Ah ben, j'y avais pas pensé non plus, merci de l'info
^^
Post Merge: 9 Juin 2011 à 21:48
Pour ceux qui veulent (a)voir la liste de toutes les modifications sur une seule page, je viens d'en faire la liste :
Rééquilibrage du gameplay :
Abel : 2nd hit of Abel's Crouching Hard Punch has a smaller hitbox, both upward and downward.
Tornado Throw damage reduced.
Roll lost some of its hit invincibility at the end of it, making it easier to punish.
Ultra 1 had a 10% damage reduction. Ultra 1's new damage would range from 309-450.
Ultra 2 10% damage reduction, slower startup, super armor gets removed when Abel starts to run forward and there's a longer recovery time when you cancel out of it. New damage totals for Ultra 2 should range from 295-440.
Adon : Crouching Light Punch, Close Standing Medium Punch and Crouching Hard Punch all had changes made to their frame data.
Close Standing Medium Punch, on hit, will have a frame advantage of +6, so it's possible to link specials moves to combo, although it's still not cancelable. This move was -1 on hit in SSF4.
Far Standing Light Punch, Far Standing Medium Punch and Crouching Medium Punch were given bigger hitboxes.
EX Jaguar Tooth will not do the yellow EX Flash until he gets to the wall and is invincible to projectiles until grounded.
Medium Jaguar Kick's hitbox was changed, so Close Standing Hard Punch into Medium Jaguar Kick will register as a combo.
Super's (Varied Assault) startup changed to 7 frames, down from 9 in SSF4, and the first hit's hitbox is extended downward more.
Wakeup time was nerfed. Adon now takes longer to get up off the ground than he did in SSF4.
Akuma : Medium Punch Shoryuken's invincibility was lengthened, now he is completely invincible for the first 5 frames.
Air Hurricane Kick's jump arc was changed, so running away with it is impossible.
EX Hurricane Kick damage and stun were reduced.
His Ultra 2, when canceled during teleport only, has bigger hitbox downwards. Standing Hard Punch, Teleport into Ultra 2, is possible now.
During back dash, airborne frame comes immediately after invincibility frames ends.
Balrog : Near version Standing MP's damage is slightly decreased. It now forces stand, and is special cancelable.
Far version Standing LP whiffs on all crouchers.
Buffalo Head now has more ground recovery frames, damage is decreased.
Ultra 2 motion changed from 720 to HCB x2. Still easy to jump out of like before.
Blanka : Rock Crusher has less recovery.
Beast Slide has less active frames, as a result the whole animation time is shorter. Also, his hittable box during the recovery of this move has been increased.
His Forward Hop has more grounded frames of animation during start up, making him easier to grab out of it.
The hittable box of his Beast Roll has been widened in size while rolling around, and the distance traveled after having it blocked has been altered.
Medium Punch and Hard Punch distances were reduced.
EX Backstep Ball forward distance has been reduced a little, so it's harder to escape from the corner.
EX Electricity has much faster start up now.
Cammy : Cannon Strike now has height restriction (cannot do it too low) except for EX version.
Cannon Spike will now retract less on hit/block, so it's easier to punish.
Close and Far Standing Light Punch recovery time decreased.
Close Standing Medium and Hard Punch recovery time decreased.
Crouching Light and Medium Punch and recovery time decreased.
All resulting in more frame advantage.
Far Standing Hard Punch cancelable.
Chun-Li : Stun damage reduced on Crouching Hard Kick. Damage reduced on Standing Medium Punch. Both moves have the same hit properties.
Focus Attack is now easier for opponents to hit.
DF + Light Kick comes out slower, more vulnerability. Can still combo after it if it hits an airborne opponent.
Cody : Stun damage reduced on Crouching Hard Kick. Damage reduced on Standing Medium Punch. Both moves have the same hit properties.
Focus Attack is now easier for opponents to hit.
DF + Light Kick comes out slower, more vulnerability. Can still combo after it if it hits an airborne opponent.
C. Viper : Ultra 2 hit box buffed
Dan : Crouching Medium Punch's startup is now 5 frames.
Close Standing Light Kick, Close Standing Medium Punch, Close Standing Hard Kick, Far Standing Light Punch, Crouching Light Punch, and Crouching Medium Kick's recovery time was reduced. New combo possibilities.
Neutral Jumping Hard Punch will slam opponents down to the ground when hit.
Medium and Hard Dan Kicks damage distribution got adjusted. Hard Dan Kick's total damage decreased.
Dragon Punch will give air reset on trade.
Ultra 2 invincibility was decreased to 8 frames after Ultra freeze.
Dee-Jay : Far Standing Light Punch's hittable box around his arm was removed, so it's more difficult to beat this attack.
Crouching Medium Punch's priority was strengthened, and it deals more damage.
Close Standing Medium Punch's active frames were increased by 1, making it a total of 5 active frames, so it's easier to use as a close anti air.
Far Standing Medium Kick was changed to be a 2-hit normal, and it got adjusted in damage distribution, in startup, and in the total duration. Now, the 1st hit is cancelable, so combos such as Crouching Light Punch, into Far Standing Medium Kick, into Special Moves and also Close Standing Medium Kick into Far Standing Medium Kick into Special Moves combos are possible.
Close Standing Hard Kick is now a techable knockdown against air opponents. You can now do juggle combos after the second hit.
Far Standing Hard Kick's startup is 1 frame faster, and the active frames for it was increased by 1.
Crouching Hard Kick's distance was shortened, but has more active frames, and it will recover faster after the active frames end.
Foward Jumping Medium Kick's pushback on hit is adjusted, so combos after crossing up with it are easier.
Air Slasher's recovery got shortened, and the hitstun/blockstun got reduced as well. There are no changes to EX Air Slasher. Opponent's attack will now be registered as a counter hit if you get hit out while doing this, the opponent can punish.
Light Dread Kicks' startup was changed to 12 frames, and his lower body invincibility was lengthened as well. It's comboable from Light attacks now. It's throw invincibility and airborne state were removed.
Medium and Hard EX Dread Kicks 1st hit deals longer hitstun, so landing the first 1st hit, Focus Attack Dash Canceling, and following up with a combo is possible.
Machinegun Upper's damage was increased.
Light Jacknife Maximum damage was increased, and is completely invincible until active frames end.
Hard Kick and EX Jacknife Maximum are now less likely to whiff attacks on hit.
Ultra 2's has less recovery after the cinematic.
Forward dash has more frames where you can input a Super or Ultra command. As a result, his forward dash into Ultra 2 is easier than it was before.
Dhalsim : Dhalsim received a few damage reductions on his normal moves:
Jumping Hard Punch does 80, down from 85.
B + Hard Kick does 90, down from 110.
B + Hard Punch does 110, down from 120.
B + Light Kick does 30, down from 40.
DB + Crouching Medium Punch has faster startup and less recovery time. Now this combo is possible: DB + Crouching Medium Punch 2x into EX Yoga Flame.
Faster startup time on the EX Yoga Flame, making it comboable from Medium Punch and Kick normal moves. Damage was reduced from 180 down to 120.
Yoga Inferno (Super) damage was reduced to 300, down from 350.
During back dash, airborne frame comes immediately after invincibility frames ends.
Dudley : New special, EX Duck. It's different from regular versions. EX Duck has upper body invincibility during movement, and canceling into follow-ups is possible from the 3rd frame.
Light Punch or Light Kick into EX Duck into Ducking Straight/Upper is possible now.
Crouching Medium Kick's active frame window was increased to 5 frames
Standing Hard Kick's recovery time was reduced. While it hasn't changed on hit, the frame advantage is 0 on block.
Jumping Hard Kick will slam down opponents to the ground if they're airborne.
Changed F + Medium Punch's startup to 7 frames, and increased hitbox as well, so it is possible to hit some characters out of their low attacks.
F + Hard Kick's hitbox was buffed, so it is possible to connect from further away than now.
Jet Upper FADC on block has frame advantage of -2.
Fixed cases where a throw wouldn't connect on some dizzied opponents.
E. Honda : Light Punch Headbutt now has lower body invincibility instead of upper body invincibility, so it will be harder to utilize it as anti air.
Ultra 1 has projectile invincibility until the last active frame.
Ultra 2's command has been changed to two half-circle backs from a 720 motion. It's easier to get it out now. Also, while its range increased, it starts up in 2-frames so it's possible to dodge it after screen freeze.
Jump MP hitbox changed. Still strong as an air-to-air, but will lose more often against ground opponents.
Far Standing HP does 120 damage in the first 3 active frames, 80 from the 4th frame after, so know it will do less damage when use as a poke against ground opponents.
Diagonal Jump Foward HP does 100 damage now (was 120).
During backdash, Honda is now considered airborne right after invincibility ends.
El Fuerte : Far Light Punch and Crouching Light Punch now have a 4 frame start up, but also have additional active frames, making them easier to connect.
Crouching Light Punch can now be Chain Canceled.
More recovery on Quacamole Slew (Air Grab) on landing, which includes the EX version, making this easier to punish.
Tortilla Propeller (Run away, press Hard Punch) lost invincibility, can be countered more easily.
More startup frames on El Fuerte's Ultra 2 and the damage was also reduced.
Fei-Long : Close and Far stand jab are have an extra frame of advantage (now +6).
Close MK has a 4-frame startup.
Additional frame advantage on many moves.
Less recovery on EX Rekka on hit and on block.
No invincibility with HK Chicken Wing.
Is considered to be mid-air right after the invincibility frames of his backdash ends.
Gen : 2 new Target combos: (Mantis):
1st: Crouching Light Kick into Crouching Medium Kick.
2nd: First hit of Standing Hard Punch into Standing Medium Kick.
Both Medium Kicks can be Canceled now, so go for more damage by Canceling into his Specials.
Standing Light Punch's hittable box from his elbow and onward has been deleted, so it's harder to get hit out of now.
Crouching Medium Punch's start up is faster, so it's possible to link from Standing Light Punch and Crouching Light Punch.
Crouching Medium Punch can now be canceled.
Standing Hard Kick's range slightly increased. Good for footsie.
Ultra 2 downward hitbox improved.
Traveling speed for Crane Style's Ultra 2 is faster, making it easier to connect with now.
During backdash, he's airborne right after invincibility wears out.
Gouken : Close Standing Medium Punch and Close Standing Hard Kick have more frame advantage.
Close Standing Medium Kick has 3 frame start up start-up, so it'll be easier to compete against some of the other fighters.
Neutral Jump Hard Punch and diagonal Jump Hard Kick have pursuit properties, and will slam opponents into the ground.
Ranges on his normal moves haven't changed.
Back grab has been changed to deal gray damage, so the combo damage from the grab has been decreased.
In specials, Light Punch Running Palm (Senkugoshoha) has been drastically changed, so it will connect from weak attacks (Light Punch/Light Kick), and EX Hurricane Kick locks opponent, making it easier to combo and has armor break properties.
Recovery of the Demon Flip Focus has been significantly decreased, making it easier to utilize.
Kongo (Counter) is changed as well. To be precise, it can only be activated now by using Punch buttons and the strength of the Punch changes where it sets up a counter hit at. Light for low attacks, Medium for middle attacks, and Hard for upper body attacks.
During backdash, Gouken is now considered airborne right after invincibility ends.
Guile : Deleted hittable box for his Reverse Spin Kick (F or B + Hard Kick) from his knee and below during the first few frames after starting up and reduced its damage. With this adjustment, it's possible to make attacks like Ryu's Crouching Medium Kick whiff and hit them out.
Spinning Back Knuckle's (F + Hard Punch) damage reduced.
Sonic Boom's meter gain at startup is halved, and adjusted his meter gaining rate through the match.
Light Kick, Medium Kick and Hard Kick Flash Kicks damage reduced.
Sonic Hurricane's damage has been reduced, and the startup time is a bit slower.
Guy : Close Standing Medium Punch and Close Standing Hard Kick have more frame advantage.
Close Standing Medium Kick has 3 frame start up start-up, so it'll be easier to compete against some of the other fighters.
Neutral Jump Hard Punch and diagonal Jump Hard Kick have pursuit properties, and will slam opponents into the ground.
Ranges on his normal moves haven't changed.
Back grab has been changed to deal gray damage, so the combo damage from the grab has been decreased.
In specials, Light Punch Running Palm (Senkugoshoha) has been drastically changed, so it will connect from weak attacks (Light Punch/Light Kick), and EX Hurricane Kick locks opponent, making it easier to combo and has armor break properties.
Recovery of the Demon Flip Focus has been significantly decreased, making it easier to utilize.
Kongo (Counter) is changed as well. To be precise, it can only be activated now by using Punch buttons and the strength of the Punch changes where it sets up a counter hit at. Light for low attacks, Medium for middle attacks, and Hard for upper body attacks.
During backdash, Gouken is now considered airborne right after invincibility ends.
Hakan : Standing Hard Punch's hittable box around his arm got smaller, so it's easier to use as an anti air attack or a poke.
When Oiled, normal moves buffered after a forward dash now have sliding property.
Step Low (F + Light Kick) is now cancelable, has a faster startup, can link from Close Standing Medium Punch and other attacks.
For Oil Shower, the duration of the oil will be stacked now. The maximum duration is 30 seconds. Also, the Medium, Hard and EX versions of the Oil Shower have 5 frames less recovery time, and the EX version can be canceled into Guard Position.
Oil Shower is one of Hakan's follow ups after an Oil Slide. The effect is the same as Light Kick Oil Shower, and he will be in advantage nevertheless.
Light Punch Oil Slide has a faster startup, and can be connected from Crouching Light Punch or Step Low (F + Light Kick).
Oil Dive, including the EX version, while holding button, can be canceled into Guard Position (Coward Crouch), you can now use it as a feint and to build meter.
Oil Rocket and Oil Dive's input property is adjusted, so the feeling will be same with that of Zangief's Spinning Piledriver.
Ibuki : Standing Light Kick has a 4 frame start-up, so it'll be easier to utilize as a weak attack.
Standing Medium Kick got changed to have a 5 frame start-up so it's possible to use it as the starting point of combos.
Kunai's (Dagger Toss) damage was decreased.
Neck Breaker had damage and stun nerf.
Jump back Kunai's trajectory has been changed to nearly straight vertical-wise.
A Crouching Hard Kick into Standing Hard Kick Target Combo was added. It works in the same way as the later part of her Target Combo 6.
Her Jump Flip (Tsuijigoe) would register as a counter hit when she was hit out of it, so this was fixed.
Juri : Many hit box changes to Juri (for the better).
Her Fireball Kick (projectile) knocks the opponent higher up into the air. Now you can combo it into a Pinwheel Kick, for example.
Less stun and damage on the kick part of the Fireball Kick.
No changes to Ultra 1, but because of the changes to the kick part of the Fireball Kick, it's easier to score knockdowns.
Faster foot speed, while walking towards and backwards.
EX Focus Attack hitbox improved.
Ken : Less recovery time on Crouching Medium Punch. He can now combo Crouching Medium Punch into Crouching Medium Kick.
Improved the hit box for Crouching Light Punch.
Target Combo hit box (Medium Punch into Hard Punch) improved.
Light Punch Shoryuken has 2 extra frames of recovery, but now does 120 damage. It did 100 damage in SSF4.
EX Fireball can juggle twice in the air, so now you can get full juggle off a Light Punch Shoryuken into EX Fireball.
EX Air Hurricane Kick can now be blocked high or low. Used to be that it had to be blocked high.
Is considered to be mid-air right after the invincibility frames of his backdash ends.
Makoto : Crouching Light Kick has more range.
Standing Light Kick is Kara Cancelable during its start up animation. The Kara Karakusa is possible again.
Crouching Hard Punch has slightly more active frames.
F + Light Punch has a 3 frame startup (formerly 4 frames).
EX Hayate now breaks armor and has a slightly faster start up.
Opponent can no longer do a quick get up after a HP Oroshi or EX Oroshi. It's more useful now in resets and wake up situations.
Fukiage, when Makoto's arm is fully extended, the hittable box from her chest up has been almost completely removed. Downward attack box has been extended as well. It still can't hit grounded opponents, though. The start up for all versions has been improved so it's more useful.
EX Tsurugi is now like Cammy's EX Cannon Strike, in that it can be done very low to the ground.
Ultra 1 damage distribution has been changed.
Ultra 2 has a faster startup time making it easier to counter Fireballs with.
Makoto's stamina is now 1,000.
Forward and back dash are faster. New FADC combos possible now because of faster dash.
M. Bison : LK Scissor Kick pushes you further from your opponent.
Standing HK now does 80 damage on the far hitbox, and 110 damage on the close hitbox.
Crouching LK hurtbox has been extended forward.
Super is projectile invincible during its active frames.
Ultra 2 is now a charge motion but more damaging (increased to 450). Is more vulnerable on block (-23 in AE vs -16 in Super).
Rose : Her Super will no longer work when there is a Soul Spark in the screen. It is still possible to Cancel into Super from a Soul Spark, though.
Soul Satellite has no startup invincibility.
Soul Spark meter building has been adjusted.
Crouching MP has a 4 Frame start-up, and the hitbox sticks out in front of the hurtbox, making it easy to use for pokes, combos, and such.
Rufus : Anti-air Ultra 2 does not give you the full hits.
EX Messiah does less damage.
Is considered to be mid-air right after the invincibility frames of his backdash ends.
Ryu : Far version Standing MP is now special cancelable.
Near version Standing MK damage increased.
Near version Standing HK now has more frame advantage. They mentioned it's possible to link Close Standing HK into Shoryuken.
Less active frames on Crouching MK.
F + HP damage decreased.
Jump arc changed on his diagonal jump Tatsu. They say it's harder to run away with the Tatsu, but also says that its cross-up will be more ambiguous when jumping in.
Did something about EX air tatsu whiffing the last few kicks on hit.
Sagat : Damage on Standing Light Kick is increased when both hits get connected
Tiger Uppercut's damage is increased when connected at the 1st or 2nd active frames.
Angry Scar now changed to Kick button
Sakura : Close Medium Punch has less recovery.
Crouching Medium Punch and Kick can combo from a hit confirm.
Far Standing Medium Punch can be Canceled, just like Ryu.
Vulnerable hitbox on far Standing Medium Kick reduced, making it harder to hit her out of it.
Air Arcing Hurricane Kick can get more airborne hits.
Recovery time on her fireball reduced.
Other various adjustments on making hitboxes bigger, damage, and recovery done to make her stronger.
Seth : His Toward Jumping Hard Punch's number of active frames is doubled, so it's easier to hit with now.
Far Standing Medium Kick's active frames were lengthened a little, and his hittable box when he extends his leg horizontally was reduced, so it will function better as a poking tool.
Close Standing Medium Punch's startup is faster and the total duration of the move is reduced as a result, plus frame advantage on hit was increased, so it got significantly buffed.
Crouching Hard Punch's start up is slightly faster.
Crouching Medium Kick has slightly more active frames.
Neutral Jumping and Jumping Away Hard Punch (Stretchy Arms) now is his Jump Toward Hard Punch animation. The jumping stretchy arms attack has been removed.
His Dive Kick's hitstun and blockstun were decreased, so it's slightly harder to use the move as an offense tool.
All three Head Stomp moves had their active frames reduced, and the timing to hit all three of them was changed.
Sonic Boom's recovery was reduced by 1 frame, and EX Sonic Boom's recovery is reduced by 3 frames. Now regular attacks into his regular or EX Sonic Boom, Focus Attack Dash Cancel and a follow up combo are pretty powerful.
His Spin Kicks (Hyakuretsukyaku) deal more damage and less stun.
Super's invincibility window was lengthened, and "the pursuit priority is increased" (connect more hits against airborne opponents).
Ultra 2's recovery was shortened. Full invincibility was changed to 12 frames, and after that Seth is only invincible to projectiles until the end of active frames.
Ultra 1 deals more damage, but has a longer recovery time.
Stamina increased to 800, stun increased to 900.
T. Hawk : Close Standing Hard Kick's recovery time reduced, and changed frame advantage to be +4 on hit.
Far Standing Hard Kick's hitstun and blockstun were increased, making it harder to punish.
Neutral Jumping Hard Kick has slightly more active frames.
EX Condor Dive can be used by itself now, by pressing all three Kick buttons. It's different from the regular version, as you can do it while jumping backwards as well, and it's invincible to projectiles until its active frames end.
Light Punch Condor Spire's hitbox was extended forward.
Condor Spire's meter gain upon activation was increased.
Increased his Super's grab range to be the same as his Light Punch Mexican Typhoon. Was previously 1.35 range and is now 1.5.
Ultra 2 has a faster startup time, and its invincibility window was lengthened and it remains active longer, making it very easy to use as an anti air attack.
Vega : Crouching MK start up is now 6 frames (2 frames faster)
Less damage on Crouching MP and MK
More recovery for Cosmic Heel on block
Less recovery on EX roll
You can now combo Crouching MP from EX roll
Ultra 2 has slightly more startup
Is considered to be mid-air right after the invincibility frames of his backdash ends.
Zangief : Increased range on Far Standing Hard Punch
Light Punch and Hard Punch Spinning Piledrivers damage buffed
Increased range on Light Punch Spinning Piledriver
EX Banishing Flat, when it hits a grounded opponent, will no longer knock down but you will have advantage.
Alter Siberian Blizzard's traveling distance by putting in a forward/backward input between Ultra freeze and start-up.
Forward direction can travel much further than before, so it's easier to grab backdashing opponents.
Ground recovery on whiff has increased.
Source : Shoryuken (
http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE)