Ultra Street Fighter IV - Page 484
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Mr. Wiggles
Canada5894 Posts
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Artok
Netherlands2219 Posts
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stuchiu
Fiddler's Green42661 Posts
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apes
United States826 Posts
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trifecta
United States6795 Posts
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Artok
Netherlands2219 Posts
next gen noodles | ||
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stuchiu
Fiddler's Green42661 Posts
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O-ops
United States4236 Posts
Holy shit Combo lay off the steroid my dude. | ||
Artok
Netherlands2219 Posts
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sung_moon
United States10110 Posts
Good shit to Momochi btw. Half a mill for next year. Nice. | ||
Duka08
3391 Posts
Come on kids. | ||
Garnet
Vietnam9011 Posts
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Firkraag8
Sweden1006 Posts
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Noocta
France12578 Posts
Balance changes for patch 1.04 http://nesica.net/pdf/ur4_pdf_20141211.pdf | ||
Aando
1304 Posts
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Kingkosi
United States1215 Posts
+ Show Spoiler + Abel • Close-standing HK -- The part that hits overhead, damage increased from 30 to 70, stun dealt increased from 50 to 100, advantage on hit reduced from +5F to +2F. Adon • Close-standing MK -- Fixed a bug where Adon would get counter-hit on this move even after its start-up and active frames have passed. • Far-standing HK -- When used as part of a juggle combo, only the 2nd hit will connect. J• Jaguar Varied Assault -- Fixed a bug where the opponent could not activate Delayed Wakeup after getting hit by certain parts of this move. Akuma • L/M/H/EX Gohadouken -- start-up changed from 14F to 13F. Balrog • Crazy Buffalo/Violence Buffalo -- Fixed a bug where Delayed Wakeup could not be activated if the opponent was struck in mid-air by any hit other than the last. • Dirty Bull -- Command changed from 720 degrees + PPP to 63214 x2 + PPP. Blanka • Close-standing MK -- Fixed a bug where Blanka could get counter-hit with this move even after its start-up and active frames have passed. • Cr.MK -- Start-up changed from 5F to 4F, advantage on-hit from +5F to +4F, has less pushback on-hit and on-block (guard-back, hit-back). Cammy • MK Spin Drive Smasher -- Fixed a bug where Delayed Wakeup could not be activated if the last his of this move were to cause a counter-hit on the opponent. Cody • Crack Kick -- Start-up changed from 15F to 14F. • Zonk Knuckle -- Charge time required for this move has been increased from 60/90/120F to 60/120/180F. Lv2 and Lv3 versions of this move are throw-invincible until the end of active frames. After a Lv3 Zonk Knuckle has been landed, you can now follow-up with juggle combos; but the opponent will not float as high as before. • EX Criminal Upper -- Strik invincibility changed from 1~6F to 1~7F • M/H Dead End Irony -- Fixed a bug that caused Delayed Wakeup to not work when your opponent is struck with certain hits of this move. C. Viper • Emergency Combination -- Command changed from 214214+P to 236236+K. Fixed a bug that caused Delayed Wakeup to not work when your opponent is struck with certain hits of this move. • Burst Time -- Fixed a bug that caused Delayed Wakeup to not work when your opponent is struck with certain hits of this move. Dan • L/M/H/EX Gadoken -- Start-up changed from 14F to 13F. Decapre -far st.LP/cr.LP : Can now be cancelled into rapid dagger on whiff and on chains -far st.MP : startup reduced from 7f > 5f -cr.HP : Can now be cancelled into EX focus/EX Red focus/Super -EX Psycho Sting : Increased the forward movement. -Increased the blockstun by 4f. Is now -1 on block after fadc -Psycho Sting all versions : Invincibility time increased from 1-5f to 1-8f -Rapid Dagger all versions : Increased hitstun and blockstun by 4f on the second to last hit -Increased blockstun on all the hits, now is more often a true blockstring -EX Spiral Arrow : Damage reduced from 160 to 120 -EX Scramble (LK+MK) : Reduced the time where Decapre disappears and the cancel window from 13f to 7f -EX Razor Edge Slicer : Is now projectile invincible until the last active frame -DCM : When both commands overlap, the anti-air version now has priority over the ground version Dee Jay • Far-standing HP -- On counter-hit, regardless if this move lands on a standing, crouching or aerial opponent, it Will cause the same blowback knockdown state. • LK Double Rolling Sobat -- Has lower-body invincibility from start-up to end of active frames; advantage on-block changed from -3F to -4F. • EX Jack Knife Maximum -- Expanded hitbox to cover lower area, making it easier to hit characters with lower crouching hurtboxes. • EX Machinegun Upper -- Lesser blowback distance on-hit. Dhalsim -Back+LK reduced recovery frame from 8 to 7, increased fram advantage from 2 to 3 E. Honda -Crouch LP does 50 damage from 40 -Crouch LK does 40 from 30 -EX slaps moves him forward on its own without directional input -Bug fix where you couldn't delay-wakeup after headbutt -U2 is now half circle back twice again, does 500 damage from 450 Elena -bigger crouching hurtbox in neutral/hitstun/blockstun -fixed a bug where she could not cancel her pre jump frames? -switching the priorities for lynx tail and scratch wheel -bigger hitbox on her thigh on cr.LP -bigger hitbox and hurtbox on cr.MK -j.HK: fixed a bug where she could be counter hit during the active frames -L scratch wheel startup reduced from 6f > 3f -H scratch wheel: bigger hitbox on the third hit -L/M scratch wheel: fixed a bug where she could be counter hit during the active frames -L/M/H scratch wheel: first hit forces standing -M lynx tail: first hit on hit/guard pulls the opponent -H lynx tail: first to third hits pull the opponent on hit/guard -fixed a bug where you could not use delayed wake up after getting knocked down by this move -L/M/H Lynx tail: hitbox extended forward -M Rhyno horn: fixed a bug where you could not be counter hit during the startup frames -Rhyno horn all versions: first hit now connects with crouching opponents -EX Mallet Smash: advantage on block changed from -4 > -5 -Spin Scythe all versions: fixed a bug where the opponent could go through elena if they were behind her El Fuerte -Guacamole Leg Throw, bug fix where you couldn't delay your wakeup Evil Ryu -Vitality reduced to 900 from 950 Fei Long -U1, the non-animation final hit does 140 damage from 165 Gen (Mantis) -Crouch MP, 70 damage from 60 -Rapid poke recovery is 17 from 18 -Super now does 300 damage from 250 -Shitenketsu now does full animation on airborne opponent, bug fix where the property of the move changed when used as a reversal etc. Gouken -Super, bux fix where you couldn't delay your wakeup -U2, stun value is now 75% instead of 65% when picked WCD, bug fix where stun value was 100% when picked WCD Guile -U1 increased invincibility from "1-6" to "1-9" Hakan -Crouch LP, recovery frame now 6 from 8, frame advantage on block now +2 from 0, frame advantage on hit now +5 from +3, mashable when oiled -Diagonal jump MK, increased hitbox and easier to cross-up when oiled Hugo • Dizzy motion -- Hurtboxes appear at the same timing as a regular wake-up now. • Standing LP -- Recovery frames changed from 11F to 7F. On-hit, the advantage has been changed from +2F to +6F. On block, the advantage has been changed from -2F to +2F. • Standing MP -- Fixed a bug where this move could be counter-hit after the start-up frames have expired. • Crouching HK -- Hitbox that causes pushback has been adjusted backwards (not sure what this does). • H Moonsault Press -- Damage changed from 220 to 250, stun dealt from 150 to 200. • L/M/H Moonsault Press -- Hitboxes that previously caused this move to be counter-hit during its start-up have been removed. • L/M/H/EX Giant Palm Bomber -- Until the end of the active frames, the front part of Hugo's palms will be projectile invincible. During the move, • Hugo's hurtboxes will be altered. This move does more pushback now. Even if this move cancels out a projectile, its attack hitbox will still be considered active (and can hit). • EX Shootdown Backbreaker -- Damage decreased from 180 to 160. The horizontal distance travelled when Hugo is descending/falling is lowered. • L/M/H/EX Shootdown Backbreaker -- The input window for this move has been changed to match that for other commands, so it's easier to puff off. • L/M/H/EX Ultra Throw -- Hitboxes that previously caused this move to be counter-hit during its start-up have been removed. • L/M/H/EX Meatsquasher -- Hitboxes that previously caused this move to be counter-hit during its start-up have been removed. • Hammer Mountain -- Until the end of the active frames for this first part of this move, Hugo is completely invincible. Ibuki -Backhand punch no longer cancellable on whiff -U2, bug fix where you couldn't delay your wakeup Juri -Close standing LP, hitbox during U1 is same as normal -Close standing MK, first hit now forces stand, first 1-6 frames she's considered grounded and throw invincible -Heavy Fuhajin, the projectile does not hit the crouching opponent -Fuhajin, the meter gain for the first motion 10 from 20, the meter gain for projectile 30 from 20 on hit, 15 from 10 on block Ken -Hitbox and hurtbox of crouch MK now same as it was in ver.2012 -Air tatsu escape is now impossible even with plinking Makoto -Forward+HK, bug fix where you couldn't delay your wakeup -U2, bug fix where you couldn't delay your wakeup M. Bison -Bug fix where his throws had 1 frame longer tech window -Medium Scissor Kick has reduced pushback on hit, easier to land EX red focus Oni -EX Goshoryuken, focus cancellable on 2nd hit on block -Light demon slash, damage increased to 120 from 110, stun increased to 150 from 130 -Air Raging Demon, bug fix where you couldn't delay your wakeup Poison • Health -- Decreased from 1,000 to 950. • Hurtbox -- Standing and crouching hurtbox increased. • Jump transition frames -- Fixed a bug where certain special moves could not be executed during the jump transition frames. • Back throw -- Will no longer exercute with negative edge. • Close-standing HP -- Fixed a bug where this move could be counter-hit after the start-up frames have expired. • Far-standing MP -- Fixed a bug where this move could be counter-hit after the start-up frames have expired. • EX Aeolus Edge -- Easier to hit in close-quarters situations. • L/M/H Love Me Tender -- Damaged decreased from 90/100 to 70/80. When this move is whiffed (and only when whiffed), the recovery is 19F instead of 16F. • EX Kiss By Goddess -- Hitbox of the initial move is expanded. • Poison Kiss -- Throw distance is expanded. Rolento -close HK : Reduced stun from 200 to 150 -far MP : Increased active frames from 3f to 5f -far HP : Slightly extended the hitbox on the second hit forward -Reduced the meter gain on hit from 60/60 to 30/30, and on guard from 30/30 to 15/15 -Diagonal j.HP : Fixed a bug where he could get counter hit after the active frames -EX Patriot Circle : Slightly increased the forward movement before the first hit -All Patriot Circle : Fixed a bug where Rolento would win when using Patriot Circle against certain counter moves -LMH Stinger (projectile part) : Extended the hitbox on the first frame down -LMH Mekong Delta Attack (follow up) : Changed the effect on counter hit from "knockdown" to "hitstun" -Changed the advantage on hit from -2 to +2 -EX Mekong Delta Attack (follow up) : Changed the advantage on block from -10 to -5 -Changed the effect on all the hits except the last from "hitstun" to "knockdown" -EX Mekong Delta Air Raid : Changed the frames 1-10 from "projectile invincible" to "strike and projectile invincible" -Changed the advantage on block from -3 to -5 -Mine Sweeper : Fixed a bug where you could not buffer it as a reversal Rose -EX Soul Spiral does 33 chip from 30 Ryu -Close standing HK increased recovery frame from 15 to 17, 3 more frames of advantage against standing opponent, 2 more frames of advantage against crouching opponent, 2nd hit is now cancellable into focus, red focus, and super -Light Hadoken travels slower -Heavy Hadoken travels faster Sagat -Bug fix where his throws had 1 frame shorter tech window -U2 does 303 damage from 255 on airborn opponent Sakura -EX Shunpukyaku, first 1-3 hits now force stand, hitbox increased downward so she doesn't hop over the opponent -EX Hadoken, travel speed differs by the button combinations, recovery frame is now 44 from 48 Seth -Vitality increased from 800 to 850 -Jump MK, bug fix where Seth got counter-hit worth of damage and stun while he gets hit during the move's active frame T. Hawk -Bug fix where his throw's tech window was 3 frames shorter -Light Spire startup now 15 from 11 -Medium Spire startup now 17 from 14 -Medium Tomahawk Buster, now 2 hits, 1 hit forces stand on grounded opponent, damage changed to "90 + 60" from "150", stun changed to "150 + 50" from "200", 1st hit is cancellable into EX focus, red focus, and super Vega -Bug fix where the final hit of RCF didn't gain additional frame advantage, bug fix where final hit of RCF gained double super meter -Bug fix where final EX RCF didn't gain additional frame advantage, bug fix where he gained meter without the claw Yang -Crouch MK, bug fix where he didn't gain additional frame advantage on counter-hit Yun -Far standing LP, on counter-hit, the opponent is now in float state instead of soft knockdown during Genei Jin -Light shoulder, stun is now 100 from 200, super meter gain reduced 20 from 30 on whiff, 30 from 60 on hit, 15 from 30 on block -EX lunge punch, frame advantage now -1 on block from +1 Zangief -Light green hand travel distance reduced, more pushback on hit -EX green hand forces stand on hit | ||
Torte de Lini
Germany38463 Posts
On November 27 2014 07:08 Firkraag8 wrote: Too funny. ![]() That is funny as fuck | ||
Vansetsu
United States1452 Posts
that ryan hart and momochi seriies in loosers, holy shit | ||
Noocta
France12578 Posts
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Aando
1304 Posts
Steam, patch your shit already! | ||
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