Ultra Street Fighter IV

Ich kann jetzt 2 Wochen nicht mehr an C to shining C (in Super, weil AE mag ich nicht) zocken.
Ist wahrscheinlich besser, denn nach Makoto und Hakan war ich teilweise hart gefrustet :-D
 
Online is eh voll für die Hunde... sucht/gründet eine Offline Community.

Und spielt Melty Blood :D
 
Online is eh voll für die Hunde... sucht/gründet eine Offline Community.

Online ist sicher nicht perfekt, aber für Zwischendurch immer wieder unterhaltsam genug.
Außerdem lässt sich C to Shining C auch sehr schlecht mit meinen Kumpels offline erspielen ;)
 
4 wochen kein sf gespielt und leislis makoto mit oni zersägt :lol:
ansonsten liefs auch ganz ok. hab mir aber eh vorgenommen das ganze nicht mehr
so verbissen zu sehen. die ausraster kann ich echt nicht mehr gebrauchen :D
keine lust bei dem spiel permanent schlechte laune zu kriegen.
 
Zuletzt bearbeitet:
4 wochen kein sf gespielt und leislis makoto mit oni zersägt :lol:
ansonsten liefs auch ganz ok. hab mir aber eh vorgenommen das ganze nicht mehr
so verbissen zu sehen. die ausraster kann ich echt nicht mehr gebrauchen :D
keine lust bei dem spiel permanent schlechte laune zu kriegen.

Kann ich verstehen , kauf dir auch 3rd Strike :happy4: :v:
 
Sry wegen doppelpost.

Habe heute bisschen gezockt, 10mal gewonnen und 3mal verloren (stand kurz vor nem Nervenzusammenbruch :aehja: )
Ca. 4200PP mit Rose und dabei wird es eine Weile bleiben, hoffentlich kauft ihr euch schön 3rd Strike :ol:

Werde mir noch 4 andere Gamertag erstellen um das Spiel mehrmals kaufen zu können................muss Capcom unterstützen und so :kruemel: :v:
 
Sry wegen doppelpost.

Habe heute bisschen gezockt, 10mal gewonnen und 3mal verloren (stand kurz vor nem Nervenzusammenbruch :aehja: )
Ca. 4200PP mit Rose und dabei wird es eine Weile bleiben, hoffentlich kauft ihr euch schön 3rd Strike :ol:

Werde mir noch 4 andere Gamertag erstellen um das Spiel mehrmals kaufen zu können................muss Capcom unterstützen und so :kruemel: :v:
ich werds 4 mal sharen auf der ps3, falls möglich. ^^
 
Kaufs mir auf jeden Fall am Mittwoch. Muss mir nur noch bei Ebay Punkte kaufen :brit: ist dort billiger :P

Freu mich schon auf die ganzen Noobs und Pros zum rapen und gerapt werden :awesome:
 
Gerape :v:

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edit:

Bayek wurde gebannt gnihihihi :v:
 
Die ersten AE 2012 Changes sind bekannt:

Ryu
-U2 Metsu Shoryuken hitbox increased, easier to lock-on for full animation (better as an anti-air in general)

-With a counter-hit Shakunetsu Hadouken (red fireball) you can combo into U2 Metsu Shoryuken with full animation. Try using it in combination with crouching MK (TL note: make your opponent block cr.MK, and if they try to focus absorb your regular fireball, if you do an EX it will hit as counter-hit).

For this to combo in this particular scenario, you will need to EX/Red Fireball -> FADC -> U2 Metsu Shoryuken.
HOWEVER, if you score a counter-hit with EX fireball at close range, an FADC is not required for U2 to combo.

-(In-air) Hurricane Kick's brake frames are shortened by 3. I'm not exactly sure what Ayano is talking about here... but he says basically you can use this changed property to alter your jump trajectory.

-Solar Plexus: damage is now changed to 40+60 for a total of 100.

-Close standing HK on a crouching opponent, on counter-hit, is comboable into sweep. This works regardless of which character your opponent is.

Ken
He's pretty good now, so there aren't many changes here. Slight buffs.

-Target Combo: hitbox has been made bigger (towards the lower part) so that you can catch crouching opponents more easily. You can also now delay the second hit of the TC.

-EX Shoryuken's damage is now 80+30+30 for a total of 190 damage. Should give you a better risk/reward return.

Chun Li
Minor changes here, done to make Chun a more stable character apparently.

-(In air) down+MK can now be down with down-forward+MK. However, down-back+MK will NOT work.

-Back+MK on counter-hit gives you +3 frame advantage (did it used to be +1, like with LP and LK on counter-hit??)

-After back+MK, the MK follow-up is easier to hit-confirm into (probably means the input window is extended).

-Crouching HK's stun value has been increased to 150.

-U2 Kikousho's start-up has been changed to 9 frames. It should be easier to anti-air/combo into now.

-Apparently in SSF4 AE, when you manage to land U1 against very specific characters there was some sort of bug that didn't allow the whole UC1 to connect properly. This has been fixed.

E.Honda

-LP headbutts are back to the way they were in SSF4 console, which is to say invincibility (on the upper half of Honda's body) has been restored. However, when you hit your opponent with LP headbutt during its invincibility frames, damage is reduced slightly, to 100.

-MP headbutt has been given lower-body invincibility in a way similar to SSF4 AE's LP headbutt. Ayano notes that for players who've properly researched strategies on how to take advantage of AE's LP headbutt lower-body invincibility, your efforts have not been in vain.

Blanka
In general, Blanka's Rolling Attacks (not sure what they're called in English, but it's the forward roll) have been given a brand new twist.

-Firstly, all Rolling Attacks have increased damage, by an additional 10. As a result,

Weak: 110
Medium: 120
Heavy: 130
EX: 120

-Furthermore, heavy and EX rolling attacks now knockdown if, and only if, you manage to land it within the first 2 attack frames (basically, the frames during which they are FADC-able).

So for instance, when you perform the following combo:
Crouching LK, crouching LK, standing LP, heavy Rolling Attack...
... You will score a knockdown.

-Furthermore, if you manage to land an EX Rolling Attack within the first 2 active frames, this will put your opponent in a juggle state to be hit by pursuit-property moves. So try and FADC out of that and add damage.
(EDIT: not sure what you might be able to combo with though. Not really a Blanka player here.)

-The charged version of Rock Crusher (Blanka's overhead... I think you can hold down the button to delay the start-up) will give you a +5 frame advantage on hit.

So combos like Rock Crusher -> crouching MK -> heavy Rolling Attack are now possible.

Zangief
The changes here revolve primarily around damage.

-Weak SPD's stun value has been changed to 150.

-The damage for EX Banishing Fist (AKA green hand) has been changed to 90+50 for a total of 140. Stun has also been adjusted to 100+50 for a total of 150.

-Crouching LP's hitbox six has been altered. Previously when you do a jump-in and follow-up with a crouching LP, sometimes it whiffs on certain crouching characters. This has now been fixed.
Edit: I mis-translated this part earlier.
Kudos to Arc-rail for spotting the error.

-Crouching HK now lowers the height of Zangief's vulnerability hitbox (TL's note: in a fashion similar to Akuma's cr.MK). During this animation you will not be able to dodge certain attacks.

Guile
Has to do with changes that were made from SSF4 console to AE. They've been redone over for the sake of better balance.

-In AE, when you hit Guile while he's doing his Sonic Boom, it's considered a counter-hit. This has been abolished.

-Air throws have been changed to 3-frame start-up (TL's note: down from 4-frame).

-Spinning Backfist's damage has been revised to 100.

-Reverse Spin Kick has throw-invulnerability.from the 6th frame to the last active frame.
Edit: Reverse Spin Kick info was previously mistranslated. Whoever translated it earlier was correct.
Dhalsim

-Yoga Inferno's damage is now 75x2+60x3 for a total of 330.

-EX Yoga Blast's damage is now 90+50. So basically the first hit gives 20 more damage, while the second hit gives 20 less. So if you trade hits with your opponent this will give you slightly more damage.

-Standing LP now has 4 active frames instead of 3. However, the overall frame length for this move has not been changed. (TL's note: this either means start-up has been reduced by 1 frame, or recovery has been reduced by 1 frame).

-Dhalsim's vulnerability hitboxes on medium/heavy Yoga Blast has been made smaller, so he's harder to hit during these moves now.

In addition, HK Yoga Blast will now put your opponent in a state of juggle.

Boxer
In AE, Boxer's changes mostly revolved around damage nerfs. This has been revised in the rebalance.

-Buffalo Head's damage is now as follows,
Medium: 120
Heavy: 140
EX: 150
Which were the values for SSF4 console.

-U2 Dirty Bull's damage has been increased to 399. However, it takes longer to recover from the special U2 animation on hit.

-This is a minor change but Dash Swing Blow's properties on hit has been changed in a manner that ensures the following combo,
Dash Swing Blow -> crouching MP,
will connect on all characters on hit (TL note: did this whiff on certain characters in AE?)

-The lower part of Close standing HP's hitbox has been enlarged, so that it will no longer whiff on certain crouching characters up-close.

Claw
Slight changes to make him easier to use.

-Crouching HK (slide)'s damage has been increased to 110, which was the value for SSF4 console version.

-Cosmic Heel's frame disadvantage on block has been reduced by 1. So when blocked, the maximum frame disadvantage for Cosmis Heel is now shortened to -3.

-Sky High Claw now knocks down grounded opponents too.

-If U1 Bloody High Claw hits on the way up (flying towards the wall), the hitboxes for the remainder of the Ultra have been increased greatly so that they will always connect.

-U2 Splendid Claw's start-up has been revised to 8 frames.

Sagat
He's already pretty good in AE. So there's only one change here:

-After Angry Charge, the damage for Sagat's weak, medium and EX (but not heavy) gets 10 additional damage on top of what it currently is in AE.

Dictator
Ayano notes that they basically want to keep Dictator the same as it is now in AE. So only one change here.

-Double Knee Press's stun value has been changed to 100+50 for a total of 150 - for all versions of this move.

Furthermore, the frame advantage for the first hit of Double Knee Press has been increased by 1. So if you do the move and FADC on the first hit, the maximum frame advantage possible is now +5.

C.Viper
Damage nerfs and some small changes.

-Medium Thunder Knuckle's damage has been changed from 120 to 110.

-EX Thunder Knuckle's start-up has been reduced to 25 frames. Also, on hit with this move the frame advantage is 2 frames longer than it currently is in AE. The changes here should make it easier for Viper players to catch backdashes with EX Thunder Knuckle and punish accordingly.

-EX Seismo Hammer's damage has been decreased from 120 to 100.

-U1 Burst Time's maximum damage has been reduced to 441. On the plus side, the hitbox for U1 has been increased such that it's now easier to combo from (in-air) Burning Kick, HP Thunder Knuckle, etc.

-U2 Burning Dance's maximum damage has been INCREASED to 410.
Edit: Made a mistake on this (originally wrote decreased).
Kudos to Theautophobia for catching the error and providing additional info: increased from 380 to 410.

Tomorrow another 13 characters' changes will be revealed.

Quelle: SRK
 
[video=youtube;KmDaeI3Fn7s]http://www.youtube.com/watch?v=KmDaeI3Fn7s[/video]

die 2. runde von yang!! :lol: :lol: wtf!
 
:scan::scan::scan:

Zu den Änderungen: Honda wird LP Turtlebutt wieder gegeben, Blanka bekommt neue Tools für zusätzliches Oki, Gief MEHR DMG & Stun, Guile wird wieder spielfähig gemacht und Chun bekommt Bugfixes.

Ken & Sagat bleiben unberührt.
 
Naja hatte halt Momentum und sein Gegner war einfach überfordert würd ich sagen.

@changes wie siehts mit Rose und Dud aus?
 
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