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    Super Street Fighter IV

    Game » consists of 28 releases. Released Feb 26, 2010

    Super Street Fighter IV is a standalone update to its predecessor, adding new characters, modes, and online features.

    Part 3 of SSF4 Arcade Edition v2012 changes from the dev team

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    JJOR64

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    #1  Edited By JJOR64

    Part 3 of the blog post is up and is being translated as we speak. Like the other two threads, I will keep this post update till it's fully updated. Part 1 and Part 2 here. Shoutouts to Eventhubs again for keeping the changes in a nice table.

    Hakan

    • Hakan gets oiled from the start of the match

    • Neutral jumping short hitbox is bigger

    • Neutral jumping jab is active 8 frames

    • Neutral jumping strong is active 4 frames

    • Jumping jab is active 8 frames

    • Crouching Fierce now hits twice

    • F+Strong has a smaller vulnerability area

    • Coward Crouch can be cancelled into from a dash, making Hakan slide

    • Oil Sliding into body press now deals 150 stun total, and is dealt after the body press, preventing people from getting up to mash out early if the slide stunned them

    • Medium and Heavy oil dive, when wiffing a crouching opponent, will go past your opponent to make punishing him harder. The light version is faster to startup, and the Medium and Heavy versions can reach opponents much farther away

    • Hakan’s super activates faster and, like oil dive, medium and heavy versions can pass over crouching opponents

    Adon

    • Close Standing Medium Punch is now at -4 frame disadvantage.

    • Close Standing Medium Kick is +2 on hit, and +3 on block.

    • Adon's focus attack's hitbox size was increased so that it won't whiff on certain characters while crouching.

    • All versions of Rising Jaguar got a horizontal hitbox increase on their first hits. This will prevent accidental cross-unders after an FADC of Rising Jaguar.

    • Also, there is now one extra frame in Rising Jaguar where it can be FADCed.

    • Ultra 1 hitbox adjusted so that it's less likely to whiff against standing opponents at close range.

    Evil Ryu

    • Health 900, stun 900

    • Far st. Hk, bigger hitbox

    • Cr HK, 6f startup

    • far st. HP, on CH, will blow oppponent away, damage buffed

    • CH St. Hp fadc into combo

    • Hop kick into aerial tatsu possible, also works with ex version.

    • mp dragon punch + 1f invicible

    • Axe kick hk 26f startup, damage and stun is down. 150 130, combo able like mk.

    • Axe kick aerial hit cause untechable knockdown.

    • SGS damage up +20

    • Metsu Hadouken charge time decreased. Able to do full metsu after lvl 2 crumble.

    • ex hadouken > lvl2 fadc crumble > full metsu hadouken.

    Dudley

    • Dudley's standing Hard Kick is now +7 on counter-hit. The blog notes that if you land a counter-hit standing Hard Kick and cancel into Light Ducking, you'll still be at +4.

    • Dudley's neutral jump Light Punch got a hitbox size buff.

    • Neutral Jump Hard Punch startup changed to 6 frames, and the hitbox was extended in size.

    • Angled jumping Light and Medium Punch have had their active times lengthened.

    • Dudley's Level 1 Focus Attack has an extra frame of blockstun, when it's guarded. This means that if you dash forward after a Level 1 Focus Attack is guarded, Dudley is now at -3.

    • Short Swing Blow has had its hurtbox on Dudley's lower body reduced.

    • EX Thunderbolt does not flash yellow until it comes down from the sky.

    • Thunderbolts will now strike more hits on airborne opponents.

    • You can now Super Cancel Dudley's rose toss taunt. This also means that you can FADC it.

    • Dudley's Ultra 1 will now strike more hits against an airborne opponent. [Translator's note: The blog might be talking about making Dudley's Ultra 1 and Ibuki's Ultra 2 so that they juggle non-cinematic like Yun and Yang's do.]

    Oni

    • Stamina from 950 to 1000.

    • First hit of EX Goshoryuken causes untechable knockdown.

    • Previously for EX Hurricane there were situations where not every hit would connect. That has been fixed.

    • LK Demon Slash now has an additional hitbox on the lower side, so it's easier to hit thinner/crouching opponents.

    • Raging Demon's damage icreased from 350 to 370 regardless if it's ground or air.

    • With UC1, when you aim it upwards, it's 9 frames on start-up. Full invincibility from start-up to the second active frame.

    Juri

    • Faster dash during Feng Shui Engine (UC1), further reach

    • cl.MK 2nd hit has a larger hitbox, less likely to whiff when the 1st hits

    • Focus attack hitbox revised, will hit smaller characters (when crouching, etc.)

    • Fuhajin (fireball) kick attack damage to 50

    • Senpusha (pinwheel): LK is has 5F extra advantage on first hit; MK, HK have 5F extra advantage on 1st, 2nd hit; EX has 5F extra advantage on 2nd hit.

    • Senpusha ? FADC ? Kaisen Dankairaku (UC2) now possible

    • EX Senpusha has an extra frame of invincibility during Feng Shui Engine for the first hit

    • EX Shikusen (dive kick) trajectory can be changed by the kick buttons used during Feng Shui

    • LK+MK: same trajectory as before; MK+HK: same as normal MK version, LK+HK: same as normal HK version; LK+MK+HK has the same trajectory as before

    • Juri now gains 1/3 meter during Feng Shui Engine, improved from no meter gain

    Ibuki

    • Bonsho Kick (Toward + Hard Kick) is now +1 on hit, -3 on block and +5 on counter-hit. It also has a different movement trajectory, will hit crouching opponents more easily.

    • Hammer Kick (Toward + Medium Kick) startup time reduced by one frame, it now starts up in 25 frames.

    • Tsujigoe (Command Jump) is throw-invincible until Ibuki is airborne, from activation until 12 frames and has a smaller hurtbox, making low attacks are easier to dodge; can Super cancel from an earlier timing than before.

    • At point-blank range you can Tsujigoe to dodge a throw and hit the opponent with Kasumi Suzaku (Super).

    • Yoroi Toshi's (Ultra 1) fireball release after a whiffed grab will now combo into full hits if it lands on an airborne opponent.

    • Yoroi Toshi's fireball will also fully connect against a backdashing opponent, if your spacing is correct.

    • Ibuki's Ultra 2 has been altered so that it juggles airborne opponents. The blog had a hard time explaining this one, but basically after a Level 2 Focus Attack, and allowing the opponent to crumple, all hits of Ultra 2 will still land. This might be the non-cinematic juggle like Yang and Yun can do.

    Makoto

    • From 1000 to 950 health (back to SSF4 value).

    • Fukiage damage for LP, MP, HP from 100 to 90, EX from 140 to 120

    • EX Karakusa (Grab and Choke) has less range.

    • Standing Hard Kick has a lower extended hitbox.

    • Target Combo 1's Standing Medium Kick can be cancelled, like the normal version.

    • Tanden Renki (Super Combo) is 3 seconds longer.

    • neutral j.MP has a forward extended hitbox, hurtbox

    • Hayate have improved properties on charge

    • Hayate changes: Light Punch Lv3, Lv4 and Medium Punch Lv4 have further forward movement, all Lv4 strengths are -2 on guard

    • All Lv5 strengths are armor break, further forward movement, from 170 to 190 damage

    • Can tell when you reach Lv5 charge timing by Makoto's voice

    Yang

    • Target Combo 2 130 damage, -7 on second attack.

    • Standing Light Kick's startup increased to 5 frames, but has the original startup time during Sei'ei Enbu (Yang's Super). This move had a 3 frame startup in AE.

    • Crouching Light Kick's damage reduced from 30 to 20. Upward hurtbox extended.

    • cr.MP from 80 to 70 damage, 60 during Sei'ei Enbu

    • (Far) st.MP hitbox pushed backwards, thus has shorter range

    • diagonal j.MK hitbox changed, landing cross-ups is not as easier as before

    • Raigekishu (dive kick): all versions have an addition hurtbox rectangle when activated, 2F extra landing recovery; stun from 100 to 50

    • Senkyutai (roll kick): up until 5F, HK no longer has projectile-invincibility, MK has no projectile-invincibility at all

    • All versions of Senkyutai (including EX) have about half size horizontal hitbox, all are 4F worse on guard

    • EX Zenpou Tenshin has less reach, loses throw invincibility from the 8F onward

    • Tourou Zan (mantis slashes): final hit of LP, MP, HP damage to 60; EX version now a true blockstring for all hits

    • Byakko Soshoda (palm): MP, HP meter gain on whiff from 20 to 10, two extra frames to LP, MP, HP

    • HP damage from 150 to 140, chip to 30, stun from 250 to 200; MP, HP have 4 less active frames

    • Sei'ei Enbu is a second shorter, does less damage from chip

    • Raishin Mahaken (UC1) from 480 to 450 at full UC meter

    • Tenshin Senkyutai (UC2) is 3F slower, from 440 to 410 at full UC meter; the last hit of the non-cinematic version does 90 damage

    Cody

    • Walk speed both forwards and backwards has been increased.

    • Hammer Hook (Toward + Hard Punch) has been heavily revised in terms of frame advantage. If Hammer Hook lands on a standing opponent, then Cody is at +3 frame advantage. If he hits a crouching opponent with it he gets +1 frame advantage. If the move is guarded, Cody is at -4 frame disadvantage.

    • After connecting a Hammer Hook on a standing opponent, cr.LK xx MK Ruffian Kick followup combo is now possible.

    • Bad Spray is now Super cancelable — up to the first two hits. Because of this new property, you can now FADC Bad Spray.

    • Bad Spray FADC into Final Destruction (Ultra 1) is now possible.

    • Medium Ruffian Kick has had a hitbox size increase in the forward direction.

    • EX Zonk Knuckle's range on the first hit was increased.

    • The blog notes that EX Zonk Knuckle -> FADC -> into Final Destruction (Ultra 1) is a little easier now.

    • Cody can now block during his Knife Pickup animation.

    • Knife Standing Light Punch active time increased to 6 frames.

    • Knife Standing Medium Punch is now a two-hit move.

    • Knife Standing Hard Punch has had its active frames increased by 3, making it a total of 6 active frames.

    • Iffy translation: Knife Crouching Medium Punch had a 4-frame property change to either its startup or recovery on block.

    Yun

    • Target Combo 2 120 damage

    • Target Combo 3 120 damage

    • Target Combo 4 130 damage, -6 on block for second hit

    • Target Combo 5 70 damage

    • cr.LK has an upward extended hurtbox

    • cr.MP damage from 60 to 50

    • Higher high restriction for Raigekishu (dive kick), for LK, MK, and HK (all versions)

    • +2 extra frames of hit, block stun on Raigekishu

    • Senpukyaku (i'm assuming overhead) from 85 damage to 80 during Gen'ei Jin

    • LK, MK, HK Zenpou Tenshin slowed to 11F, EX to 8F

    • No throw invincibility on EX Zenpou

    • EX Zesshou (lunge) hit distribution changed from 7/2 to 6/3, -1 on block

    • MP, HP Kobokushi (palm) meter gain to +20

    • LP Koboku is 25 frames total, MP, HP 45 frames total

    • MP, HP Koboku damage from 160 to 140, stun from 250 to 200; chip damage for MP, HP to 30

    • Active frames for MP, HP Koboku to 10

    • Nishoukyaku (up kicks): LK only has invincibility up (and including) the first active frame

    • More landing recovery on all versions (including EX)

    • MK Nishou from 130 damage to 110

    • Tetsuzanko (shoulder): HP damage from 140 to 100, EX from 80+70 to 90+40 (130 total); during the projectile invincible parts of the move, Yun's hurtbox against physical strikes is expanded

    • Gen'ei Jin is a second shorter, does less damage

    Guy

    • The hitbox on Guy's Neutral Jump Hard Punch has been increased in size.

    • Angled jump Medium Punch and angled jump Hard Kick have also received expansions to their hitboxes.

    • The blog notes that when it says hitbox size increase, it mostly means they extended the bottom for each one.

    • Guy's ground throw range has been increased. The blog says that it's now the same as Ryu's.

    • Elbow Drop (command normal version) can now be activated with the joystick in the down-back position.

    • If you choose not to perform an attack after the Izuna Flip, there is less recovery time on the ground.

    • EX Hurricane Kick got a hitbox adjustment so that the opponent gets juggled into all of the hits easier.

    Dee Jay

    • His Far Standing Medium Punch is now special cancelable.

    • The amount of time that a "Counter Hit" can be registered on Dee Jay after he fires an Air Slasher has been decreased.

    • Double Rolling Sobat (Dread Kicks) got a damage increase. Light 80 -> 90, Medium 100 -> 110, Hard 120 -> 130.

    • Dee Jay can now cancel out of Sobat Carnival (Super) into Sobat Festival (Ultra 1). This makes him, according to the blog, the only other character besides Dan who can cancel a Super directly into Ultra. If you land both it does 570 damage.
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    JJOR64

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    #2  Edited By JJOR64

    Updated the post a bit. Translations still coming in.

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    617_jbug

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    #3  Edited By 617_jbug

    Yun, Yang and Makoto got hit with the nerf hammer. Cody got buffed.

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    SexualBubblegumX

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    #4  Edited By SexualBubblegumX

    Well The Twins and Fei got Nerfed... The Rest of the changes where pretty pointless though.

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    musclerider

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    #5  Edited By musclerider

    Cody's overhead isn't complete garbage anymore? Sign me up.

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    McGhee

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    #6  Edited By McGhee

    Cody fans rejoice. More wearing a pink shirt and just not givin a fuck to come.

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    SirOptimusPrime

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    #7  Edited By SirOptimusPrime

    I'm sad to see Makoto get some nerfs. Cody's getting buffed rather nicely, and Dudley is almost there. Oni is getting scarier adn scarier. Guy's buffs make me absolutely happy. That is, btw, the dumbest fucking buff for Dee Jay since the meter is incredibly important for him so you may as well just use U2 if you can get the walk Ultra down.  
     
    I'm sad that Yun and Yang got nerfed THAT hard. I really wish that they would just buff others and bring everyone up to Yun and Yang's level. 

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    617_jbug

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    #8  Edited By 617_jbug

    Momochi is going to be godlike in 2012 with Cody.

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    JJOR64

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    #9  Edited By JJOR64

    I believe the blog post is mostly translated now.

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    Jeffsekai

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    #10  Edited By Jeffsekai

    Man what the fuck does that Deejay buff even mean? Shit sounds so goddamn crazy.

    Also: His Far Standing Medium Punch is now special cancelable. is pretty nice.

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    JJOR64

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    #11  Edited By JJOR64

    @Jeffsekai said:

    Man what the fuck does that Deejay buff even mean? Shit sounds so goddamn crazy.

    Also: His Far Standing Medium Punch is now special cancelable. is pretty nice.

    Hopefully we will see more DeeJay players in majors.

    Speaking of buffs, still wish Hakan's SPD ranged when he is not oiled was slightly increased.

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    Necrotrophic

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    #12  Edited By Necrotrophic

    i dont think yang should have been nerfed. hes fine. yun only needs minor changes(mostly in damage output), and i honestly have not had much of an issue with fei. though i havent played against many since AE.
     
    im okay with there being a top tier.  It seems like instead of learning matchups, the sf4 community would rather petition capcom to win matches for them. If you cant tell, im sick of the updates lol

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    gosukiller

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    #13  Edited By gosukiller

    The Yang nerfs seem kinda harsh. Other than that, this patch seems way more influential than I expected. 

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    thatpinguino

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    #14  Edited By thatpinguino  Moderator

    The Hakan buffs are so helpful.  Starting oiled means that he is good from the start rather than having to struggle to get any oil against rushdown characters.  Maybe now that his dive goes over crouched opponents I can actually use it without having to eat any and all punishes if it wiffs.  I really want to know what the dash to coward crouch slide does.  If it is an alternate way to get his oil slide then he gained a new trick.  The faster super might allow me to actually use the super to punish things rather than having the opponent immediately crouch after the flash leading to a completely wasted super.

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    mnzy

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    #15  Edited By mnzy

    They go really far with the changes, I hope they don't make just a different unbalanced game.

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    scarace360

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    #16  Edited By scarace360
    @JJOR64 said:

    @Jeffsekai said:

    Man what the fuck does that Deejay buff even mean? Shit sounds so goddamn crazy.

    Also: His Far Standing Medium Punch is now special cancelable. is pretty nice.

    Hopefully we will see more DeeJay players in majors.

    Speaking of buffs, still wish Hakan's SPD ranged when he is not oiled was slightly increased.

    ok so the deejay buff basically it means you can do short short standing strong into up kicks instead of doing short short crouching strong into upkicks. all of this is crouching
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    Scooper

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    #17  Edited By Scooper
    @scarace360 said:
    @JJOR64 said:

    @Jeffsekai said:

    Man what the fuck does that Deejay buff even mean? Shit sounds so goddamn crazy.

    Also: His Far Standing Medium Punch is now special cancelable. is pretty nice.

    Hopefully we will see more DeeJay players in majors.

    Speaking of buffs, still wish Hakan's SPD ranged when he is not oiled was slightly increased.

    ok so the deejay buff basically it means you can do short short standing strong into up kicks instead of doing short short crouching strong into upkicks. all of this is crouching
    Can't combo into far standing strong and can't combo from a short into a strong anyways. 
     
    The Super into Ultra is kinda cool. I wonder how the damage scaling will affect it.
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    scarace360

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    #18  Edited By scarace360
    @Scooper said:
    @scarace360 said:
    @JJOR64 said:

    @Jeffsekai said:

    Man what the fuck does that Deejay buff even mean? Shit sounds so goddamn crazy.

    Also: His Far Standing Medium Punch is now special cancelable. is pretty nice.

    Hopefully we will see more DeeJay players in majors.

    Speaking of buffs, still wish Hakan's SPD ranged when he is not oiled was slightly increased.

    ok so the deejay buff basically it means you can do short short standing strong into up kicks instead of doing short short crouching strong into upkicks. all of this is crouching
    Can't combo into far standing strong and can't combo from a short into a strong anyways.  The Super into Ultra is kinda cool. I wonder how the damage scaling will affect it.
    Pretty sure you can.
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    scarace360

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    #19  Edited By scarace360

    O shit didnt read it properly its just super cancelable now ok never mind

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    deactivated-57beb9d651361

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    These changes are fucking crazy, yet again. We're now into the fourth iteration of the game and each one compared to the last has changed drastically. 
     
    Plus, those Hakan buffs! Surely he'll be faring a little better after all that. The harder punish on oil dive seems ludicrous. That move already gets thrown out at every opportunity, even if it's punishable as hell. If it's now safer, I shudder to think about that match. 
     
     
    ...may play a little SF again now...
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    lordofultima

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    #21  Edited By lordofultima

    DEAR LORD Evil Ryu is buffed. I think he's too buffed, broken even. HK axe kick does 130 damage vs. the 80 MK axe does...that's going to make a no meter bread 'n' butter combo do like 420 damage. That's too much. People are gonna use him for sure now. maaaannn sweep is 6 frames, tatsu to sweep is gonna work on EVERYONE, and with the most damaging combos...this is incredible.

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    thatpinguino

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    #22  Edited By thatpinguino  Moderator
    @GetEveryone: I think you are mixing up the oil slide and the oil dive, the slide is the one where he slides on his stomach and hits low.  The dive is his grab that grabs standing and jumping opponents.  The slide is just as unsafe as ever if it is not fadc'd, the dive used to wiff on crouching opponents and then force him to go into one of the longest recovery animations in the game right in front of his opponent.  Now Hakan will still wiff, but he will jump over the crouching character and slide to the far side of the screen.  It will still be punishable but by every move in the game like it was in ae and super. 
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    leroyrockwell

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    #23  Edited By leroyrockwell

    @lordofultima: YOU CAUSED THIS!!! WITH... WITH.. WITH YOUR VIDEO MADNESS... Love those video by the way.

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    Bravestar

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    #24  Edited By Bravestar

    RIP Yang.

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    M_33

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    #25  Edited By M_33

    Hakan's buffs seem crazy. Pretty stoked that he's actually relevant now, to the point of maybe even being pretty great. 

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    scarace360

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    #26  Edited By scarace360
    @M_33 said:
    Hakan's buffs seem crazy. Pretty stoked that he's actually relevant now, to the point of maybe even being pretty great. 
    i dont know what your talking about hakan was fine before
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    M_33

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    #27  Edited By M_33
    @scarace360 said:
    @M_33 said:
    Hakan's buffs seem crazy. Pretty stoked that he's actually relevant now, to the point of maybe even being pretty great. 
    i dont know what your talking about hakan was fine before
    Hakan was good but only when he was oiled, and the difficulty of actually getting a chance to oil up against rushdown characters is what made him a bad character. Now that he gets oiled from the start of the match, he's going to be nuts. Add all the other buffs and Hakan is now best-tier.
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    thatpinguino

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    #28  Edited By thatpinguino  Moderator

    I don't know what stops Hakan from being the best grappler in the game now.  Maybe his lack of a get the F off me move will stop him from being tops; however, he now starts every match with a damage buff on all of his specials, the best-ranged command grab in the game, crazy mobility for a grappler, the ability to dash-normal cancel, the ability to move while focusing, extended reach on all of his normals, and immediate access to his ex-oiled oil slide which punishes fireballs from full screen and gives an untechable knock down.  The other buffs are just gravy.  Hakan 2012 too slick to quit.

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    scarace360

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    #29  Edited By scarace360
    @M_33 said:
    @scarace360 said:
    @M_33 said:
    Hakan's buffs seem crazy. Pretty stoked that he's actually relevant now, to the point of maybe even being pretty great. 
    i dont know what your talking about hakan was fine before
    Hakan was good but only when he was oiled, and the difficulty of actually getting a chance to oil up against rushdown characters is what made him a bad character. Now that he gets oiled from the start of the match, he's going to be nuts. Add all the other buffs and Hakan is now best-tier.
    Ya but still i know a hakan that would do fine against rush down.
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    Sooty

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    #30  Edited By Sooty

    They went overboard with the nerfs to Yang and Yun, I can really see Yang being a C tier character now. LAME!
     
    But hey, I'm sure things are still going to get altered yet, Capcom said they weren't going to punish players that had picked up and learn the twins so I'm hoping they will give them some stuff back.
     
    I don't really play Yang much at all but come on, Yang wasn't even that bad to begin with, palm was ridiculous, though.
     
    Why nerf Yang's damage further? He already did low damage on average.

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    gosukiller

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    #31  Edited By gosukiller
    @Ygg: You do realize that the amount of tools that Yun has to open you up and his crazy (relatively) easy-to-do combos will still keep him high up there, right?    

    Calling him C tier already is very premature. 
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    Sooty

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    #32  Edited By Sooty
    @gosukiller said:

    @Ygg: You do realize that the amount of tools that Yun has to open you up and his crazy (relatively) easy-to-do combos will still keep him high up there, right?    Calling him C tier already is very premature. 

    I was talking about Yang, Yun's combos are not as easy as most characters bnbs. Yangs are also harder and less damaging in the current version of AE.
     
    Oh well, having fun with Yang as a secondary for now. It looks bleak for him.
     
    I just find it bizarre they'd nerf Yun and Yang considerably but Fei didn't get hit quite as bad, he was better than the twins when it came to match ups. Clearly #1.
     
    What happened to Capcom saying they was going to buff the rest of the cast, as opposed to punishing players that had picked up the twins? Some characters received little to no buffs (Cammy) or laughable ones. (Dudley)
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    #33  Edited By gosukiller
    @Ygg: My bad, I saw the name Yun and a complaint so my instincts kicked in :P   

    I've never felt Yang to be on the same level as Yun, Fei or even Akuma, so his nerfs seem a little overboard.
     
    I also have mixed feelings about 2012 now that I've had a few days to ponder on what's out there. 
      
    I'm a pretty biased Rose player, so take the following with that in mind:
    I see characters that were higher tier (read: have more tools) than Rose getting big buffs, while Rose herself will still have all the problems that she used to have and kept her from being played by anyone who actually wants to win a tournament. Or in short, she is being kept from being competitive. Almost anyone that wasn't a-tier got nice buffs in super. 
    Even Sako can't really play her anymore, unless he wants his ass kicked in Rush Down Edition. 

    Why is Capcom so afraid of making her a decent well-rounded character, with a real reversal and a realisticly usefull Ultra 1? Why keep dicking around with Ultra 2, which is obviously not the problem here? She doesn't even have any weird moves that can open up anyone, where are my juggles, overheads, etc? All I got is a nice dash (equal to Fei Long), pretty decent normals and a throw.  Even her reflect, one of her signature moves, is a rubber bullet compared to the Twins nuclear palms.

    That might have looked like a rant, but as a guy that has picked his favorite and is sticking with her, I hated Capcom for not doing ANYTHING for her in AE. 
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    #34  Edited By Sooty
    @gosukiller said:
    @Ygg: My bad, I saw the name Yun and a complaint so my instincts kicked in :P   

    I've never felt Yang to be on the same level as Yun, Fei or even Akuma, so his nerfs seem a little overboard.
     
    I also have mixed feelings about 2012 now that I've had a few days to ponder on what's out there. 
      
    I'm a pretty biased Rose player, so take the following with that in mind:
    I see characters that were higher tier (read: have more tools) than Rose getting big buffs, while Rose herself will still have all the problems that she used to have and kept her from being played by anyone who actually wants to win a tournament. Or in short, she is being kept from being competitive. Almost anyone that wasn't a-tier got nice buffs in super. 
    Even Sako can't really play her anymore, unless he wants his ass kicked in Rush Down Edition. 

    Why is Capcom so afraid of making her a decent well-rounded character, with a real reversal and a realisticly usefull Ultra 1? Why keep dicking around with Ultra 2, which is obviously not the problem here? She doesn't even have any weird moves that can open up anyone, where are my juggles, overheads, etc? All I got is a nice dash (equal to Fei Long), pretty decent normals and a throw.  Even her reflect, one of her signature moves, is a rubber bullet compared to the Twins nuclear palms.

    That might have looked like a rant, but as a guy that has picked his favorite and is sticking with her, I hated Capcom for not doing ANYTHING for her in AE. 
    I just decided to ditch Dudley now, I can't be bothered having such bad pokes and no range on his hit confirms (can't standing roundhouse most characters after 2 jabs) and they have so far gave him useless buffs. All people have to do to beat Dudley is spam something like medium kick from Akuma and watch out for jump-ins. He has pretty insane damage but what's the point if people can keep you away by just spamming a safe normal? His only cancelable low poke is crouching strong and the range on that is barely more than his jab.
     
    Capcom should have just looked at the tiers and buffed everybody up in C tier, some minor buffs to those in B.
     
    The only thing I thought that needed nerfing with Yang was his palm and the chip damage from his super, his palm was more ridiculous than Yun's if you use the strong version since it comes out faster but still has the insane active frames and hitbox.
     
    and why in god's name are they giving Zangief so many buffs?!?! I never really make tier lists but I'm pretty set on this for 2012: Sagat, Ken, Zangief, Viper, Akuma
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    Fire_Of_The_Wind

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    #35  Edited By Fire_Of_The_Wind
    @Ygg said:
    I never really make tier lists but I'm pretty set on this for 2012: Fei Long, Sagat, Ken, Zangief, Viper, Akuma
     
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    #36  Edited By Sooty
    @Fire_Of_The_Wind: I dunno about #1 for Fei, I think his nerfs put him either inside or just outside of top 5, looks like he will still have a lot of good match ups, though.

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