Author Topic: SSF4 AE 2013!  (Read 68668 times)

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Offline in4war

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Re: SSF4 AE 2013!
« Reply #570 on: November 26, 2013, 08:02:59 AM »
You realise Ryu has always been able to do that since Vanilla right? What do you think happens if Bison uses cr.lk immediately after lk scissors and Ryu dps? Scissors is 0 on block and both moves are 3 frame start ups. The difference is Ryu has invincibility on dp. So how would that be any different now if lk scissors is -1? You seem to think being 0 on block means Bison can do anything uninterrupted but that has never been the case.

If you want to use Ryu's super after a -1 move then enjoy that lol.

all true points and well said, its just what i was trying to point out is that cause now bison scissor kick will be at -1 any 3 frame move will beat his cr,lk if he decides to do it cause he will be -1 not 0. when he was on 0 frames most 3 frame(ryu cr.lp) moves will trade with his cr.lk then get punished with scissor but now its harder.
If there is no struggle there is no progress.

Offline Madenka AU

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Re: SSF4 AE 2013!
« Reply #571 on: November 26, 2013, 08:10:25 AM »
I know what you mean, a better example would be 3 frame short like Guy's or Cody's. Now those characters have another option when under Bison pressure. It isn't fool proof but it does mean less auto pilot from Bison.

Re: SSF4 AE 2013!
« Reply #572 on: November 28, 2013, 10:55:51 AM »
btw how do u guys think about delayed wake up after heavy knock down?

it is good to escape from unblockables but it will kill safe jump/OS with jump attack too.

Then ppl need to offence frm ground more,  almost always need to think about reversal DPs, will be more mind game but it will make more random luck game. (and actually this makes faster DP characters will be stronger...lol
guess why dudley is hard to get damge though he has power and good over head, other character will be poorer.
(one good thng is it makes dudley is better character, high power=less mind game)


disgasting set up frm heavy knock down is annoying many ppl, but i think it is advantage/reward for offence side, most important thing that using jump set up is less risk=less random losing.


I think this is why Bison got nerfed, this changing will make safer for him, but now i think back dash is good.

I just now wish delayed wake up should hve some risk/using meter, or nerf back dash.
faKewell Ikuya.

Offline Madenka AU

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Re: SSF4 AE 2013!
« Reply #573 on: November 28, 2013, 12:13:37 PM »
Personally dislike delayed wake up. Main reason is because I've put a lot of time into playing T Hawk and Untechable knockdown from Typhoon is one of the strongest facets of his game. Now is just more random for him and as a result the rewards will be harder to reap.

I think as a whole the delayed wake up change reflects the one shot answer to unblockables only. It seems pointless now to have techable knockdown when you have delayed wake up for untechable knockdowns. It almost seems as though the player who applies more pressure is being punished for creating the situation by allowing the opponent another layer of ambiguity.

I recall a lot of the complaints about unique character wake ups over the years (Adon, Blanka, Sagat & Cammy to name).

Solarsailor

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Re: SSF4 AE 2013!
« Reply #574 on: November 28, 2013, 03:17:59 PM »
I'm a bit mixed on it really. I was always a fan of people outsmarting or reading their opponents rather than simply pressing a sequence of buttons which would cover 5 bases all to your advantage, some of those being unblockable.

The delayed wake up will still offer grounded pressure option selects, just not jump ins. It will shake the game up and we'll have characters who will gain a lot from it, like Sagat (about time), I really just see it as a changing of the gaurd.

Characters like Akuma and Cammy still have enough options and tools than most of the cast anyway. I obviously don't like what they've done to Fei as a character, also Adon and Yun I can't understand. 

It doesn't really look like a balance patch. It's another game.


Offline Revolver

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Re: SSF4 AE 2013!
« Reply #575 on: December 01, 2013, 12:38:37 PM »

Solarsailor

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Re: SSF4 AE 2013!
« Reply #576 on: December 01, 2013, 03:03:07 PM »
Yeah , read that also. No big deal really, just have to adjust.

I watched some of the stream today. Zangiefs green hand has been quickened quite a bit, he'll be pretty scary.

Rolento looks meh,  I don't really like any of the new characters.

Re: SSF4 AE 2013!
« Reply #577 on: December 01, 2013, 05:22:01 PM »
It doesn't really look like a balance patch. It's another game.

That's why it's Ultra SFIV and not Super SFIV AE 2014.

If Capcom could get away with it they wouldn't even offer an upgrade path from Super/AE to Ultra. But they copped too much heat over SFIV > Super and MVC > UMVC3 even though other fighting game devs like ASW get away with worse.

And seriously lifting Supers from Art of Fighting and putting them into Turbo was a bigger change for the SF2 series than anything in Ultra. Imagine if SFIV had no ultras and than Super introduced them.
SSFIV & SFxTK - Cammy/Ken
UMvC3 -Storm/SentinelMorrigan

Offline Gamogo

Re: SSF4 AE 2013!
« Reply #578 on: December 01, 2013, 06:26:42 PM »
"Biggest change nobody is talking about"

http://www.reddit.com/r/SF4/comments/1rrj5q/the_biggest_single_usf4_change_nobody_is_talking/

Was talking to Gilley today about this - its worded incorrectly. What they've done is extended the side-detection duration by 1f for all characters so that the state of limbo between which "side" to block on is more lenient. They run through a bunch of unblockables to verify its effectiveness and none worked (the closest they could get was for them to register as fake cross-ups) suggesting that so far its somewhat successful.

(Then along came a Sakura player and pulled off an unblockable setup without issue. lol.)

Supposedly this change does result is a subtly different feel for jump-in combos. I'm really curious to see how this pans out.
So keep your bankroll lottery eat your salad day deathbed motorcade.

Offline maxsze90

Re: SSF4 AE 2013!
« Reply #579 on: December 01, 2013, 07:15:06 PM »
Wouldn't this change make all current unblockables into blockables?

I'd like to see if this +1f hitstop would help in cancelling Ryu's cr.mk to dp on reaction to focus attack/hit against block.

I mean it's already impossible for 95% of players barring some insanely ridiculous guys, but this might make it 90% of players? XD

Solarsailor

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Re: SSF4 AE 2013!
« Reply #580 on: December 01, 2013, 09:44:02 PM »
More likely it'll throw up some fucked up shit that didn't cross up but now does...  ;D


Offline water_ling

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Re: SSF4 AE 2013!
« Reply #581 on: January 03, 2014, 10:39:41 PM »
Infiltraion's Rolento vs FChamp's Seth
http://www.youtube.com/watch?v=oVYlFFwFkF0

PR Rog's Elena vs Vaile's Rolento
http://www.youtube.com/watch?v=XRav-o2j5lY

Offline whatcudgowrong

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Re: SSF4 AE 2013!
« Reply #582 on: February 02, 2014, 07:27:11 PM »
USF4 beta changes;
http://www.capcom-unity.com/combofiend/blog/2014/01/30/ultra-street-fighter-4-change-list
So many minor nerf/buffs. My head is spinning...

Offline whatcudgowrong

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Re: SSF4 AE 2013!
« Reply #583 on: March 03, 2014, 11:06:11 PM »
Select your character, then select your version?!?
http://www.youtube.com/watch?v=OOhECaPwsho

Offline water_ling

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Re: SSF4 AE 2013!
« Reply #584 on: June 02, 2014, 09:54:11 PM »
Sayanora AE2012
http://www.youtube.com/watch?v=T4BxY0oiCP8
Combolicious!