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Thread: Street Fighter 4 Arcade Edition (AE) Changes

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    Street Fighter 4 Arcade Edition (AE) Changes

    A running list of changes to SF4 have been coming in for your favorite characters. Here is a list thus far:

    Blanka

    Unique Attacks

    Rock Crusher (Toward + Medium Punch) has less recovery. Rock Crusher, into Far Standing Light Punch into Beast Roll is possible now.

    Beast Slide (Down-Toward + Hard Punch) has less active frames, as a result the whole animation time is shorter. Also, his hittable box during the recovery of this move has been increased.

    His Forward Hop (Toward + 3x Kick) has more grounded frames of animation during start up, making him easier to grab out of it.

    Special Moves

    The hittable box of his Beast Roll has been widened in size while rolling around, and the distance traveled after having it blocked has been altered. Distance on recovery from a blocked Beast Roll is now Light Punch and EX longest. Medium Punch, midlength, Hard Punch, shortest. So it is necessary to plan which one to use at which distance more so than it is now.

    EX Backstep Rolling's (Rainbow Ball) forward distance has been reduced a little, so it's harder to escape from the corner. It is still possible to move forward and back based on joystick movement, though.

    EX Electricity has much faster start up now, so it's easier to use.

    Abel

    2nd hit of Abel's Crouching Hard Punch has a smaller hitbox, both upward and downward.

    Tornado Throw damage reduced.

    Roll lost some of its hit invincibility at the end of it, making it easier to punish. There was no change to the recovery frames.

    Ultra 1 had a 10% damage reduction. Ultra 1's new damage would range from 309-450. In SSF4 it was 343-500.

    Ultra 2 10% damage reduction, slower startup, super armor gets removed when Abel starts to run forward and there's a longer recovery time when you cancel out of it. New damage totals for Ultra 2 should range from 295-440. In SSF4 these were 328-480.

    Gen

    Mantis Style

    Two Target Combos have been added in. 1st: Crouching Light Kick into Crouching Medium Kick. 2nd: First hit of Standing Hard Punch into Standing Medium Kick.

    Both Medium Kicks can be Canceled now, so go for more damage by Canceling into his Specials.

    Standing Light Punch's hittable box from his elbow and onward has been deleted, so it's harder to get hit out of now.

    Crouching Medium Punch's start up is faster, so it's possible to Link from Standing Light Punch and Crouching Light Punch.

    Crouching Medium Punch can now be Canceled, providing good setups into his Hands special on hit or block.

    Standing Hard Kick's range slightly increased. There is no hittable box from his ankle, so it might be useful as a footsie tool.

    Ultra 2 downward hitbox improved, so it has less chance to whiff.

    Other Stuff

    Traveling speed for Crane Style's Ultra 2 is faster, making it easier to connect with now.

    During backdash, he's airborne right after invincibility wears out.

    Gen received no nerfs.

    Makoto

    Normal Moves

    Crouching Light Kick has more range.

    Standing Light Kick is Kara Cancelable during its start up animation. The Kara Karakusa is possible again.

    Crouching Hard Kick hit box extended out in front of Makoto, and the hittable box has been lowered slightly, making it easier to use as an anti air.

    Crouching Hard Punch has slightly more active frames.

    Toward + Light Punch has a 3 frame startup (formerly 4 frames).

    Special Moves

    EX Hayate (Dash Punch) now breaks armor and has a slightly faster start up.

    Opponent can no longer do a quick get up after Makoto connects with a Hard Punch or EX Oroshi (Overhead Chop). It's more useful now in resets and wake up situations.

    Fukiage (Upwards Punch) when Makoto's arm is fully extended, the hittable box from her chest up has been almost completely removed. Downward attack box has been extended as well, so there are now almost no situations where it trades or is stuffed. It still can't hit grounded opponents, though. The start up for all versions has been improved so it's more useful than it is now.

    EX Tsurugi (Axe Kick) is now like Cammy's EX Cannon Strike, in that it can be done very low to the ground, i.e. an Instant Axe Kick. It takes practice, but since it is a 2-hit special that makes grabs whiff and hits as an overhead, it'll be more interesting to use in offensive/defensive situations.

    Ultra 1 damage distribution has been changed. It still does the same total damage, but you will see the difference during combo damage and damage scaling based on life left. Apparently, this should result in it doing more damage.

    Ultra 2 has a faster startup time making it easier to counter Fireballs with.

    Other Stuff

    Makoto's stamina is now 1,000, which is the average stamina rating in the game.

    Forward and back dash are faster, total animation frames were decreased.

    Now a combo such as a Level 1 Hard Punch Hayate (Dash Punch), Focus Attacl Dash Cancel, Crouching Light Kick (and other stuff) into Light Punch Hayate is possible, because of the changes to her Dash speed. Mixing this in with her Grab and Choke (Karakusa) makes this a powerful grab or hit tool.

    E.Honda

    Special Moves
    Light Punch Headbutt now has lower body invincibility instead of upper body invincibility, so it will be harder to utilize it as anti air.

    Ultras
    Ultra 1 has projectile invincibility until the last active frame.
    Ultra 2's command has been changed to two half-circle backs from a 720 motion. It's easier to get it out now. Also, while its range increased, it starts up in 2f so it's possible to dodge it after screen freeze.

    Other stuff
    During backdash, Honda is now considered airborne right after invincibility ends.

    Overall
    He had solid skills that builds high damage, so he had overall damage decrease. His basis of strength has not changed, so he can fight as he does now.

    Gouken

    Normal Moves
    All of Gouken's normal moves have been improved.
    Close Standing Hard Punch and Close Standing Hard Kick have more frame advantage.
    Close Standing Medium Kick has 3 frame start up start-up, so it'll be easier to compete against some of the other fighters.
    Neutral Jump Hard Punch and diagonal Jump Hard Kick have pursuit properties, and will slam opponents into the ground.
    Ranges on his normal moves haven't changed.
    Back grab has been changed to deal gray damage, so the combo damage from the grab has been decreased. (Translator's note: They're probably saying that the back grab deals 0 gray damage, so it'll get scaled as a combo as well.)

    Special Moves
    In specials, Light Punch Running Palm (Senkugoshoha) has been drastically changed, so it will connect from weak attacks (Light Punch/Light Kick), and EX Hurricane Kick locks opponent, making it easier to combo.
    Recovery of the Demon Flip Focus has been significantly decreased, making it easier to utilize.
    Kongo (Counter) is changed as well. To be precise, it can only be activated now by using Punch buttons and the strength of the Punch changes where it sets up a counter hit at. Light for low attacks, Medium for middle attacks, and Hard for upper body attacks.

    Other Stuff
    During backdash, Gouken is now considered airborne right after invincibility ends.

    Overall
    His normal and special moves have been changed, and he will be able to do new things while retaining old tactics.
    As a result, his 'easiness' might have been changed, but you will be able to enjoy strategies different from Ryu and Akuma.

    Rose

    Super Move
    Her Super will no longer work when there is a Soul Spark in the screen. It is still possible to Cancel into Super from a Soul Spark, though.

    Ultra 2
    Soul Satellite (Ultra 2) has been changed. For the sake of balance, its invincibility has been decreased (or erased).

    Overall
    Normals, her projectile, anti air and her basic tactics will stay, so basically, Soul Satellite is the only one that has really been changed.

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    Ibuki

    Normal Moves
    • There have been changes to her normal moves.
    • Standing Light Kick has a 4 frame start-up, so it'll be easier to utilize as a weak attack.
    • Standing Medium Kick got changed to have a 5 frame start-up so it's possible to use it as the starting point of combos.

    Special Moves
    • Kunai's (Dagger Toss) damage was decreased.
    • Neck Breaker had damage and stun nerf.
    • Jump back Kunai's trajectory has been changed to nearly straight vertical-wise.

    Other Stuff
    • A Crouching Hard Kick into Standing Hard Kick Target Combo was added.
    • It works in the same way as the later part of her Target Combo 6, but it added in more strategies.
    • Her Jump Flip (Tsuijigoe) would register as a counter hit when she was hit out of it, so this was fixed.

    Overall
    Some of the normal moves have been buffed, and some special moves nerfed, but her potential will be the same as she is now.
    She will still be the same character when she is in control of the game, so it'll be fun to utilize her!

    Chun-Li

    • Stun damage reduced on Crouching Hard Kick. Damage reduced on Standing Medium Punch. Both moves have the same hit properties.

    • Her Focus Attack is now easier for opponents to hit. Assumption on what this means: Chun-Li would step back when she started her Focus Attack animation, some moves would miss her because of this. It sounds like this will no longer be the case in Arcade Edition.

    • Down-Toward + Light Kick comes out slower, more vulnerability. Can still combo after it if it hits an airborne opponent.

    • No changes to her Special Moves.

    El Fuerte

    • Far Light Punch and Crouching Light Punch now have a 4 frame start up (these moves had a 5 frame start up in SSFIV), but also have additional active frames, making them easier to connect.

    • Crouching Light Punch can now be Chain Canceled.

    • More recovery on Quacamole Slew (Air Grab) on landing, which includes the EX version, making this easier to punish.

    • Tortilla Propeller (Run away, press Hard Punch) lost invincibility, can be countered more easily.

    • More startup frames on El Fuerte's Ultra 2 and the damage was also reduced. The size of the hitbox changes with movement (?), making it harder to hit overall.

    Sakura

    • Close Medium Punch has less recovery.

    • Crouching Medium Punch and Kick can combo from a hit confirm.

    • Far Standing Medium Punch can be Canceled, just like Ryu.

    • Vulnerable hitbox on far Standing Medium Kick reduced, making it harder to hit her out of it.

    • Air Arcing Hurricane Kick can get more airborne hits.

    • Recovery time on her Fireball reduced.

    • Other various adjustments on making hitboxes bigger, damage, and recovery done to make her stronger.

    Cody

    • Crouching Light Kick now has a 3 frame start up, it was 4 frames in SSFIV. Frame advantage on hit is still the same. Should be a better low poke, with reach, now.

    • Toward + Hard Kick has more ability to juggle after connecting it. Until now, on a grounded opponent, the first hits of EX Criminal Upper didn't connect, but now they will.

    • The range at which Cody can pick up the knife has been increased.

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    Ryu

    • Far Standing Medium Punch is now Special Cancelable.

    • Close Standing Medium Kick damage increased. This took off 70 life in SSF4.

    • Close Standing Hard Kick has more frame advantage on hit and block. You can Link into a Shoryuken now with it.

    • Decreased Crouching Medium Kick's active frames.

    • Towards + Hard Punch (Dash Punch) damage decreased. This took off 120 life in SSF4.

    • Jump arc nerfed on his Air Hurricane Kick. It's more difficult to run away with this, but crossups with it will be more ambiguous.

    • EX Air Hurricane Kick will no longer miss last few hits.

    Balrog

    • Damage for Close Standing Medium Punch was decreased slightly. It now forces opponent to stand on hit, and is Special Cancelable. This move took off 80 life in SSF4.

    • Far Standing Light Punch will now miss crouching opponents.

    • Damage on Headbutt was decreased and it now has more recovery frames of animation, but recovery time is the same if it hits. Balrog's Headbutt took off 100/120/140/150 for the Light, Medium, Hard and EX versions in SSF4.

    • Ultra 2 (Dirty Bull) motion changed from a 720 to two half-circle backs + 3x Punch.

    C.Viper

    • Ultra 2's hitbox size increased.

    Cammy

    • Close and Far Standing Light Punch recovery time decreased.

    • Close Standing Medium and Hard Punch recovery time decreased.

    • Crouching Light and Medium Punch and recovery time decreased.

    • These changes give Cammy more frame advantage with her Normals.

    • Cannon Spike flies less distance away after connecting, making it easier to punish, this is on block and hit.

    • Regular version of Cammy's Cannon Strike (Dive Kick) cannot be done as low to the ground as before. The EX version was unaffected.


    Guy

    • Crouching Light Kick damage decreased. Has a 3 frame startup now, it was 4 before and took off 30 damage.

    • Far Standing Medium Kick has faster startup time and less recovery.

    • Far Standing Medium Punch hitbox improved.

    • Towards + Medium Punch (Overhead) is two hits now and no longer leaves you at a frame disadvantage on hit.

    • EX Run timing for followups is the same as the regular version now.

    • EX Run Stop follow up has Super Armor.

    • EX Run Slide follow up has projectile invincibility.

    • Super does more damage, and fixed some problems with it not connecting after a combo.

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    Ken

    Normal Moves
    • Less recovery time on Crouching Medium Punch. He can now combo Crouching Medium Punch into Crouching Medium Kick.
    • Improved the hit box for Crouching Light Punch.
    • Target Combo hit box (Medium Punch into Hard Punch) also had its hitbox improved.

    Special Moves
    • Light Punch Shoryuken has 2 extra frames of recovery, but now does 120 damage. It did 100 damage in SSF4.
    • EX Fireball can juggle twice in the air, so now you can get full juggle off a Light Punch Shoryuken into EX Fireball.
    • EX Air Hurricane Kick can now be blocked high or low. Used to be that it had to be blocked high.

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


    Vega

    Normal Moves
    • Crouching Medium Kick start up is now 6 frames, which is 2 frames faster.
    • Crouching Medium Punch and Crouching Medium Kick do less damage.

    Unique Attacks
    • More recovery time for Cosmic Heel (Down-Toward + Hard Kick, Launcher) on block.

    Special Moves
    • Less recovery time on EX Rolling Crystal Flash.
    • You can now combo Crouching Medium Punch from an EX Rolling Crystal Flash.

    Ultras
    • His Ultra 2 has slightly more startup time.

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


    Rufus

    Special Moves
    • EX Messiah does less damage. It took off 100 damage in SSF4.

    Ultras
    • When Ultra 2 (Big Bang Typhoon) is used as an anti-air, it won't fully connect, so it does less damage in these scenarios now.

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


    Fei Long

    Normal Moves
    • Close and Far Standing Light Punch have an extra frame of advantage, making it +6 now.
    • Close Standing Medium Kick has a 4 frame startup.
    • Additional frame advantage on many moves.

    Specials
    • Less recovery on EX Rekka on hit and on guard.
    • No invincibility on his Hard Flying Kick (Chicken Wing).

    Other
    • Is considered to be mid-air right after the invincibility frames of his backdash end.
    • Crouching Medium Kick still cannot be Canceled, earlier reports said this might happen.


    Juri

    Special Moves
    • Her Fireball Kick (projectile) knocks the opponent higher up into the air. Now you can combo it into a Pinwheel Kick, for example.
    • Less stun and damage on the kick part of the Fireball Kick.

    Ultra
    • No changes to Ultra 1, but because of the changes to the kick part of the Fireball Kick, it's easier to score knockdowns.

    Other
    • Faster foot speed, while walking towards and backwards.
    • EX Focus Attack hitbox improved (this could be incorrect, translation was a little fuzzy).

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    Looks like in addition to Yun and Yang, Oni Akuma and Evil Ryu will be joining the cast

    Click here for video and move lists and overall impressions

    So far, I am very underwhelmed from these 4 additions. Basically we have two more dive kick characters that play semi-similiar to each other and two more shoto clones to go along with the regular shotos we always see online. I really wish they would have went with a more diverse character selection for AE or else I wish they would have focused more on making the current cast more viable, especially the more unique characters that currently suck such as: Gouken, Claw, Guy, El Fuerte and Hakan.

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    El Fuerte and Hakan don't suck!

    But I agree that those four additions do nothing for me. Yin and Yang are virtually the same character, and Oni Akuma and Evil Ryu are just more clones in a title already awash with clones.

    I would have preferred entirely new characters, or bringing back Rainbow Mika and Alex... or some of the freaks from the EX series, like Cracker Jack.

    Also, can't we have some new STAGES???

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    I don't like some of these gameplay tweaks. Characters like El Fuerte are already at a disadvantage because they have no projectile attacks. At least his second Ultra was easy to connect and did a good amount of damage.

    "More startup frames on El Fuerte's Ultra 2 and the damage was also reduced. The size of the hitbox changes with movement (?), making it harder to hit overall."

    Gee, thanks Capcom.

    The one tweak I wanted to see: Make Vega's Izuna Drop easier to connect. It's impossible to execute that move in Super, but that wasn't the case in SFIV.

    And of course, Capcom doesn't fix this.

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    They need to improve the damage that Zangief does


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    are any of you guys going to be playing this? i haven't played in awhile, but just started up again with the AE dlc.

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    I'd probably play but my ex-wife sold all my videogames including Street Fighter, Super Street Fighter and MvC3. I'm surprised I still have my tournament edition fightsticks...

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