STREET FIGHTER

Hola amigos, I want to buy an arcade stick, but heard they won't be compatible for next gen. Should I wait it out or do they usually work around it? Watching that man PRBalrog is inspiring.

IMO just cop it now. I personally wont be getting a next gen console for over a year. And ultra is only for 360 and ps3

Only killer instinct is coming out next gen

Thanks! Would u recommend this one http://m.microsoftstore.com/msusa/C...ade_FightStick_Tournament_Edition?c=841205681
 
I still have the Mad Catz Arcade Fightstick from when Vanilla first dropped I believe.

I got the collectors one I think with a whole bunch of other accessories.

I never used it though I did for like 2 minutes and wasn't feeling it so went back to the regular controller because I didn't want to invest the time to learn how to use it than eventually gave up on Street Fighter and took my casual behind back to Call of Duty :lol:

If anyone is interested hit me up and I'll sell it for a good price... I still have the receipt to that I paid for it I think it was a little over $220 not sure.

Controller > fight stick to me though because I got bodied that one game I tried to use the fight stick.

I use to be nice at the arcades too so I thought I was going to be killing it with the fight stick... boy was I wrong.
 
Also, they're going to implement or make an accessory that will allow your fight sticks to work on the next gen systems, but not your regular controller.
 
I still have the Mad Catz Arcade Fightstick from when Vanilla first dropped I believe.

I got the collectors one I think with a whole bunch of other accessories.

I never used it though I did for like 2 minutes and wasn't feeling it so went back to the regular controller because I didn't want to invest the time to learn how to use it than eventually gave up on Street Fighter and took my casual behind back to Call of Duty :lol:

If anyone is interested hit me up and I'll sell it for a good price... I still have the receipt to that I paid for it I think it was a little over $220 not sure.

Controller > fight stick to me though because I got bodied that one game I tried to use the fight stick.

I use to be nice at the arcades too so I thought I was going to be killing it with the fight stick... boy was I wrong.

I had that one at first too. It was good but the big side panels was a bit much. Once I saw the super joint didnt have the big panels on the side i sold the old stick to my friend for 120 (got it for 150)
 
Also, they're going to implement or make an accessory that will allow your fight sticks to work on the next gen systems, but not your regular controller.

A convertor. There's going to be quite a few of those coming out I imagine. If mad catz made an official one that didn't lag Its def going to be copped. They'd make a lot of money.
 
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Got a Qanba Q4RAF fight stick. Comes dual modded for PS3, 360, and PC (2nd pic right side switch). Got it I got t about 2 years ago for Super but never paid for DLC for AE so I don't know how to play against Oni, yang and them at all lol. Picked up mortal Kombat and still love it, and borrowed Injustice only to play story mode and get at least one character under my belt(Harley Quinn) should I do casuals any time among my local FGC which is pretty good. Got some friends featured on Shroyuken.com before which is cool.

Plus I gave my copy of SSF away so I can't play this threads game at all if I wanted too :/
400


400


As for next gen and compatibility, I thought the same thing but even if our sticks don't work give it like a week once the new consoles come out and they'll be a mod available for the sticks easily.
 
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You can choose Ultra Combo Double, which allows you to use both Ultra Combo 1 and Ultra Combo 2! The damage becomes a little lower, but it gives you a lot more variety in your offensive and defensive options!"

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"Multiple hit-absorption focus attack becomes possible!

A "Red Focus Attack" which allows you to absorb multiple hits has been added! It costs super gauge to use, but the damage and ultra gauge gain become higher than from a normal focus attack! Of course, you can dash cancel it as well."





:x, iono how to feel about all this . . .
 
Wow, that's a whole lot of change 5 years after release.

I guess it adds longevity to the game but shame about them not being able to get a next gen version.

Marvel next please


Just thought about Xian, he's going to have 4 ultra's at his disposal and Zangief will have an anti air and ground ultra.
Can't wait
 
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Lol I just realized, gief doesn't have an armour break move so he'll be free to red focus :lol:

Yea if you arent in range of lp spd or he could just focus back dash. I think the double ultra is stupid. Even tho it'll lower the damage, its more about the mind game.

Like after zangief knocks you down. You can jump away or backdash and eat ultra 2. Do nothing but block and get hit wit ultra 1
 
i think some of the people on eventhubs and srk are overreacting we haven't even heard what things they are changing to individual character


king cobra needs to make an appearance
 
Bou to jump on and see if I can get back in the top 1000 with sagat...used to be like top 200 in murica....:smh:
 
D's knew changes gat mii HYPED !!!!!

frm da furst locashun test fr USFIV, knot wun hunnid purcent completly confirmed

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Abel

- Close Hard Punch's hit box expanded downward.

- Wheel Kick recovery reduced by 3 frames for each, except Medium which has been reduced by 2 frames.

- EX Falling Sky upper body invincibility increased from 2 to 3.

- Far Heavy Kick has 13 frame startup (from 14f).




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Adon

- Jaguar Kicks do less damage and chip.

- Air Jaguar Kick chip damage halved, regular damage on all of them is -10.

- Far Standing Heavy Kick does 120 damage, is now 1 hit only.

- Opponent hasn't stood up yet if he does Forward Throw -> Forward Jump (meaning he no longer has a safejump from a regular throw, I assume?)

- It is listed that his "Jutting" has a better hitbox, which is very strange indeed, considering this move is a move he had in the Alpha series, but does not have in SF4.
EDIT: Apparently his Jutting from Alpha is his Close Heavy Kick right now, so his Close Heavy Kick should have a better hitbox now. Thanks to Doopliss for this information.






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Akuma

- Can no longer cancel crouch Heavy Kick into Ultra

- Back Jump Hadouken recovery increased by 2 frames.

- Can no longer FADC his Heavy Shoryuken except on the first hit.

- Invincibility on Heavy Shoryuken reduced from 6 frames to 5 frames.





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Balrog

- Medium Punch Swng Blow now +2 on hit, -3 on block.

- Last hit of his Ultra 1 can either be Punch or Kick now.

- Dash Straight now -1 on hit, -1 on block.

- Light Punch Dash Swing Blow 0 on hit, -2 on block.

- EX Dash Ground Smash is now -1 on block. (changed from -3)




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Blanka

- Blanka can FADC after a Blanka Ball now.

- Crouching MK is now +5 on hit.

- Heavy Rolling Attack causes knockdown at all distances.

- Anti-Air U2 has had its startup changed to 7~9f.

- Close Medium Kick can anti-air during its first 4 frames.

- Back Step Rolling, when blocked, has 2 additional frames of blockstun.





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C. Viper

- Burst Time has less smoke effect

- Her Focus Attack is +4 on block.

- Viper's moves have increased start up, but better recovery.

- Her super does 20 more damage.

- Standing Heavy Punch does 10 more damage.

- Far Heavy Kick has a smaller hurtbox.

- Her Medium Kick reaches farther.

- Light Thunder Knuckle has a better hitbox.

- She is +4 frames after doing a FADC on a Medium Thunder Knuckle.

- Heavy Thunder Knuckle has 1 more recovery fram after being canceled.

- Ultra 2 has 9 frames startup, and possibly no height restriction.





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Cammy

- Her crouching light kick is now 4f.

- Reports say she does overall less damage and stun.

- Cannon Strike does not come out at low height, has longer recovery after landing. Reportedly, almost no normals connect after it.
EDIT: It seems you can still do her combo from a Cannon Strike by doing a close HP or close MP instead of a crouching HP.






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Chun-Li

- Chun-Li's jump is 5f less now. Jump is springy and less floaty now, big visual difference.

- EX Kikoken knocks down.

- Kikosho has gotten +50 damage.

- EX Hazanshu is now armour breaking.

- Kikosho damage is now 380, has full invincibility until the move starts.

- Her Flip Kick (down-forward LK) now has 10 frames startup instead of 12, and its hitbox has been improved.

- Spinning Bird Kick hitbox has been improved.






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Cody

- Cody's Crouching Medium Kick (slide) attack is now -2 on block.

- Crack Kick (Forward Heavy Kick) is now airborne from the first frame.

- Knife Throw is armor breaking.

- Regular Zonk Knuckle can be Red Focus cancelled.






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Dan

- Now builds meter on all of his taunts, regardless if he's crouching, or jumping.

- Gets full hit on his DP FADC Ultra 2 juggle.

- Dan Kicks have a better hit box and should be connect on crouching characters.





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Dee Jay

- Far Standing Medium Punch start up is 6f (used to be 7f).

- Crouching Light Kick start up is 4f.

- Crouching Medium Punch's hit box has been improved.

- Crouching Medium Kick's damage is now 80.

- Crouching Hard Kick's hit box has been improved.

- Air Slasher now does 15 chip damage, instead of 12.

- Light Kick Dread Kicks (Sobat) are now -3 on block (from -5f).

- His ultra 1 travels further.

- Crouching Heavy Punch hit box has been improved.

- Far Standing Heavy Punch can be followed up if it counter hits.





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Dhalsim

- Standing Medium Kick now hits twice.

- Standing Medium Punch is now 9f. One less frame of hitstun to the opponent.

- Standing Heavy Punch does 80 damage. +1 more frame of advantage on hit.

- Standing Medium Kick does 70 damage (40+30), and 200 stun (100+100).

- Back Light Kick does 40 damage.

- Back Medium Kick gives less knockback both on hit and block.

- Back Heavy Kick does 100 damage.

- Light Yoga Blast has a smaller hurtbox.

- Medium Yoga Blast startup changed to 14f.

- EX Yoga Blast does 150 damage (90+60), gives soft knockdown, forward hitbox increased.

- EX Yoga Flame does 140 damage (70+70), has a bigger hitbox.

- Yoga Shangri-La hitbox increased.





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Dudley

- Standing Hard Punch hitbox improved.

- Crouching Light Punch hitbox improved.

- Forward Medium Kick hitbox improved.

- Crouching Medium Punch startup is 1 frame faster.

- Light Punch Machine Gun Blow is -1 on block.

- Short Swing Blow has longer throw invincibility.





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E. Honda

- Close Standing Heavy Punch's hit box is larger.

- Far Standing Heavy Punch's damage is 90 now.

- Jump Medium Punch's hittable box reduced

- Jump Medium Kick's active frames are larger

- EX Headbutt leaves him closer to opponent on block. Vega can hit him with a cr.MP now.

- EX Command Grab is fully invincible.

- Super has 8 frame start up.

- Ultra 2 comes out in 1 frame, 1.4 range and it's a 720 motion now.

- Far Standing Heavy Kick is now -6 on block, used to be -7.

- Sumo Splash active frames increased by 1.





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Elena

- Ultra 2 (Healing) heals about 45% of her health if used as a single ultra and fully charged. Amount of health healed depends on how long you hold the buttons.

- QCB+K is an armor breaking move.

- Has a walk speed similar to Ryu's.

- Has strong air to air attacks.

- Dashes reportedly lacking in effectiveness.

- Ultra 1 is Brave Dance.

- Super is Spinning Beat.

- Her slide is good.

- Overheads are long and fast. EX Overhead is CRAZY fast.

- EX Spin Kicks appear to be safe on block.

- Her footsies are reportedly very strong.

- Jump is floaty.

- Ultra 2 (Healing) heals 100 damage when it's a 50% Ultra in Double Ultra setting (as in, the weakest possible setting for it), but you have enough time to jump towards her and attack when she starts it.

- Crouching Elena has an extremely low profile. Makes Yang's Rekka and Dan's Danku whiff

- Lynx Tail (reverse DP + K) whiffs easily. Comes out by accident

- DP doesn't have a lot of invincibility and is not throw invincible at all.

- EX Spinning Scythe not comboable?

- EX Mallet Smash is extremely fast, can combo off of, and is positive on block

- EX Rhino Horn - When used to go through projectiles, it tends to only do one hit and doesn't knock down





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El Fuerte

- Far Standing Light Punch start up is now 6f.

- Crouching Light Kick is now 4f.

- Crouching Medium Punch's hitbox has been improved.

- Far Standing Light Kick start up is 3f, not cancellable.

- Tostada Press active frames increased by 1.

- Fajita Buster damage increased to 180.

- Quesadilla Bomb connects from Crouching Medium Kick.

- Close Standing Heavy Kick start up now 10f.

- Light and Heavy Kick Guacamole Leg Throw invincibility increased.

- Normal Quesadilla Bomb start up now 14f, recovery reduced by 4f.

- EX Quesadilla Bomb now throw invincible.

- Gordita Sobat recovery reduced by 1f.

- EX Guacamole Leg Throw downward hitbox increased. Apparently his RSF loop can now be canceled into EX Guacamole Leg Throw and hit.





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Evil Ryu

- Health 950

- Crouch Heavy Kick start up is 6 frame

- Can combo into crouch HK now

- Foward Medium Kick has better downward hitbox

- Heavy Axe Kick start up is 25f

- Target Combo can now be done from far standing MP





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Fei Long

- Can no longer standing Light Punch into Tenshin

- All of his Rekka Kens have been shortened in distance traveled, frame advantage on block may also be nerfed.

- It says that his Light Kick is now 4 frames. I assume this refers to his Crouching Light Kick, which is currently 3 frames.

- Crouching Medium Punch damage increased.

- Tenshin has less recovery.






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Gen

- Less pushback on his Hands, both on block and hit.

- Hands recovery increased by 1 frame.

- Heavy Kick Waterfall Kick can be quick rised now.

- EX Waterfall Kick is a hard knockdown.

- Rolling move better on block.

- Stun increased from 900 to 950.

- (Mantis Stance) His Close Standing HP now does 150+50 Stun.

- (Mantis Stance) ****enketsu now has a better hitbox, gives 600 Stun.

- (Crane Stance) Standing Light Punch is +5f.

- (Crane Stance) Standing Heavy Kick has 5 frames less recovery.

- (Crane Stance) Jumping Heavy Punch and Heavy Kick both have a larger hurtbox.

- (Crane Stance) Gekiro (Roll) does 10 more damage with its last hit.

- (Crane Stance) His Super range is shorter.

- (Crane Stance) Teiga is now 9f startup.





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Gouken

- Standing Far Light Kick is now cancellable.

- Crouching Medium Punch now +3 on hit (was +1).

- Counter Attack will now longer activate with DF, F, DF motion.

- Hyakki Gosai (Demon Flip throw) stun reduced from 200 to 160

- Light Punch Running Palm has slightly expanded hitbox

- EX Hurricane Kick has expanded hitbox, hits crouching characters now.





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Guile

- Ultra 1 is 5f start up now, and can be used as an autocorrect. It also does 450 damage and has 15 frames of invincibility.

- His hurtbox on wakeup has been reduced.

- Crouching LP is now +5 on hit.

- Crouching MK has had both its hitbox and hurtbox increased.

- His Super seems to have a larger hitbox downward, so as to not whiff on crouching opponents.

- His air grab reaches farther than before.

- Flash Kicks have received one additional invincible frame.

- Ultra 2 does 350 damage.

- Reverse Spin Kick now has a larger downward hitbox, making it likely that it'll hit crouching opponents.






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Guy

- Guy's walk speed is faster.

- Crouching medium punch hitbox has been reduced, and can no longer be used as an anti-air.

- EX Hurricane Kick has a larger hit box, but start up increased from 4f to 6f.

- Increased range on second hit of his Ultra 1.

- Elbow Drop can no longer be ducked under with certain moves.

- Kamaitachi (Down-Forward Heavy Kick) startup reduced to 9 frames, from 11 frames.

- Neck Flip (Heavy Kick followup on Run) startup increased to 5 frames from 3, hitbox increased.

- Elbow Drop downward hitbox increased.

- Second hit of his Target Combo has had its downward hitbox increased.

- Sudden Stop has 1 frame less recovery.

- Heavy Hozanto has 2 frames quicker startup.





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Hakan

- Without oil, crouch medium punch is special cancellable

- Easier to cross up with jump Medium Kick

- Ultra 1 animation is quicker

- Crouch Heavy Kick is 8F

- Stand Heavy Punch hitbox improved vertically, possibly viable as an anti air.

- Oil Rocket reach improved normal is 1.05, EX 1.2

- Air throw damage is 150 (it used to be 140).

- Hakan Tackle (forward MP) is now -4 on block (from -5), and 0 on hit (from -2).

- Crouching Light Kick now has 8 frames of recovery, instead of 9.





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Hugo

- Is slow overall, and seems to have trouble getting in.

- Throw range is slightly shorter than Zangief.

- Ultra start up is fast, might be 1f.

- Looks to struggle against pressure. Dudley vs. Hugo appears to be in Dudley's favor.

- Clap is safe on block. Leads to great corner pressure.

- Standing Medium Kick is an overhead.

- Normals are reportedly very slow, but Crouching Light Punch is good.

- He's so large, he partially obscures the health bars.

- He's so tall his head covers the life bars

- He's so tall it's hard to confirm counter hits

- Hugo gets hit by Juri's high fireball while standing


:lol: @ the bolded

- st.MP reaches far. Can almost reach the opponent at the start of a round

- With double ultra full bar, U2 did 25% damage





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Ibuki

- Overhead is now +2 on block, has improved vertical hitbox so might possibly hit crouching opponents.

- Light Punch Kunai (dagger toss) now travels more vertically.

- All Neckbreaker attacks, except the EX version, cause a soft knockdown on hit.

- Medium Spin Kicks (Tsumuji) have an extra frame of recovery.

- Target Combo 4 has improved vertical hitbox.

- Tsujigoe recovery frames decreased by 6.

- Tsumuji has an expanded vertical hitbox, allowing them to hit crouching opponents.

- Kazekiri now has 7 frames of invincibility, instead of 6.





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Juri

- Ultra 2 is improved. Hit box expanded forward to make it easier to combo.

- It's possible her standing normals can chain/link(?) into her sweep now.

- Toward + Medium Kick is now airborne from the first frame.

- Jump Heavy Punch no longer knocks down.

- Level 2 Focus Attack, Toward Jump Medium Punch into Jump Heavy Punch connects.

- Far Standing Light Kick is now 4f.

- Crouching Medium Kick is now 5f.

- Far Standing Heavy Kick is airborne on the 3f now.

- Standing Light Punch hitbox has been expanded downward, possibly letting her hit crouching opponents?

- EX Pinwheel Kick is now invincible up to 7f.

- Level 2 Focus Attack, backdash, Jump forward HP connects.

- Far Medium Punch can now be cancelled.

- Ultra 1 invicibility frames (on activation) reduced, from 1~4f to 1~2f. Duration on Ultra reduced from 900f to 700f.

- Crouching Light Kick->Crouching Light Kick->Crouching Medium Kick is now possible.





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Ken

- Movement speed is faster.

- Close Standing Medium Kick hitbox expanded downward so it hits crouching characters now.

- Crouching Hard Kick start up is now 7f.

- Fireball damage increased by 10.

- Toward + Hard Kick is -1 on block.

- Ultra 1 non-cinematic damage increased by 30.

- Ultra 2 hit box of first hit expanded forward.

- Forward+Medium Kick and Back+Medium Kick have both gotten +1 more frame of advantage on block.





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M. Bison

- Light Kick Double Knee Press is -1 on guard

- Far stand Medium Punch start up is 6F, can special cancel

- Crouch Heavy Punch start up is 10f

- Scissors LK, MK, HK,EX +10 damage

- Teleport +5f recovery

- Headpress startup 22->20f

- Devil Reverse EX Followup falls faster

- Ultra 2 damage 450->420

- Ultra 2 charge 55f -> 40f

- Light Double Knee Press damage buff 60•30→60•40

- Medium Double Knee Press damage buff 60•50→60•60

- Heavy Double Knee Press damage buff 70•60→70•70

- EX Double Knee Press damage buff 70•70→70•80





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Makoto

- Can combo into EX Fukiage grounded.

- Can jump cancel EX Fukiage on block or hit.

- Ultra 1 damage is 440





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Oni

- Can now FADC his DP, but only on the first hit, whether it connects or is blocked.

- Ultra 2 is now a double half-circle back motion.

- His Forward Medium Kick now has 11f startup, instead of 13f.

- His Crouching Heavy Kick is now 8f startup instead of 9f, and has 20f recovery instead of 24f.

- His Focus Attack has longer range.

- Heavy Shoryuken now has different/more(?) invincibility frames, apparently changed from being 9~10f to 6~7f.

- Light Demon Slash now does 110 damage (down from 120), and 130 stun (down from 150).

- Heavy Demon Slash is now -6f on block, instead of -8f.

- EX Demon Slash is now -8f on block, instead of -10f.

- Medium Demon Palm is now -4f on block, instead of -6f, but its first invincibility frame has been removed.

- Electric Fireball (all versions) now have 2 frames less recovery.

- Ultra 1 now does 375 damage when not cinematic (up from 350), and now has 9f startup instead of 11f.






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Poison

- Has Poison Kiss Ultra. HCBx2+3P

- Her jump is floaty.

- FADC combos connect fully into Ultra 1.

- Her Crouching Medium Kick is long and cancellable, but Rekkas won't connect from max range after hitting with this.

- Ultra combo 2 is apparently a counter ultra which activates on opponent's hit.

- Has a DP, which juggles after her EX Rekkas.

- Her Super does not hit Elena when she is crouching.

- Backdash feels like Cammy's, on the slow side

- Rekkas do not connect on crouching Elena. Can combo into DP from EX Rekka's 4th hit

- Projectile is strong

- DP has invincibility; DP FADC U1 is possible

- Love me Tender (jaguar kick) links into cr.LK

- Overhead - Punishable on block; Fast and reaches far ; Goes over lows





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Rolento

- First part of the Patriot Circle seems to be about -2 or -3 on block.

- Rolento's Ultra 2 is one of his super moves from the Alpha series, Take no Prisoner, where he throws a line out at the opponent's feet. It has long reach but is vulnerable to throws.

- Crouching Medium Kick is similar to Rufus' in terms of range.

- Jabs are still powerful, just like in SFxT.

- Cr.MK xx HP Patriot Circle (rekka) does not combo

- EX Patriot Circle is invincible and safe?





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Rose

- Ultra 2 command changed to 3x Kick instead of Punch.

- All Soul Spiral (drills) do 10 more damage.

- Light Kick Soul Spiral range increased.

- Crouching Light Punch +10 damage, now does 30.

- Crouching Light Kick +10 damage, now does 40.

- Crouching Medium Punch +10 damage, now does 70.

- EX Soul Spiral does 200 stun, has 13 invincible frames and is throw invincible.

- Medium Soul Spark is now 20 frames startup (from 22f), heavy soul spark 27 frame startup (from 29f).

- Ultra Combo 1 is now 10 frames startup (from 12f).

- Rose's Dash is now 20 frames.





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Rufus

- His forward throw damage has been reduced to 135.

- Damage changes to his Ultras. Ultra 1 now does 420, while Ultra 2 does 360.

- Falcon Kick (divekick) now has 1 more frame of recovery.

- Messiah Kick followups have gotten frame changes. MK followup has 22 frames of recovery (from 19), and HK followup has 19 frames of recovery (from 17).

- EX Messiah Kick no longer flies above crouching opponents.






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Ryu

- Crouching Medium Kick xx Hadouken is easier to connect. (As in, walking forward and doing cr. mk will not automatically make a Shoryu come out, but it's easier to walk forward and now do Crouching Medium Kick into Hadouken.

- Ultra 2 has 1f more invincibility.






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Sakura

- Her Jumping Hard Punch has a larger hittable box, which should make it easier to anti air.

- Light Kick Hurricane Kick is now -1 on block, it was previously 0 on block.

- EX Hurricane Kick only +2 on block, down from +4 in AE.

- EX Hurricane Kick is better at hitting crouching opponents.

- Far Standing Medium Punch has a better hitbox.

- EX Sakura Otoshi's timing to further the attack has changed from 14f to 11f.

- Shinkuu Hadouken no longer hits opponents who are behind Sakura.





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Sagat

- Second hit of Standing Light Kick is special cancellable.

- Gets full hit of Ultra 1 under all circumstances, apparently.

- Tiger Knee makes opponent stand if the first hit connects.

- EX Tiger Knee is 0 on block now.

- Ultra 2 will do full damage on airborne targets now.

- Sagat can no longer trade a Tiger Uppercut into Ultra.





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Seth

- Has Dhalsim's jump back Heavy Punch again.

- Can no longer cross up jump Heavy Kick.

- Triangle Jump distance has been reduced.

- Jump Medium Kick can crossup.

- Dive Kick hurtbox increased.

- First hit of Shoryuken cannot be focus canceled now.

- Shoryuken invincibility changed from 7f to 5f.

- Ultra 1's hit box has been expanded vertically.

- Ultra 2's recovery changed from 89f to 70f.





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T. Hawk

- Walk speed is faster.

- Standing Close Medium Punch pushes you back less distance.

- Crouching Medium Kick is now special, super and focus cancellable.

- Light Typhoon throw range has been increased from 1.50 to 1.55.

- Far Standing Heavy Kick has a smaller hurtbox, is now -2 on block instead of -7.

- Thrust Peak (down-forward Light Punch) command has been changed to back Light Punch.

- Condor Spire command is now forward-down-forward Kick.

- Light Tomahawk Buster is now 4 frame startup, instead of 5.

- EX Tomahawk Buster can be focus cancelled.

- Raging Slash command has been changed to half-circle back, half-circle back, 3 kicks. Hitbox has been increased.





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Vega

- Blocked Cosmic Heel is +2 frame advantage

- Ultra 2 is now 5f

- Ultra 1 now has invincibility, number of frames currently unknown

- EX Scarlet Terror has 4 frames of invincibility.

- Normal Rolling Crystal Flash is -8f when blocked, can be FADC'd when it hits.

- EX Rolling Crystal Flash is +4f when blocked.

- Mask throw command has been changed to 2 punches.





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Yang

- Faster walk speed.

- Shorter start up on Standing Light Kick.

- Yang cross up MK hit box better.

- Jumping MK is "like in AE".





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Yun

- Both of his command throws lost .1 in range. EX version is down to 1.2 and regular version is now 1.0.

- Heavy Dragon Kicks no longer have invincible frames

- Stand Medium Punch and crouch Medium Punch damage increase by 10





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Zangief

- Light Punch Banishing Flat is -2 on hit now.

- EX Banishing Flat knocks down on hit, start up is 16f.

- Light Punch Spinning Piledriver range reduced from 1.75 down to 1.60.

- Far Standing MP hurtbox increased.
dis iz da most i gat frm eventscrubs but pretty sure dere will bee moar changes ill try to update this thread with them . . . also we wont bee seeing dis game until summer 14 :x
 
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