SUPER STREET FI GHTER I V ARCADE EDI TI ON VER. 2012 11/28/2011 ■ About This Document ■ Introduction This document details the final changes to "SSFIV AE 2012", edited for general readership. These changes are identical from those previously published, but the phrasing and brevity of their descriptions may be different. ■ Symbols and Terminology Combat-related terminology that appears in the text is explained below. Word or Symbol Meaning or Description Near / Far Used to denote short-distance / long-distance F Abbreviation of frame. 1F is 1/60th sec. Startup The frame in which the attack hitbox(es) appears Start The opening portion of a move Stun Number of frames after attack hitbox disappears before another action can take place Landing stun Number of frames after landing on the ground from mid-air before another action can take place Active period The frames during which attack hitboxes are in effect +1F Advantage / -1F Used mainly to describe frame advantage / disadvantage for the attacker (Dis)advantage / Equal Hitbox Area from which the character's move is effective Hurtbox Area where the character is vulnerable Total invincibility Hurtboxes have no effect whatsoever Projectile invincibility Projectile hurtboxes have no effect Strike invincibility Strike hurtboxes have no effect Throw invincibility Throw hurtboxes have no effect Light, medium, heavy Refers to the light, medium, and heavy buttons S.C. Super Combo U.C. Ultra Combo The lever used to control the character's direction of movement. This means the analog stick when referring to a standard PS3 or XBOX Stick 360 controller. 1,2,3,4,5,6,7,8,9 Indicates the stick displacement direction, as for a standard numeric keypad. ※ For right-handed characters SUPER STREET FIGHTER IV ARCADE EDITION VER. 2012 11/28/2011 ■ AE-2012 Character Tuning Details Character Category Move Details of Changes Name U.C. Metsu Shoryuken Extended hitbox upward in 3rd active frame. Ryu Changed light/medium/heavy version damage from 60 to 70. Chip damage is the same as SSFIV AE, at 15. Special Hadoken Changed follow-up restrictions when a counter-hit is landed with the EX version so that follow-up is possible with any move. Airborne Tatsumaki Adjusted timing of trajectory break-point to be 3F behind the previous point when Special Senpukyaku initiated with an angled forward jump. Unique Solar Plexus Strike Changed damage from 40 + 50 (90 total) to 40 + 60 (100 total). Normal Near Standing Heavy Kick Equalized normal hit and counter-hit frame advantage. Made this a 1-hit move. Set damage in 1st and 2nd active frames to 160, and in 3rd to 14th active frames to 60. Special Heavy Shoryuken Made from start to 4th frame totally invincible. Made mid-air follow-up impossible. Removed possibility for EX Focus Attack and super canceling. Normal Crouching Medium Kick Hit detection extended from 3F to 5F. Expanded hitbox for second hit downward to facilitate connecting with crouching Ken targets. Unique Target Combo Increased startup of near standing medium punch from 8F to 20F to allow a delay when canceling into a Target Combo. Changed damage from 70 + 30 + 30 + 50 (180 total) to 80 + 30 + 30 + 60 (200 Special EX Shoryuken total). Normal Crouching Heavy Kick Total frame count unchanged, but startup altered from 7F to 8F. Changed startup from 12F to 11F. Normal Far Standing Heavy Kick Shortened attack recovery by 4F, giving a +1F advantage on a hit and a -3F (dis)advantage when blocked. Unique Thunder Kick Overall length of feint move changed from 27F to 24F. Made accessible from stick diagonally forward-down + medium kick as well as from Unique Yosokyaku Chun-Li stick down + medium kick. Special Changed damage from 30 * 9 (270 total) to 40 + 20 * 8 (200 total). Heavy Spinning Bird Kick Special Made the move hit fully when canceled into from a near standing heavy punch. U.C. Kikoken Changed startup from 10F to 9F. U.C. Hosenka Made hitboxes match SSFIV. Lengthened opponent's stun when counter-hit by 3F, giving the attacker a +3F Unique Kintekishu advantage on a counter-hit. Unique Tenkukyaku Expanded hitbox downward to make it easier to hit crouching targets. Normal Crouching Heavy Kick Increased stun from 100 to 150. Increased amount of movement directly following the move's opening and extended Special EX Hyakuretsukyaku attack reach. Normal Lengthened hit stun by 1F, leaving the attacker with a -2F (dis)advantage on a hit. Near Standing Heavy Punch Normal Shortened hitback distance. Normal Crouching Light Kick Expanded strike hitbox for deep hit. E. Honda Special Made upper body totally invincible from start until 14th frame for light version. Special Sumo Headbutt Changed damage until 2nd active frame from 130 to 100 for light version. Made medium version from start until 10th frame projectile-invincible and totally Special invincible around the foot. Special Heavy Hundred Hand Slap Expanded final hit's hitbox forward, making it easier to connect with all characters. U.C. Orochi Breaker Changed easy command. U.C. Ultimate Killer Head Ram Made KO possible even when the move's first hit is double hit. 1 SUPER STREET FIGHTER IV ARCADE EDITION VER. 2012 11/28/2011 Special EX Oicho Throw Changed EX version's stun from 50 + 50 (100 total) to 75 + 75 (150 total). Changed damage from 100 to 110 for light, 110 to 120 for medium, 120 to 130 for Special Blanka heavy, and 110 to 120 for EX version. Made opponent get knocked down when hit connects within 2F of heavy or EX Special Rolling Attack version's active period. Special Made follow-up possible when hit connects within 2F of EX version's active period. Lengthened hit stun by 3F on a max. focus hit, giving the attacker a possible +5F Unique Rock Crusher advantage on a hit. Unique Shortened hitback distance on a hit and on a block. Unique Jungle Wheel Extended total frame count of Blanka's move by 1F on a hit. Made opponent get knocked down on a hit, and made landing point closer to Special EX Vertical Roll opponent when blocked. Special Lengthened landing stun on a block by 5F from 7F to 12F. Zangief Special Heavy Spinning Piledriver Increased stun from 100 to 150. Special Changed damage from 80 + 50 (130 total) to 90 + 50 (140 total). EX Banishing Flat Special Increased stun from 50 + 50 (100 total) to 100 + 50 (150 total). Normal Crouching Heavy Kick Shrunk mid-move hurtbox. Normal Crouching Light Punch Expanded strike hitbox for deep hit. Normal Far Standing Heavy Punch Made opponent get knocked down on a hit. Abolished counter-hit hurtbox in place from projectile discharge to end of move for Special Sonic Boom Guile all versions. Hurtbox now exists until point of discharge. Changed deep hit damage from 100 to 110 for light, 120 to 130 for medium, and 130 Special Flash Kick to 140 for heavy version. Unique Flying Mare Changed startup from 4F to 3F. Unique Flying Buster Drop Changed startup from 4F to 3F. Unique Spinning Back Knuckle Changed damage from 90 to 100. Unique Made throw-invincible from 6th frame after start until landing. Reverse Spin Kick Unique Increased hit stun by 1F, giving the attacker a possible +5F advantage on a hit. Changed damage distribution to 90 + 30 * 4 + 90 and increased damage potential of U.C. Sonic Hurricane follow-up. No change to overall damage. Normal Increased hit detection period from 1F to 4F. Dhalsim Standing Light Punch Normal Increased hit stun by 1F, giving the attacker a possible +2F advantage on a hit. S.C. Yoga Inferno Changed damage from 60 * 5 (300 total) to 75 * 2 + 60 * 3 (330 total). Special Changed EX version's damage distribution to 90 + 50. No change to overall damage. Special Shrunk mid-move hurtbox for medium and heavy versions. Special Made follow-up with any move possible after a heavy version hit. Special Yoga Blast Shortened post-hit recovery by 10F for light and medium versions. Special Shortened post-hit recovery by 5F for heavy version. Special Made quick-stand impossible on a hit for all versions. Special Made release-triggering impossible for light, medium, and heavy versions. Increased damage from 100 to 120 for medium, 100 to 140 for heavy, and 100 to 150 Special Buffalo Head Balrog for EX version. U.C. Increased damage from 300 to 399. Dirty Bull U.C. Made easy command mode input the same as SSF4. Shortened hitback distance when hitting opponents on the ground, and eased linking Special Dash Swing Blow with crouching medium punch, etc. Expanded hitbox downward, enabling contact at close range with Ryu, etc. when Normal Near Standing Heavy Punch crouching. Unique Crouching Heavy Kick Increased damage from 90 to 110. Vega Lengthened block stun by 1F, leaving attacker with a -3F (dis)advantage when Unique Cosmic Heel blocked. 2 SUPER STREET FIGHTER IV ARCADE EDITION VER. 2012 11/28/2011 Expanded hitbox after knee connects in the first part of the attack to avoid U.C. Bloody High Claw unexpected drop-out. U.C. Allowed combos to link with a Cosmic Smart hit. U.C. Splendid Claw Changed startup from 9F to 8F. Special Made opponent get knocked down on a hit for all versions. Sky High Claw Expanded EX version hitbox downward, making it possible to hit Chun-Li, etc. Special when crouching. Unique Focus Attack Expanded strike hitbox for deep hit. Changed Tiger Uppercut damage during an Angry Charge from 140 to 150 for light, Unique Angry Charge Sagat 160 to 170 for medium, and 240 to 250 for EX version.
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