Šta je novo?

Street Fighter IV

Šta koj djavo, još air hado i tatsu bullshita, ali ovaj put u evil varijanti. Sjajno.
Ako ovi budu playable likovi, zvanično me boli briga dal' će biti PC verzije.

[YOUTUBE]PqZUv7H7pWI[/YOUTUBE]
 
Cemu takva reakcija?
Evil Ruy je totalno drugaciji lik od obicnog Ruy-a, a i ako bude playable imace los health/stun.
 
Bolje da su ubacili Bojana i Shin-Bojana :D :D

Ahahahahah, Djoxy, opuštencija. Pitanje je da li će oni biti i kakvi će biti. Jedan je Akuma i jedan je Ryu. Njima nema ravnih :D

Djox. ne gledaj:
Shin Akuma can be called as an enhanced version of Akuma. When comparing the two characters, Shin Akuma is seen to be better and stronger than Akuma. When talking of the speed with which the characters act, Shin Akuma is faster than Akuma. When Akuma can shoot just one fireball, Shin Akuma can fire two fireballs at one go.
Izvor: http://www.differencebetween.net/miscellaneous/difference-between-akuma-and-shin-akuma/
 
Poslednja izmena:
Teleport, Shakunetsu Hadoken, Shun Goku Satsu i Messatsu Gou Shouryuu.
Znaci kao Akuma, ali sa vise stila :D.
Th_ryu-evilburn.gif



Ako ce vec da ubace napucanog Akumu, bio bi red da mu vrate :
[youtube]GYFhJdXkPW0[/youtube]
 
Moze to i gore :)

[youtube]2IEiSgkOUYU[/youtube]
 
Bilo bi kul da budu balansirani.

Shin Akuma je bio u nekom delu serijala balansiran, pravio je lud damage, ali je isto tako i imao jako mali health.
 
Hadocon results :

1st - EG Ricky Ortiz (Rufus)
2nd - BLG Filipino Champ (Dhalsim, Seth)
3rd - BLG Vangief (Zangief)
4th - Tatsu (Vega)
5th - LPN (Adon, Akuma, Abel)
5th - Warahk (Guile)
7th - Combofiend (Guy)
7th - Grimmmz (Ryu)
 
^^ Jel' može copy/paste? Na poslu sam, a sevnuli novi firewall filteri i čudesa pa ne mogu ništa da pogledam :(
 
Moze ;).

Guile
Unique Attacks

• Deleted hittable box for his Reverse Spin Kick (Toward or Back + Hard Kick) from his knee and below during the first few frames after starting up and reduced its damage. With this adjustment, it's possible to make attacks like Ryu's Crouching Medium Kick whiff and hit them out.

• Spinning Back Knuckle's (Toward + Hard Punch) damage reduced.

Special Moves

• Sonic Boom's meter gain at startup is halved, and we adjusted his meter gaining rate through the match.

• Light Kick, Medium Kick and Hard Kick Flash Kicks damage reduced.

Ultra 2

• Sonic Hurricane's damage has been reduced, and the startup time is a bit slower.

Overall

• Damage nerf is applied to Special Moves and his Ultra 2, so we can say his damage is reduced throughout.

• He will require more attacks to finish off opponents.

• There are almost no changes to his frame data, so in Arcade Edition he can do everything that he can already do.

Seth
Normal Moves

• His Toward Jumping Hard Punch's number of active frames is doubled, so it's easier to hit with now.

• Far Standing Medium Kick's active frames were lengthened a little, and his hittable box when he extends his leg horizontally was reduced, so it will function better as a poking tool.

• Close Standing Medium Punch's startup is faster and the total duration of the move is reduced as a result, plus frame advantage on hit was increased, so it got significantly buffed.

• Crouching Hard Punch's start up is faster.

• Crouching Medium Kick has slightly more active frames.

• Neutral Jumping and Jumping Away Hard Punch (Stretchy Arms) now is his Jump Toward Hard Punch animation. The jumping stretchy arms attack has been removed.

Unique Attacks

• His Dive Kick's hitstun and blockstun were decreased, so it's slightly harder to use the move as an offense tool.

• All three Head Stomp moves had their active frames reduced, and the timing to hit all three of them was changed.

Special Moves

• Sonic Boom's recovery was reduced by 1 frame, and EX Sonic Boom's recovery is reduced by 3 frames. Now regular attacks into his regular or EX Sonic Boom, Focus Attack Dash Cancel and a follow up combo are pretty powerful.

• His Spin Kicks (Hyakuretsukyaku) deal more damage and less stun.

Super Move

• Super's invincibility window was lengthened, and "the pursuit priority is increased." [Translator's note: It's assumed this means it will connect more hits against airborne opponents instead of the attack not fully connecting when someone jumps into it.]

Ultras

• Ultra 2's recovery was shortened.

• Full invincibility was changed to 12 frames, and after that Seth is only invincible to projectiles until the end of active frames. In SSF4, according to the frame data, Seth was invincible for the first 88 frames of animation, so this is a significant reduction.

• Ultra 1 deals more damage, but has a longer recovery time.

Other Stuff

• Stamina increased to 800, stun increased to 900. In SSF4 it was 750 for both his stamina and stun ranking.

Overall

• The changes on SSF4 Arcade Edition happened only where they affect the way he is played.

• He looks weakened in the first glance, but he also got strengthened in various points, so please research his playstyle in SSF4 Arcade Edition.

Dee Jay
Normal Moves

• Far Standing Light Punch's hittable box around his arm was removed, so it's more difficult to beat this attack.

• Crouching Medium Punch's priority was strengthened, and it deals more damage.

• Close Standing Medium Punch's active frames were increased by 1, so it's easier to use as anti air.

• Far Standing Medium Kick was changed to be a 2-hit normal, and it got adjusted in damage distribution, in startup, and in the total duration. Now, the 1st hit is Cancelable, so combos such as Crouching Light Punch, into Far Standing Medium Kick, into Special Moves and also Close Standing Medium Kick into Far Standing Medium Kick into Special Moves combos are possible.

• Close Standing Hard Kick, when it hits airborne opponents, will knock them out in the air, and the 2nd hit of the move has pursuit property.

• Far Standing Hard Kick's startup is 1 frame faster, and the active frames for it was increased by 1.

• Crouching Hard Kick's distance was shortened, but has more active frames, and it will recover faster after the active frames end.

• Toward Jumping Medium Kick's pushback on hit is adjusted, so combos after crossing up with it are easier.

Special Moves

• Air Slasher's (Fireball) recovery got shortened, and the hitstun/blockstun got reduced as well. There are no changes to EX Air Slasher. Opponent's attack will now be registered as a counter hit if you get hit out during the whole move, so if the opponent jumps in on you, you will be in a world of hurt.

• Light Dread Kicks' (Double Rolling Sobat) startup was changed to 12 frames, and his lower body invincibility was lengthened as well. It's comboable from Light attacks now. It's throw invincibility and airborne state were removed.

• Medium, Hard and EX Dread Kicks (Double Rolling Sobat) 1st hit deals longer hitstun, so landing the first 1st hit, Focus Attack Dash Canceling, and following up with a combo may be great.

• Machinegun Upper's damage was increased.

• Light Jacknife Maximum (Up Kicks) damage was increased, and is completely invincible until active frames end.

• Hard Kick and EX Jacknife Maximum hitbox was adjusted in order to prevent it from whiffing some hits after connecting it.

Ultra 2

• Ultra 2's recovery time was reduced as much as possible.

Other Stuff

• Dee Jay's forward dash has more frames where you can input a Super or Ultra command. As a result, his forward dash into Ultra 2 is easier than it was before.

Hakan
Normal Moves

• Standing Hard Punch's hittable box around his arm got smaller, so it's easier to use as an anti air attack or a poke.

• When Oiled, even when his normals are inputted during a forward dash, he will still slide a little. (Translation incomplete.)

Unique Attacks

• Step Low (Toward + Light Kick) is now Cancelable.

Special Moves

• For Oil Shower, the duration of the oil will be stacked now. The maximum duration is 30 seconds. Also, the Medium, Hard and EX versions of the Oil Shower have 5 frames less recovery time, and the EX version can be Canceled into Guard Position (Coward Crouch).

• Oil Shower is one of Hakan's follow ups after an Oil Slide. The effect is the same as Light Kick Oil Shower, and he will be in advantage nevertheless.

• Light Punch Oil Slide has a faster startup, and can be connected from Crouching Light Punch or Step Low (Toward + Light Kick).

• Oil Dive, including the EX version, while holding button, can be canceled into Guard Position (Coward Crouch).

Other Stuff

• Oil Rocket and Oil Dive's input property is adjusted, so the feeling will be same with that of Zangief's Spinning Piledriver.
 
Hvala.

Kad beše izlazi AE, 15. decembra, jel' to zvaničan datum?
 
Kako je ovo dobro :) :

[youtube]ViXfgETasbk[/youtube]
[youtube]cxcCjChqASk[/youtube]
[youtube]hOLkgoDnB4A[/youtube]
 
Hehe, kul. Baš je slatka ova što pozajmljuje glas Cammy.
A i komentar za C.Viper :D
 
SSF4 AE changes: Dhalsim, Bison, Akuma, T. Hawk & Adon

Dhalsim
Normal Moves

• Down-Back + Crouching Medium Punch has faster startup and less recovery time. Now this combo is possible, Down-Back + Crouching Medium Punch 2x into EX Yoga Flame.

Special Moves

• Faster startup time on the EX Yoga Flame, making it comboable from Medium Punch and Kick normal moves. Damage was reduced from 180 down to 120.

Super

• Yoga Inferno (Super) damage was reduced to 300, down from 350.

Other

• During back dash, airborne frame comes immediately after invincibility frames end.

Overall

• We looked through his damage again, and as a result he was nerfed a bit, but there are changes beneficial to Dhalsim in other parts of his game. He has a huge diversity between a good match-up and a terrible match-up, but he has strong potential in himself.

M. Bison
Normal Moves

• If you hit with Standing Hard Kick from the knee up it does 80, if you hit with it from the knee down, does 110 damage.

• Crouching Light Kick's hittable box was made slightly larger, making it easier to counter.

Special Moves

• Light Scissor Kicks push back further when blocked, making it harder to punish him, but also making it more difficult to keep pressure on with Crouching Light Kick afterwards.

Super

• Super is projectile invincible during its active frames.

Ultra 2

• Ultra 2 is now a charge command, damage was also increased to 450. Was previously 420.

Overall

• Comparatively, he is above standard in terms of a character's strength, but he's more dependent on players' skills due to the adjustments.

Akuma
Special Moves

• Medium Punch Shoryuken's invincibility was lengthened, now he is completely invincible for the first 5 frames.

• Air Hurricane Kick's jump arc was changed, so running away with it is impossible.

• EX Hurricane Kick damage and stun were reduced.

Ultra 2

• His Ultra 2, when Canceled during teleport only, has bigger hitbox downwards. Standing Hard Punch, Teleport into Ultra 2, is possible now.

Other stuff

• During back dash, airborne frame comes immediately after invincibility frames end.

Overall

• Considering balance, the runaway tactic with his Air Hurricane Kick was removed, but other things can be done as you currently can, so you will be able to apply your skill in SSF4 to SSF4 AE as well.

T. Hawk
Normal Moves

• Close Standing Hard Kick's recovery time reduced, and changed frame advantage to be +4 on hit.

• Far Standing Hard Kick's hitstun and blockstun were increased, making it harder to punish.

• Neutral Jumping Hard Kick has slightly more active frames.

Special Moves

• EX Condor Dive can be used by itself now, by pressing all three Kick buttons. It's different from the regular version, as you can do it while jumping backwards as well, and it's invincible to projectiles until its active frames end.

• Light Punch Condor Spire's hitbox was extended forward.

• Condor Spire's meter gain upon activation was increased.

Super

• Increased his Super's grab range to be the same as his Light Punch Mexican Typhoon. Was previously 1.35 range and is now 1.5.

Ultra 2

• Ultra 2 has a faster startup time, and its invincibility window was lengthened and it remains active longer, making it very easy to use as an anti air attack.

Overall

• A solid buff was applied to Specials, Super and Ultra, and some tweaks were made to his normal moves. Basically, there are only buffs, so it'll be easier to face casts that were bad match-ups in SSF4.

Adon
Normal Moves

• Many of Adon's normals were buffed.

• Crouching Light Punch, Close Standing Medium Punch and Crouching Hard Punch all had changes made to their frame data.

• Close Standing Medium Punch, on hit, will have a frame advantage of +6, so it's possible to Link specials moves to combo, although it's still not Cancelable. This move was -1 on hit in SSF4.

• Far Standing Light Punch, Far Standing Medium Punch and Crouching Medium Punch were given bigger hitboxes.

Special Moves

• EX Jaguar Tooth will not do the yellow EX Flash until he gets to the wall and is invincible to projectiles until grounded.

• Medium Jaguar Kick's hitbox was changed, so Close Standing Hard Punch into Medium Jaguar Kick will register as a combo.

Super

• Super's (Varied Assault) startup changed to 7 frames, down from 9 in SSF4, and the first hit's hitbox is extended downward more.

Other Stuff

• Wakeup time was nerfed. Adon now takes longer to get up off the ground than he did in SSF4.

Overall

• His buffs are centered around using his normals, so he will be stronger while on ground.
 
Glupi hitbox za Akumin Ultra 2... Povecan samo na teleportu... I nisu mu povecali damage na Superu... Mada je i ovako dobar, ne mogu da se zalim :)
 
Daigo Umehara's Impressions of SSF4 AE

• Fireball characters are considerably weaker in this version.

• He thinks Yun will be really good, though Zangief will be a tough matchup for him. Hasn't played much Yang, but thinks that his Genei Jin (Super) will be a big difference between the two characters.

• Even though Fei Long lost the invincibility on his Hard Kick Chicken Wing, with better normal moves and all the tools he still has available (Rekka, Tenshin, etc.), and Chun-Li, Honda, and Balrog getting nerfs, he says that Fei Long is probably the strongest of the old characters in Arcade Edition.

• Daigo feels Yun, Yang and Fei Long will be top class in SSF4 AE. After these people he ranked Zangief, Balrog and C. Viper next.

• He thinks Ken will be stronger than Ryu and Akuma, though they're still upper tier.

• Balrog will be a tough matchup for both Yun and Yang, since they don't have a punish for Dash Straight, and he has his Crouching Hard Punch.

• Makoto is stronger than he thought she would be.

• With the nerfs, he puts Guile at upper-mid tier, and he'll probably keep him around as a secondary character.

• He really seems to fear the Zangief matchup with Yun.

• With the EX Green Hand changes, Sagat will have a favorable matchup against Zangief. Puts Sagat at the bottom of the upper tier.

• Many of Daigo's impression revolve around if said characters can beat Zangief.

• Apparently, Dhalsim's Standing Light Kick is slower.


Ovaj deo mi se ne svidja "Ryu's Light Punch Shoryuken can trade into Ultra." :).
 
Poslednja izmena:
Bas mu je to trebalo... Nema combo-a iz kojeg ne moze da izvuce Ultru, sto ne bi jos i na traded LP Shoryuken...
 
Daigo Umehara's Impressions of SSF4 AE

[...]

• He thinks Yun will be really good, though Zangief will be a tough matchup for him. Hasn't played much Yang, but thinks that his Genei Jin (Super) will be a big difference between the two characters.
[...]

Malo je konfuzna recenica. U 3s, Yang ima Seiei-Enbu, a Yun koristi Genei Jin.
 
Utisci, utisci ...

Blanka
• ChocoBlanka feels most of his changes are minor.

• When a Hard Punch Beast Roll is blocked, the distance Blanka bounces away is REALLY short. Medium Punch Beast Roll is also shorter, as reported. It's easier to be punished now. Beast Rolls aren't as mindless as they were before, but they're still useful.

• Light Punch Beast Rolls bounce away on block seems to be the same as before. The EX version seems unchanged as well.

• EX Rainbow Ball's distance is about 2/3rd of what it used to be, but it also changed so that he bounces a little bit back as well. You could get punished from escaping with this now, depending on the character you're up against.

• Blanka's Beast Slide (Down-Toward + Hard Punch) had its blockstun increased, so that you can use the tip more easily.

• Range on Blanka's hop forward seems to be increased. Choco said she's very happy about this.

• Standing Medium Kick comes out faster.

• Crouching Medium Kick seems to have better priority, again Choco is happy about this.

• Choco warns she could be wrong about some of this stuff, as its only the first day she played.

Gen
• Lots of people talking about Gen's Standing Hard Punch into Standing Medium Kick into Target Combo.

Mantis Style

• Mantis Standing Hard Kick is a high move and the range seems to be similar to Mantis Crouching Hard Punch.

• Mantis Super into Crane Jumping Hard Kick connects, this could have been the case previously, though.

• Any Jumping Attack, Standing Medium Punch, Standing Hard Punch, Standing Medium Kick, Cancel into Light Dragon Kicks was tried on dizzied Ryu, and the Dragon Kicks whiffed but connected on Ibuki without a jump attack.

• Crouching Light Kick, into Crouching Medium Kick seems to be less useful than Standing Hard Punch into Standing Medium Kick, Target Combo. If you put a few Crouching Light Punches before hand, Gen's Dragon Kick will whiff.

Crane Style

• It's really easy to do a Focus Attack crumple into Crane Ultra 2.

• Something feels different with Crane's Standing Hard Kick, but it wasn't elaborated on.

Gouken
Light Punch Running Palm

• This has similar range to Crouching Light Punch, it cannot combo from a max range Crouching Light Kick or Crouching Medium Punch.

• Couldn't combo from his Fireball into a Light Punch Running Palm in corner, so it's slower than 6 frames, guessing 8 frames.

• Frame advantage might be better than Medium or Hard Punch Running Palm?

• Someone got countered out of it, with a meaty attack, so there's probably no invincibility — didn't test upper and lower body invincibility separately, though.

Close Standing Medium Punch

• Frame advantage on hit is at least +6. Can Link into Crouching Hard Punch or a sweep.

• Tried Close Standing Medium Punch 2x into sweep, but couldn't test it a lot due to facing characters like Vega, where the second hit becomes a far version.

• Frame advantage on block is probably +3.

• Close Standing Medium Punch into Crouching Hard Punch connects, but EX Running Palm sometimes won't connect from it if you do it from far away.

Neutral Jump Hard Punch, Jumping Hard Kick:

• The slamming down property feels "softer" compared to Cody and Juri's.

Back Throw

• Gray damage is probably 0 or 1, someone said you can see a pixel of gray bar if you look closely.

• Someone confirmed that back throw only counts for the combo scale, and still does 0 damage.

• Not sure if this is due to lag or change to the back throw, but there were a lot of people missing the Ultra 1 after a back throw.

Jumping Medium Punch into Air Hurricane Kick

• Due to height restriction, Air Hurricane Kick doesn't seem to come out on grounded opponents.

EX Hurricane Kick, Focus Attack Dash Cancel

• Feels like it became more solid due to the locking ability of EX Hurricane Kick.

• EX Hurricane Kick, Focus Attack Dash Chancel into Medium Punch Palm connected without crossing under.

Guy
• Close Standing Medium Kick into Far Standing Medium Punch combos.

• Close Standing Medium Punch into Medium Punch Shoulder doesn't combo, confirmed by two different players. Probably less hitstun here, someone claimed about 2 frames less on hit.

• Target Combo seems to connect easier on crouching opponents.

• Feels like Jumping Hard Kick into Close Standing Hard Kick might be easier to connect.

• The new and improved 3 frame Crouching Light Kick is really good.

Guile's damage on Flashkick, Focus Attack Dash Cancel, into Sonic Hurricane is even lower now, someone called it, "pathetic." Estimated that this takes off about 100 less damage overall. :(
 
Shine, cemu toliko interesovanje za igru koja je daleko od najbolje tuche u poslednjih nekoliko godina? ;)
 
Nije daleko.
Zanima me sta se desava, iako SSF4 ne igram vec jedno mesec dana(nikako da zavrsim modovanje sticka).
 
Znaci, ta druga je toliko dobra da nema potrebe pisati o njoj.. :)
 
Ta druga se igra offline sa ekipom, onako kako se tabacine i igraju.
 
A ja ne mogu da verujem da neko nema razumevanja za ljude koji na poslu, na primer, imaju male monitore i ili slabe Interenet konekcije.

Zašto bi neko imao razumevanja za to, 21. vek je zaboga... nađi firmu gde imaju veće monitore!


:d
 
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