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Author Topic: Super Street Fighter IV: Arcade Edition  (Read 2531 times)

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Offline bronx83bornrm

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Re: Super Street Fighter IV: Arcade Edition
« Reply #50 on: December 03, 2010, 11:00:50 AM »
YES SHIN AKUMA AND EVIL RYU, ITS ABOUT GOD DAMN TIME THEY ADDED THEM.

AM DEFINITELY HYPED FOR THIS NOW ;D ;D ;D ;D ;D >:D >:D >:D

Offline Swiziga

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Re: Super Street Fighter IV: Arcade Edition
« Reply #51 on: December 03, 2010, 12:20:53 PM »
what the heck capcom this has to hit consoles. but i hope as dlc @^@ because if super duper street fighter 4 comes out for 29.99 i know i going to by it even if i tell myself i won't :-SS
they made it even better. i'm liking how the ranked matches are looking in this game. i felt that ssf4 took a step back with the ranking and tournament mode

Offline vyn

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Re: Super Street Fighter IV: Arcade Edition
« Reply #52 on: December 03, 2010, 04:59:46 PM »
yaaay evil ryu n shin gouki, plzzzz make em playable and not just super bosses. A ton of shotos i know but i for one am a very happy panda if they ever hit console the whole cast i like from the entire sf series is in super already so yeah, bet their alternates are gonna rock too.

Japan arcade scene must be awesome, with all the effort capcom is willing to put into it i bet its one hell of a market, i remember it was 100 yen per try too and thats damn expensive when you suck like me lol, those personalized cards are tits too.
« Last Edit: December 03, 2010, 05:32:42 PM by vyn »

Offline ClubSyN-X-TReME

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Re: Super Street Fighter IV: Arcade Edition
« Reply #53 on: December 03, 2010, 05:27:31 PM »
Yaaay more shotos.....

Give me a f**k***' break..

Offline DEMONKAI

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Re: Super Street Fighter IV: Arcade Edition
« Reply #54 on: December 03, 2010, 07:28:00 PM »
Groovey. Evil Ryu made it in...


eh i rather see Violent ken this time. But then again maybe thats just an
SNK vs Capcom thing :-??
Lots and lots of supers so f*ckin what

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Offline Yung Kratos

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Re: Super Street Fighter IV: Arcade Edition
« Reply #55 on: December 04, 2010, 01:02:44 AM »
the shin akuma evil ryu rumor is fake cpu akuma that you fight after seth is shin akuma he has the increased health and the purple gi.
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Offline DEMONKAI

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Re: Super Street Fighter IV: Arcade Edition
« Reply #56 on: December 04, 2010, 01:16:16 AM »
so u sayin now that showing of Evil Ryu is bullsh*t?
Lots and lots of supers so f*ckin what

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Offline Yung Kratos

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Re: Super Street Fighter IV: Arcade Edition
« Reply #57 on: December 04, 2010, 01:45:40 AM »
so u sayin now that showing of Evil Ryu is bullsh*t?

In all technicality REgular Ryu is evil ryu if you look at his ultras he uses metsu versions and there purple. which is the power of destruction. Im not sure exactly what the images floating around mean but i do know that the fact that shin akuma is already ingame makes teh speculation sketch. Its official capcom though so well have to wait and see what it all means.
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Offline DEMONKAI

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Re: Super Street Fighter IV: Arcade Edition
« Reply #58 on: December 04, 2010, 02:35:23 AM »
oh ok i see what u mean. well i mean it was just mug shots of the two dudes in a flash so im not impressed 100% with that.
i wanna see full action and totally different obvious moves. but we will see. hopefully cap aint pullin some dry @ss MVC 2 in 1 crap haha (j/k)
Lots and lots of supers so f*ckin what

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Offline vyn

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Re: Super Street Fighter IV: Arcade Edition
« Reply #59 on: December 05, 2010, 02:52:37 PM »
im pretty sure both versions will elaborate beyond current ryu and current shin gouki, what would be the point other wise. Looking at that ryu with red hair and dark skin makes me wonder if gouki was ever a brunette or a blonde as apparently dark hadou makes you a redhead. Redheads are evil.

Offline Sabaki

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Re: Super Street Fighter IV: Arcade Edition
« Reply #60 on: December 05, 2010, 05:15:35 PM »
I suspect that the two evil chars will be actual chars, but who knows? Anyways, I'm not totally against them being in. I personally like Evil Ryu. My gripe is is Capcom could've focused on getting more diverse chars like Alex, Elena, Karin, etc.

Offline DEMONKAI

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Re: Super Street Fighter IV: Arcade Edition
« Reply #61 on: December 05, 2010, 11:34:06 PM »
I suspect that the two evil chars will be actual chars, but who knows? Anyways, I'm not totally against them being in. I personally like Evil Ryu. My gripe is is Capcom could've focused on getting more diverse chars like Alex, Elena, Karin, etc.

ya damn right on that sabaki those list of chars i all exactly wanted.

Alex was on the top though. Hugo i thought too but then thats pushin it way to far i guess
Lots and lots of supers so f*ckin what

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Offline Tha Lando ( Le CROM )

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Re: Super Street Fighter IV: Arcade Edition
« Reply #62 on: December 06, 2010, 12:51:13 AM »
Heck yes sabaki, i am in total agree with that. and why oh why aint Elena gettin no SSF4 love? she def would been at top my list of characters that should been in from jump, plus she dont have any characers that have a gameplay like hers. Uniqueness all round. Capcom is mighty stingy and Lazy in some areas i see. tisk tisk tisk.

Offline Sabaki

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Re: Super Street Fighter IV: Arcade Edition
« Reply #63 on: December 06, 2010, 02:05:01 PM »
@DEMONKAI: Hugo would be a cool addition! Although I think peeps are getting tired of throw characters. I've already heard some peeps  complain that Alex is the same as Abel at this point, so they don't  agree with putting him in.

@lando33: yeah, I'm all up for Elena being added. As long as they do her justice, cuz she has the potential for great minus upclose, footsies, and counters against projectiles  :thumbsup:

Offline vyn

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Re: Super Street Fighter IV: Arcade Edition
« Reply #64 on: December 21, 2010, 08:14:20 PM »
kinda necro but the changes list needs to go on

Quote
Credit to Street 11

-Dhalsim-

[Normals]
DB+MP has faster start-up + less recovery.
A combo such as DB+MP -> DB+MP -> EX Yoga Flame is possible.

[Specials]
EX Yoga Flame has faster start-up and is comboable from middle strength attacks.
Because it's easier to combo into, the damage is changed to 50*70.

[Super]
Super's damage is reduced to 300.

[Others]
During back dash, airborne frame comes immediately after invincibility frames end.

[Overall]
We looked through his damage again, and as a result he went towards nerf,
but there are changes beneficial to Dhalsim in other parts.
He has a huge diversity between a good match-up and a terrible match-up,
but he has strong potential in himself.


-Dictator-

[Normals]
st.HK's damage is change to 80 when hit outside of his knee,
and to 110 inside.
cr.LK's hurtbox got a little bigger, and it's easier to get stuffed.

[Specials]
LK Knee's hitback distance on block is increased.
It's harder to get hit out after blocking,
but it'll be hard to give a pressure combined with cr.LK.

[Super]
He is invincible to projectiles during active frames of Super as well.

[Ultra]
U2's command is changed to charge command. Instead, its damage is increased to 450.

[Overall]
Comparatively, he is above standard in terms of a character's strength,
but he's more dependent on players' skills due to the adjustments.


-Akuma-

[Specials]
MP SRK's invincibility is lengthened, to be exact he is completely invincible for the first 5 frames.
Air tatsu's jump arc is changed, so running away with tatsu is impossible.
EX Tatsu's damage and stun build got reduced.

[Ultra]
U2, when canceled during teleport only, has bigger hitbox downwards.
A combo like st.HP -> Teleport -> U2, is possible.

[Others]
During back dash, airborne frame comes immediately after invincibility frames end.

[Overall]
Considering balance, we removed the runaway tactic with air tatsu,
but other things can be done as you currently can,
so you will be able to apply your skill in SSF4 to SSF4 AE as well.


-T. Hawk-

[Normals]
We reduced Close st.HK's recovery, and changed frame advantage to be +4 on hit.
Far st.HK's hitstun and blockstun are increased, so it's harder to get countered out.
Neutral j.HK has more active frames.

[Specials]
EX Condor Dive can be used by itself.
Different from the normal one, it can be used on back jump as well,
and is invincible to projectiles until its active frames end.
LP Condor Spire's hitbox is extended forward.
Condor Spire's meter gain upon activation is increased.

[Super]
Super's grab range is changed to be the same as LP Mexican Typhoon.

[Ultra]
U2 has faster start-up, and invincibility got lengthened.

[Overall]
A solid buff is applied to Specials, Super, and Ultra,
and to normals little adjustments.
Basically, there are only buffs, so it'll be easier to face casts that were bad match-ups in SSF4.


-Adon-

[Normals]
They're buffed in overall. Normals like cr.LP, Close st.MP, and cr.HP had frame changes.
Close st.MP, on hit, will have a frame advantage of +6,
so it's possible to link specials to combo.
Hitbox-wise, normals like Far st.LP, Far st.MP, and cr.MP are buffed.

[Specials]
EX Jaguar Tooth will not have EX Flash until he gets to the wall,
and will be invincible to projectiles until grounded.
MK Jaguar Kick's hitbox? is changed,
so Close st.HP -> MK Jaguar Kick can be registered as a combo.

[Super]
Super's start-up changed to 7f, and the first hit's hitbox is extended downward.

[Others]
Wake-up got slower.

[Overall]
Buffs are centered around normals, so he will be stronger while on ground.

Also console version got costumes for Abel, Fuerte, Zangief, Rufus and Honda.

« Last Edit: December 22, 2010, 04:58:05 PM by vyn »

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