SSFIV:AE 2012 Beta Changes Part 2

#1 Posted by JJOR64 (19023 posts) -

The final list or changes from the Beta have been posted. Taken from Capcom-Unity.

Cammy

[Quick Spin Knuckle]: Push back distance on block has been reduced, and follow ups from Cammy such as [cr.LK], etc, are now considered to be a true block string.

Fei Long

[Engekishu] (f+HK): 2nd hit is now super cancelable; however total move damage has been decreased from 150->130.

Sakura

[Sakura Otoshi]: Changed difficulty of command input, and adjusted it so that the move will not come out from button releases.

Rose

[EX Soul Reflect]: Move is invincible to projectiles until frame 7, and shot reflection occurs from frame 5. This makes it easier to instantly reflect projectiles.

[Soul Satellite]: Fixed a glitch that caused the EX version to come out when doing the command input and holding up-left on the controller.

Gen

[EX Jyasen]: Opponent stun is +1F if the hit right before the last hit connects. Thus [FADC] afterwards gives Gen a max +8F.

[Lv1 Focus Attack]: Properties have been changed based on which stance Gen is in.

• [Mantis Style]: Forward dash after a hit gives even frames to both players.

• [Crane Style]: Forward dash after a block gives even frames to both players.

[EX Oga]: Damage increased from 100->150. Variation of the move [Far Kick] during EX is now faster, and a hit allows for further combo opportunities.

[Crane Style cr.MK]: Now +1F on hit, -1F on block. Hittable area has been reduced.

Dan

No additional changes since the “SSFIV AE Ver.2012 Alpha” location test.

T.Hawk

[EX Condor Dive]: On hit, the move retains projectile invincibility until end of recovery.

[Heavy Shoulder] (d+MP): Can now be done from a vertical jump.

[Condor Spire]: Simplified command has been changed back to what it is in the current SSFIV AE.

[Raging Slash]: Command has been simplified further, so it is easier to execute now.

Dee Jay

[close HK]: If the first hit connects it forces the opponent to stand, and the 2nd hit is now super cancelable. Move is now -2F on block.

Guy

[Wall Jump]: Can now attack earlier after the initial jump off the wall.

[Bushin Hasoken]: Hit box on the last part is enlarged, making it easier to connect the full Super Combo.

[Bushin Muso Renge]: Command has been simplified further, so it is easier to execute now.

Cody

No additional changes since the “SSFIV AE Ver.2012 Alpha” location test.

Ibuki

[Bonsho Kick]: Push back distance after hit has been reduced, and on counter-hit it is easier to follow up with combos.

[Yoroitoshi]: Command has been simplified further, so it is easier to execute now.

Makoto

No additional changes since the “SSFIV AE Ver.2012 Alpha” location test.

Dudley

[Jet Upper]: Startup of light and medium versions changed from 6F to 5F, heavy version changed from 4F to 3F.

[Short Swing Blow]: On hit, medium and heavy versions do additional 2F of hit stun, giving Dudley +2F total.

[Ducking Upper]: Startup changed back to what it is in existing SSFIV AE.

[cr.MK]: Startup changed from 10F->8F and active frames lengthened from 5F->6F, making it a better poking tool.

[Rolling Thunder]: First hit will not connect against airborne opponents, but from 2nd hit onwards there is additional hit detection against airborne opponents.

Adon

[Jaguar Kick]: Hittable area of light and medium versions has been enlarged. Hittable area of heavy version remains the same, but damage has been reduced from 140->130.

[close MK]: Properties have been changed back to what it is in existing SSFIV AE.

Hakan

No additional changes since the “SSFIV AE Ver.2012 Alpha” location test.

Juri

[Senpusha]: Hit stun has been adjusted so [FADC] after light version gives +6F on the first hit, +3F on the second. Medium and heavy versions gives +6F for either hit, and EX gives +3F on first hit and +8F on second hit.

[close MP]: Startup changed from 5F->3F, making it easier to connect combos up close.

Yun

[Zenpo Tenshin]: Startup of light, medium, heavy versions changed from 11F->10F.

[LK]: Block stun increased by 1F, giving total +2 on block.

[Target Combo 3]: 2nd hit is now super cancelable.

Yang

[EX Tourou Zan]: Will not come out on button releases.

[Byakko Soshouda]: Only during [Seiei Enbu], total move frames have been changed back to what they are in the current SSFIV AE.

[Target Combo 3]: 3rd hit is now causes knockdown, and is super cancelable.

[Back Step]: Special cancel timing towards the end is changed from frame 24 to frame 26.

Evil Ryu

[cr.HK]: Startup changed from 6F->7F, damage from 90->100, active frames from 2F->3F.

[H. Shoryuken]: First hit damage changed from 90->100, for a total of 160.

Oni

[Air Hadou Dash]: Can now be canceled into Ultra Combo I [Metsu Gouzanku] on hit or block.

[L. or H. Air Hadou Dash]: Hit box size has been enlarged.

[EX Air Tatsumaki Zankukyaku]: Falling trajectory changed to become vertical when canceled from [L. or M. Air Hadou Dash]. Damage changed to 140, stun to 200, and move is now only 1 hit.

[Air Raging Demon]: Modified so that it will only hit airborne opponents, and can be used in combos. Damage has been reduced from 370->320. Normal [Raging Demon] is still a throw.

[M. Demon Slash]: Active projectile invincibility frames increased from 16F->19F.

#2 Posted by Wunder_ (1171 posts) -

Liking the Oni changes!

#3 Posted by RaikohBlade (593 posts) -

@Wunder_: Give Oni a comboable Raging Demon after standing roundhouse like Akuma had in third strike. Now that'll make him a blast to play.

Fei Long ins't top tier anymore, neither are Yun or Yang. Zangief got buffed for some strange reason, as he was already good in AE. He's upper-top tier now, if not higher. Viper got nerfed, so she's upper tier at best. Probably lower. I hate these minimal changes to low-mid characters, as it's not going to make them a whole lot better. You need to give AE Makoto style buffs to make a character good. Changes for ultras that people don't use are stupid as well. Metsu Shoryuken, I'm looking at you. I don't like the Cammy buffs, she doesn't really need them. She's already good as is, even with the slight AE nerfs.

#4 Edited by gosukiller (2324 posts) -

I saw the Rose change. I yawned, very little will change for Rose if other characters will get very significant buffs in SSF4 Rushdown Edition. She needs to be able to block on U2 activation again, since she lacks any invincible moves (you can throw/low hit EX Spiral and EX reflect loses to every other move in the game).

I'm a bit curious about the second change though... Does this mean that all my failed U2 inputs (giving EX reflect instead) wasn't really my own fault? That would be very significant for me!

Also, it would be nice if super-trap came back. The logic they used in its removal was that "Ryu doesn't have his anymore either". If that logic worked both ways Ryu wouldn't have a wake-up reversal anymore, since Rose lost hers.

I'm also very puzzled by the Viper nerfs. She has some good and bad matchups so her 'top tierness' could be fixed by buffing other characters. The level of input needed to be good with her is balance enough imo. Viper is fine.

#5 Posted by VicRattlehead (1399 posts) -

pretty useless cammy change... any decent player can DP spin knuckle for free

#6 Edited by gosukiller (2324 posts) -

Now that I've been playing alot again, I've rethought my stance on Rose.

All she really needs is a way to blow up tech mashers, other than cl.mk. It used to be U2 that did that job, which is why AE made her so horrible. She only had one tool to take on button pushers and it always loses to SRK-like moves.

I guess all I really want is either to 1) block on U2 activation again or 2) EX reflect to be useable in frame trap situations.

#7 Posted by sickVisionz (1268 posts) -

@JJOR64 said:

The final list or changes from the Beta have been posted. Taken from Capcom-Unity.

Sakura

[Sakura Otoshi]: Changed difficulty of command input, and adjusted it so that the move will not come out from button releases.

This is great great great news for me.

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