hier mal die änderungen für die arcade edition
-Blanka-
[Unique Attacks]
His recovery on Rock Crush (f+MP) has been decreased.
As a result, a combo such as Rock Crush -> far s.LP -> roll turned out to be possible.
His active frame on Amazon River (df+HP) has been reduced, and consequently the total frames have been cut down as well.
Also, his hurtbox during recovery has been increased.
Surprise Forward has slightly increased grounded frames in the beginning, and therefore it is easier to be grabbed.
[Specials]
His hurtbox on Rolling Attack has been widened in size while rolling around, and his distance traveled after having it blocked has been altered. The difference of distance traveled between each strength of Rolling Attack can be ordered into LP, EX>MP>HP, so it is necessary to further distinguishing them compared to now.
EX Backstep Rolling's forward distance has been reduced a little, so it would be harder to escape from the corner.
However, it is still possible to move forward and back based on the directional input.
EX Electricity has much faster start-up now, so it is easier to utilize them.
Abel
Normals
- Crouch hp: 2nd hit attack box is smaller above and below
Specials
- Tornado throw: lower damage
- Marseille rolling: no more hit invincibility at the end of it, making it easier to get countered. recovery time not affected.
Ultras
- Muga damage down by about 10%
- Mukuu damage is also down by about 10%, and the start of the attack detection is a little later. Plus, no more hyper armor during the dash, and the recovery time for when you miss and cancelling is longer
Overall
- With marseille rolling and ultra combos weakened, more caution will be required with him. However most of his weakening adjustments are about damage, so he should be able to keep the pressure on like in SSF4
Gen
[Mantis]
Two TCs have been added in.
TC1 is c.LK xx c.MK
TC2 is s.HP 1st hit xx s.MK
s.LP's hurtbox during active frames have been resized, so it's harder to get hit out of.
c.MP's start-up became faster, so it's possible to link from s.LP and c.LP.
s.HK range improved a bit.
U2 hitbox improved downward, so less chance to whiff (lolz)
[Crane]
U2's travelling speed is faster.
[Others]
During backdash, he's airborne right after invincibility wears out
[Overall]
Blah blah.
Consequently, there is absolutely zero nerf to him.
Specials
-EX Hayate is now armor-break, has a slightly faster startup
-Fukiage, when the arm is fully extended, the hittable box from her chest up is now barely there, while the attack box is extended, so there are now almost no cases where it trades or is stuffed. It still can't hit grounded opponents however. The start up for all versions have been revised (I'd assume to be faster)
-EX Tsurugi is now similar to EX Cannon Strike in what height the technique can be executed (instant EX Tsurugi?)
-UC1 damage distribution has been change. It still does the same total damage, but because of the change, will do more when the scale kicks in.
-UC2 has a faster startup
Other
-1000 Health
-Forward and back dash are faster. Because of this, now HP Hayate FADC cr.LK (and other normals) LP Hayate now combos. This vastly improves her mix-up game (throw or attack?)
-No Honda answer because it didn't rly include any unmentioned information.-
-Gouken-
A: In transition to SSF4 AE, there is no change to U1 or U2.
About diagonal j.MP, we didn't mention it in last week's blog, but after 1st hit it can be canceled into tatsu so please utilize it well!
-Rose-
A: In SSF4 AE, due to the invincibility cut in U2, if you take hit right after activating it, the orbs will not appear.
It is useless as an invincible move, but please mix it up in okizeme and mix-ups.
-Ibuki-
A: We received the same question from other several Ibuki users,
while the trajectory after throwing Kunai has been altered,
you can be reset assured that there is no change to recovery length.
Also there's no change to backdash.