Super Street Fighter 4 Arcade Edition Version 2012 Changes Part 2

By on August 23, 2011 at 9:12 pm
DEVBLOGe

The Super Street Fighter 4 Arcade Edition developer’s blog was updated once again tonight with Version 2012 changes for another set of characters. We’ll have translations available right here as they become available.

Thanks to Trike, Abelity, ABM|Cande, SUPARNOVAX, RedVega, ABM|KYOKUGEN, LostonPenalties, CRUD and KIRBYSIM for the translation work. Some of this is unclear, but we will replace those translations with better ones as they arrive.

Dan

• Dan got a ton of changes.

• Pushback from his close standing Standing Hard Kick has been shortened.

• Close Medium Punch now starts up in 5 frames. This was 6 in Arcade Edition.

• Crouching Hard Kick now starts up in 10 frames. This was 11 in Arcade Edition.

• 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.

• Hard Kick Dankukyaku now deals 130 damage instead of 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.

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.

Gen

•(KKK stance) crouching HP’s damage on counter-hit has been corrected to 1.25x the regular amount. (TL note: previously it wasn’t? What was it in AE?)

•(KKK stance) crouching HK now has 5 active frames (up from 3).

•If the last hit of medium/heavy Gekirou (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 Snake Strikes’ 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 Snake Strikes are now projectile-invincible.

•All versions of Snake Strikes will have 4 extra hit/blockstun as long as you don’t end with the final strike.

So if you FADC Snake Strike before the final hit it’s +6 on hit, +2 on block.

•(PPP/Mantis style) U2’s start-up is now 7-frame on start-up, down from 9 frames.

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.

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

•(loose translation of this) 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, making it.. ????

•F+MK buffed up from 60 to 70

•MK Chickenwing nerfed from 30+30+50 (110 total) down to 35+35+30 (100 total)

Abel

•Cr.HP is back to how it was in Super.
•TT Damage up +10: LP 160 MP 180 HP 200
•Breathless : from startup till active, hit invulnerable. (LOL. People will start trolling with U2, again.)
•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.

Cammy

They want to keep the status quo for Cammy. So the only change here was:

•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).

There are more concrete details to this but I’ll touch up on that later. Too technical for me to understand.

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.

•As for buffs, when you cancel a teleport into U2, the damage has been increased to 421.

Rose

•Soul Spark meter gain returned to 20->30
•Soul Satellite’s startup frames from 7 to 5
•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.
•Fixed some bug with crouching mk counterhits.

T.Hawk

Minor changes that have to do with his match-ups.

•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. Down from -5 in AE.

•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.

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.

Seth

Only small changes here, apparently. Tanden Stream only does 340 damage now, but cr.HP, Tanden Stream does full damage. Furthermore, if the first hit connects, Seth becomes invincible for the entire animation.

Otherwise, his jumping FP now has 4 active frames and 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).

El Fuerte

They aimed to make him more fun to play without heavily affecting his overall balance. 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.

Elsewhere, cr.LP can be chain cancelled into other jab or short moves, while st.FP, Habanero Dash, Sliding now works on everyone.