charge kick

Ultra
No changes to U1, but because of the changes to the charge kick, it's easier to score knockdowns

Other
Faster walk speed (both foward and back)
Improvements to hitbox, EX FA (Not sure about this one, take with a grain of salt) 

Next Week's Update: Chun-Li, El Fuerte, Sakura and Cody.

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