[HILO OFICIAL] Super Street Fighter IV ARCADE EDITION

Anacardo escribió:Gracias, Master, ¿y por lo menos crees que se calentara menos el PC?

Pues no sabría decirte porque no controlo tanto el tema, pero parece ser que el esfuerzo del PC es el mismo que a 800x600. O por lo menos el juego a mí me funciona igual.
Ok, pues a ver si capcom saca el patch.
Estos son algunos de los cambios que traera el parche 2012, solo hay publicados una parte. La traduccion del japones es algo chustera.

Ryu

Increased the vertical hitbox on U2 for better anti-air/full animation.
Can combo full U2 after counter hit Shakunetsu Hadoken. So if c.mk gets absorbed by a FA, Ryu can do EX Fireball, FADC U2 for 500 damage. If Ryu is close range he can hit EX Fireball -> U2 without FADC.

The “brake” frame on air Tatsu decreased by 3 frames, if used on this frame the trajectory will change.
Solar plexus 40+60 for 100 total damage.
If he hits S.RH counter hit on a crouching opponent he can combo sweep after it.

Chun-Li

Head stomps will come out on DF, not just D. They note that DB won’t work though.
Kintekishu (B+MK) +3 advantage on counter hit, easier to hit confirm into the second hit.
Sweep 150 stun.
Kikoken startup 9F, easier to use as AA/use in combos.
They are fixing the bug where characters fell out of the U1 juggle in AE.

Ken

Target combo hits easier on crouching opponents, can also delay the inputs.
EX Shoryuken damage 80+30+30+50, 190 total.

Honda

Jab headbutt gets its upper body invincibility back.
Strong headbutt loses it, so it works the same as Jab Headbutt did in AE.

Blanka

Each ball gets an extra 10 in damage, so Jab 110, Strong 120, Fierce 130, EX 120.
For Fierce and EX Ball, if it hits on the second frame (same frame where FA cancel is possible), it causes blow-back damage. Will be easier to follow-up EX Ball with additional hits if FADC’d.
Charged Rock Crusher gives Blanka a 5 frame advantage, so he can do Rock Crusher, C.MK, FP Ball as a combo.

Gief

Jab SPD 150 stun.
EX Backfist damage 90+50 for a total of 140. Stun 100+50 for a total of 150.
Adjusted the hitbox on c.jab, so that it hits more easily off a jump-in against characters it formerly didn’t. Hurtbox for c.roundhouse reduced in height, making it easier to pass under certain attacks.

Guile

Balance adjustments centered around the changes made to him from Super to AE.
The frames in which Guile could be counter-hit after Sonic Boom have been eliminated? (Not 100% sure)
Air throws 3F startup.
Spinning backfist 100 damage.
Can’t be thrown out of upside down kick from the 6th frame until the last active frame.

Dhalsim

Yoga Inferno damage 75 x 2, 60 x 3 for a total of 330 damage.
EX Yoga Blast damage 90 + 50. First hit gets 20 more damage, second hit 20 less, so if Sim only gets the first hit he gets the better damage.
S.jab active for 4F. But other frame info unaltered.
Hurtbox on Yoga Blast reduced.
Can follow up Yoga Blast with additional moves for combo.

Balrog

Headbutt damage fixed back to Super, strong 120, Fierce 140, EX 150.
U2 damage 399.
Hit properties on Dash Overhead changed so that it can combo into c.strong on all characters.
Close stand fierce hitbox extended downwards so that it hits crouching characters that it used to whiff on.

Sagat

Angry Scar Tiger Uppercut damage increased: LP, MP, and EX get +10

Viper

-MP Thunder Knuckle 120 -> 110 damage
-EX Thunder Knuckle startup reduced to 25f, but +2 recovery
-EX Seismo 120 -> 100 damage
-U1 -> 441 damage
-U1 hitbox improved so it’s easier to hit fully after air burnkick and HP Thunder Knuckle
-U2 damage increased to 410

Vega

-cr.HK damage increased to 110, same as Super.
-+1 more frame of hitstun on the opponent after cosmic heel, making it -3 at worst.
-Sky High Claw causes blowback when it hits a grounded opponent (same words as the blanka ball change)
-U1 hitbox after it hits on the way up increased drastically so that it doesn’t unexpectedly miss.
-U2 startup changed to 8f.

Bison

-Scissors stun changed to 100/50 (150 total) on all strengths
-First hit causes 1f extra hitstun, so if you FADC the first hit you can have +5 advantage at best.
Gracias por la info clamp ;)
Dan

• Dan got a ton of changes.

• Pushback from his close standing Standing Hard Kick has been shortened.

• Close Medium Punch now starts up in 5 frames. This was 6 in Arcade Edition.

• Crouching Hard Kick now starts up in 10 frames. This was 11 in Arcade Edition.

• The combo cl.HK, cl.MP, cr.MP xx EX Dankukyaku is now possible.

• Reduced the height limit on Air EX Dankukyaku (Dan Kicks), a.k.a., how high you needed to be before you could do it.

• Hard Kick Dankukyaku now deals 130 damage instead of 120.

• Dan’s Jumping and Crouching Taunt build meter now. 70 on hit, 30 on block.

• Dan’s Super Hissho Buraiken has been altered so that it’s harder for characters to have hits whiff against them. However, the blog notes this buff won’t work if you activate from too far away.

Rufus

• MK Messiah Kick on hit can be followed up by LK continuation.

• Since you couldn’t use it as an AA in original AE, Big Bang Typhoon as an AA will hit a maximum of 10 times, for 236 damage.
Gen

•(KKK stance) crouching HP’s damage on counter-hit has been corrected to 1.25x the regular amount. (TL note: previously it wasn’t? What was it in AE?)

•(KKK stance) crouching HK now has 5 active frames (up from 3).

•If the last hit of medium/heavy Gekirou (dragon kick) came out, Gen gets a bonus +10 to super meter.

•The final hit of heavy Gekirou will put your opponent in untechable knockdown state. So use it as an opportunity to okizeme/apply pressure on wake-up.

•EX Snake Strikes’ properties will now differ depending on which buttons you activate it with (light+medium, light+heavy, or medium+heavy). The distance Gen travels during this move, and the number of hits vary.

Also, from 1st frame all the way till the end of active frames, EX Snake Strikes are now projectile-invincible.

•All versions of Snake Strikes will have 4 extra hit/blockstun as long as you don’t end with the final strike.

So if you FADC Snake Strike before the final hit it’s +6 on hit, +2 on block.

•(PPP/Mantis style) U2′s start-up is now 7-frame on start-up, down from 9 frames.

Sakura

•Only thing the developers have changed here was EX Hurricane Kick.

Many Sakura players were unhappy that when you do
Crouching LK -> crouching LP -> crouching HP -> EX Hurricane,
on certain characters the last hit would not connect. They’ve rectified this so it now works on all characters.

Fei Long

•Rekka block stun adjusted, after second blocked rekka, most people delay the third one for counter hits. You can now punish delayed third rekka hits accordingly. After blocked 2nd hit of Rekka, Light version 8f, Medium version 10f, Heavy version 12f

•(loose translation of this) Flame kick: Light 120 down to 110, Medium 140 down to 120, Heavy 160 down to 150, EX 200 down to 190. Flame kick FADC on block is 1f less on advantage, making it.. ????

•F+MK buffed up from 60 to 70

•MK Chickenwing nerfed from 30+30+50 (110 total) down to 35+35+30 (100 total)

Abel

•Cr.HP is back to how it was in Super.
•TT Damage up +10: LP 160 MP 180 HP 200
•Breathless : from startup till active, hit invulnerable. (LOL. People will start trolling with U2, again.)
•Second Low Hit Stun improved,
So when you do 2nd Low FADC, you’ll be at +9 at most.
Meaning that, you can do 2nd Low FADC Cr.HP U1.

Cammy

They want to keep the status quo for Cammy. So the only change here was:

•Heavy Spiral Arrow’s hit properties are back to how they were in SSF4 console (TL note: in AE when you combo into heavy Spiral Arrow, sometimes Cammy will go under your opponent and switch… which is especially bad when you’ve successfully pushed him into the corner).

There are more concrete details to this but I’ll touch up on that later. Too technical for me to understand.

Akuma

•Demon-flip punch no longer an overhead (TL note: this was one of the few buffs in AE I think), so you can now block low for that.

•Forward throw now has 2 more recovery frames.

•As for buffs, when you cancel a teleport into U2, the damage has been increased to 421.

Rose

•Soul Spark meter gain returned to 20->30
•Soul Satellite’s startup frames from 7 to 5
•Soul Piede changed to Vanilla properties
•Close standing MK +4 on hit, making it easier to combo into crouching jab, as well as making it possible to combo into cr.mp.
•Fixed some bug with crouching mk counterhits.

T.Hawk

Minor changes that have to do with his match-ups.

•The first hit of crouching HK on block has more blockstun, by 2 frames. Opponents who try to jump away after blocking the first hit will now be caught with the second hit due to this adjustment.

Also, T.Hawk’s head-area hurtbox is projectile-invincible during this animation. So for instance, Sagat’s high Tiger Shots will no longer hit Hawk out of his crouching HK.

•(Diagonal jump) down+HP can now be performed with neutral jumps.

•Down-forward+LP on hit is now -2 frame disadvantage. Down from -5 in AE.

•Medium Tomahawk Buster is throw-invincible from start-up to the frame T.Hawk leaves the ground.

•Condor Spire’s shortcut motion has been revised, so it should be easier to activate with that now.

Gouken

One of the most altered characters, the devs say. The main changes are to his Denjin and Senku Goshoha. His Denjin can be sped up to up to twice its normal speed and powered up by over half damage by doing a 3S SA3 Ryu (spinning the stick like a loon from Ultra start-up until you let go of the attack buttons). There are three speed-ups and five damage levels, with the charge times as follows:

Level 1 – 13 frames
Level 2 – 17 frames
Level 3 – 37 frames
Level 4 – 57 frames
Level 5 – 80 frames

Each fully-charged Denjin now does 45 more damage, while charge times are now the same regardless of the amount of your ultra gauge.

As for the Senku Goshoha, LP hits further in front, MP is the same as his Super LP version and HP is the same as his Super MP version. Also, Kongoshin has a slighty larger hitbox and deals 200 stun, while cr.HP deals more hitstun and so locks the opponent in place for longer, allowing cl.MP, cr.HP, EX Senku Goshoha to hit everyone.

Seth

Only small changes here, apparently. Tanden Stream only does 340 damage now, but cr.HP, Tanden Stream does full damage. Furthermore, if the first hit connects, Seth becomes invincible for the entire animation.

Otherwise, his jumping FP now has 4 active frames and nj.MK has lower body fireball invincibility after the active frames finish. Also, the issue of cr.LP, cr.MP not hitting some characters after a successful j.HK has been partially remedied (they say ‘loosened’ or ‘eased’, rather than ‘fixed’, so it’s probably still there to some extent).

El Fuerte

They aimed to make him more fun to play without heavily affecting his overall balance. Tortilla has reverted to its Vanilla form, i.e., invincible straight after start-up), EX Quesadilla Bomb now only takes 210 frames of charge and wall-bounces, and both level 3 regular and EX Quesadilla Bombs only freeze Fuerte for 10 frames on hit.

Elsewhere, cr.LP can be chain cancelled into other jab or short moves, while st.FP, Habanero Dash, Sliding now works on everyone.
Buena info. A ver si a Dan lo mejoran lo suyo XD, y espero que se noten los cambios a Feilong, y que bajen también algo a Makoto (que será difícil de llevar, pero bien usada me parece bastante OP). Lo que no me convence (si no he entendido mal) es lo de mejorar a Ryu o a Sagat, por poco que sea. Y a cammy también la tendrían que mejorar lo suyo
Alguien usa el MotioninJoy con un Dual Shock 3? lo tengo por bluethooth con un dogle pero hay ocasiones en que al encender el pad no sincroniza y las luces se quedan parpadeando todo el rato. A alguien mas le ocurre? Se que no es el sitio adecuado pero no voy a abrir un tema por esto :)
clamp escribió:Alguien usa el MotioninJoy con un Dual Shock 3? lo tengo por bluethooth con un dogle pero hay ocasiones en que al encender el pad no sincroniza y las luces se quedan parpadeando todo el rato. A alguien mas le ocurre? Se que no es el sitio adecuado pero no voy a abrir un tema por esto :)


Lo primero es, que "dogle" usas? marca, caracteristicas,...
Porq no todos son 100% compatibles
Pues pille el recomendado que anuncian en su pagina. Y falla la mitad de las veces cuando intentas sincronizar.

Yo sospecho que quiza se deba a que el dongle se desconecta porque en ocasiones escucho el sonido de desconectar dispositivo USB como cuando quitas un pendrive. Puede que al resincronizar no le de tiempo a conectarse de nuevo y por eso el mando se queda busncadolo.
Pues yo es el que tengo y nunca me a fallao [+risas] el DS3 es el oficial? usas W7 x86?
Es este verdad? http://www.gameaccy.com/bluetooth-dongle-for-motioninjoy
Te tiene que dar esto en las especificaciones:

Imagen


PD: Jori tb usa el DS3 por bluetooth, haber si postea y nos comenta.
Ese mismo es y ahi lo pedi.

Tengo W7 x64 y por cable no hay problema, pero usando el dongle la mitad de las veces no lo coge.

Tambien escuchas el sonido de desconectarse el USB al cabo de un rato?
clamp escribió:Ese mismo es y ahi lo pedi.

Tengo W7 x64 y por cable no hay problema, pero usando el dongle la mitad de las veces no lo coge.

Tambien escuchas el sonido de desconectarse el USB al cabo de un rato?


Solo me suena cuando doy al boton del medio (para desconectarlo), quizas en el W64 de problemas }:/ en los foros de esa web has mirado?

PD: solo te pasa en el SF o con todos los juegos? te lo digo porq en los juegos del sello GFWL yo en "iniciorapido" (del programa de MotionJoy) tengo seleccionado "Simulador de control X360"
Solo lo he probado con el SF, aunque una vez que sincroniza no da problemas, el problema es al buscar el dongle. Probare cambiando el perfil en el panel de control aunque dudo que sea ese el problema.

He mirado en los foros y parece que no soy el unico al que le pasa pero no hay apenas movimiento en el foro y nadie responde.

Podria reinstalar el driver quitandolo primero, pero he visto a gente con movidas por querer quitarlo [mad]
Lo primero que debes hacer es cambiar el bluetooth usb de puerto, y si pudes ponerlo en los usb's frontales mejor que mejor.

Si sigue dandote la lata pues ya las razones pueden ser muchas, de Windows, del Motionjoy o de cualquier otra cosa. Ademas dices que tienes el bluetooth que recomiendan... pues no se, tendrás que hacer pruebas y romperte un poco los cuernos si nadie mas sabe nada del tema.

Yo tengo un bluetooth usb super antiguo y siempre me ha funcionado bien, así que no se... no estoy curtido en los errores que puede llegar a dar y cual puede ser la solucion.
Lo tengo en el frontal, probare con otro puerto a ver.

Tienes Win 7 x64?
Últimos cambios:
Hakan
• Hakan gets oiled from the start of the match.

• Neutral Jump Light Kick hitbox is bigger.

• Neutral Jump Light Punch is active 8 frames.

• Neutral Jump Medium Punch is active 4 frames.

• Jumping Light Punch is active 8 frames.

• Crouching Hard Punch now hits twice.

• Toward + Medium Punch has a smaller vulnerability area.

• Hakan now slides when you do Guard Position (Command Crouch) from a dash; applies to both forward and back dashes.

• Oil Slide does more stun; if you input Oil Shower follow-up, the slide does 100 stun. If you do the Body Press follow-up, 150 stun total during the press. This means you won't miss your combo chances if you stun an opponent with the slide.

• Oil Dive's trajectory and reach revised, buffing Hard Kick and EX.

• Medium and Hard Oil Dive, when whiffing a crouching opponent, will go past your opponent to make punishing him harder.

• Light Kick Oil Dive has a faster startup, Medium Kick has the old LK startup, Hard Kick has the old MK startup.

• Dive won't whiff against shorter characters if they're standing.

• Hakan's Super activates faster, has an improved grab hitbox and, like Oil Dive, Medium and Hard versions can pass over crouching opponents. LK and MK Oil Spin (Super) have a faster startup.

Adon
• Close Standing Medium Punch is now at -4 frame disadvantage on block. This was -6 in Arcade Edition.

• Close Standing Medium Kick is +2 on hit, and +3 on block. This was -1 on block and +4 on hit in AE, so it's a big change.

• Adon's focus attack's hitbox size was increased so that it won't whiff on certain characters while crouching.

• All versions of Rising Jaguar got a horizontal hitbox increase on their first hits. This will prevent accidental cross-unders after an FADC of Rising Jaguar.

• Also, there is now one extra frame in Rising Jaguar where it can be FADCed.

• Ultra 1 hitbox adjusted so that it's less likely to whiff against standing opponents at close range.

Evil Ryu
• Health and stun both increased to 900.

• Far Standing Hard Kick has a bigger hitbox.

• Sweep starts up in 6 frames now.

• Target Combo's standing Hard Punch will knock the opponent down and away on counter-hit. Also the damage on this move was buffed.

• You can now cancel the Hop Kick into a Hurricane Kick. This includes EX.

• One more frame of invincibility on Medium Dragon Punch.

• Hard Axe Kick now has 26 frames of startup and can be comboed into. Damage and stun on the move has been reduced to 130 and 150, respectively. This attack did 140 damage and 200 stun in AE. It started up in 27 frames before.

• Landing the Axe Kick as part of an aerial juggle causes an untechable knockdown.

• Raging Demon damage increased by 20, doing 370 damage now.

• The amount of time to charge Ultra 1 to full power has been decreased. As an example, you can now land a fully charged Ultra 1 after a Level 2 Focus crumple. A combo example; EX Hadouken -> Level 2 FA crumple -> Full Ultra 1 animation.

Dudley
• Standing Hard Kick is now +7 on counter-hit. The blog notes that if you land a counter-hit standing Hard Kick and cancel into Light Ducking, you'll still be at +4.

• Neutral jump Light Punch got a hitbox size buff.

• Neutral Jump Hard Punch startup changed to 6 frames, and the hitbox was extended in size. It previously started up in 8 frames.

• Angled jumping Light and Medium Punch have had their active times lengthened.

• Dudley's Level 1 Focus Attack has an extra frame of blockstun, when it's guarded. This means that if you dash forward after a Level 1 Focus Attack is guarded, Dudley is now at -3.

• Short Swing Blow has had its hurtbox on Dudley's lower body reduced.

• EX Thunderbolt does not flash yellow until it comes down from the sky.

• Thunderbolts will now strike more hits on airborne opponents.

• You can now Super Cancel Dudley's rose taunt. This also means that you can FADC it.

• Dudley's Ultra 1 will now strike more hits against an airborne opponent. [Translator's note: The blog might be talking about making Dudley's Ultra 1 and Ibuki's Ultra 2 so that they juggle non-cinematic like Yun and Yang's do.]

Oni
• Stamina increased from 950 to 1000.

• EX Dragon Punch leads to an untechable knockdown if the first hit connects.

• EX Hurricane Kick is more likely to give you the full hits (though it sounds like you still might get some hit whiffs).

• Light Kick Rush Slash has lower extended hitbox, easier to hit low stance or crouching characters.

• Raging Demon's damage increased from 350 to 370, regardless if it's ground or air.

• With Ultra 1, when you aim it upwards, it's 9 frames on startup, this previously started up in 10 frames. From 0 frame to the second active frame (inclusive), is completely invincible (so from 0 frames to 10 frames).

Juri
• Faster dash during Feng Shui Engine (Ultra 1), further reach.

• Close Medium Kick 2nd hit has a larger hitbox, less likely to whiff when the 1st hits.

• Focus Attack hitbox revised, will hit smaller characters, when crouching, etc.

• Fuhajin (Fireball) kick attack damage to 50.

• Senpusha (Pinwheel): LK is has 5 frame extra advantage on first hit; MK, HK have 5 frame extra advantage on 1st, 2nd hit; EX has 5 frame extra advantage on 2nd hit.

• Senpusha -> FADC -> Kaisen Dankairaku (Ultra 2) now possible.

• EX Senpusha has an extra frame of invincibility during Feng Shui Engine for the first hit.

• EX Shikusen (dive kick) trajectory can be changed by the kick buttons used during Feng Shui. LK+MK: Same trajectory as before; MK+HK: Same as normal MK version, LK+HK: Same as normal HK version; LK+MK+HK has the same trajectory as before.

• Juri now gains 1/3 meter during Feng Shui Engine, improved from no meter gain.

Ibuki
• Bonsho Kick (Toward + Hard Kick) is now +1 on hit, -3 on block and +5 on counter-hit. It also has a different movement trajectory, will hit crouching opponents more easily. This attack used to be -1 on hit and -5 on block in AE.

• Hammer Kick (Toward + Medium Kick) startup time reduced by one frame, it now starts up in 25 frames.

• Tsujigoe (Command Jump) is throw invincible until Ibuki is airborne, from activation until 12 frames and has a smaller hurtbox, making low attacks are easier to dodge; can Super cancel from an earlier timing than before.

• At point-blank range you can Tsujigoe to dodge a throw and hit the opponent with Kasumi Suzaku (Super).

• Yoroi Toshi's (Ultra 1) fireball release after a whiffed grab will now combo into full hits if it lands on an airborne opponent.

• Yoroi Toshi's fireball will also fully connect against a backdashing opponent, if your spacing is correct.

• Ibuki's Ultra 2 has been altered so that it juggles airborne opponents. The blog had a hard time explaining this one, but basically after a Level 2 Focus Attack, and allowing the opponent to crumple, all hits of Ultra 2 will still land. This might be the non-cinematic juggle like Yang and Yun can do.

Makoto
• From 1000 to 950 health (back to SSF4 value).

• Fukiage (Upwards Punch) damage for LP, MP, HP reduced by 10, it does 90 damage now. EX went from 140 to 120

• EX Karakusa (Grab and Choke) has less range.

• Standing Hard Kick has a lower extended hitbox.

• Target Combo 1's Standing Medium Kick can be cancelled, like the normal version.

• Tanden Renki (Super Combo) is 3 seconds longer.

• Neutral Jumping Medium Punch has a forward extended hitbox and hurtbox.

• Hayate (Dash Punch) have improved properties on charge.

• Hayate changes: Light Punch Lv3, Lv4 and Medium Punch Lv4 have further forward movement, all Lv4 strengths are -2 on guard

• All Lv5 Hayate strengths break armor, further forward movement, from 170 to 190 damage.

• Can tell when you reach Lv5 charge timing by Makoto's voice.

Yang
• Target Combo 2 damage reduced to 130 and the second attack is -7 on block.

• Standing Light Kick's startup increased by two frames for a total of five. However, it keeps the original startup time during Yang's Super.

• Crouching Light Kick's damage reduced from 30 to 20. Upward hurtbox extended.

• Crouching Medium Punch's damage reduced from 80 to 70, and now inflicts 60 damage during his Super.

• Far Standing Medium Punch had its hitbox moved backwards, meaning less range on the attack.

• Jumping Medium Kick crossup hitbox was altered so it is not as powerful as before.

• All versions of the dive kick have an additional hurtbox when activated. 2 frames of extra landing recovery were added to all dive kicks and the stun for each was reduced from 100 to 50.

• Up until the fifth frame of startup, Hard Roll Kick does not have projectile invincibility. All projectile invincibility on Medium Roll Kick has been removed.

• Hitbox on all Roll Kicks were reduced horizontally and have an extra four frames of recovery on block.

• EX Zenpou Tenshin (Flip Grab) has less reach and loses throw invincibility from the eighth frame onward.

• Final hit of Mantis Slashes for all versions does 60 damage. EX Mantis Slashes are now a true blockstring if guarded, meaning there are no frame gaps between any of the slashes.

• Medium and Hard Palm Strike meter gain on whiff reduced from 20 to 10 and all versions of the Palm including the feint have two extra frames of recovery.

• Hard Palm Strike's damage has been reduced from 150 to 140, chip reduced to 30, stun from 250 to 200; Also, the Medium and Hard Palms now have four fewer active frames.

• Sei'ei Enbu (Super) lasts a second shorter and certain moves do less chip while it is activated.

• Ultra 1 max damage reduced from 480 to 450.

• Ultra 2 startup is 3 frames slower and the damage has been reduced from 440 to 410. The last hit of the non-cinematic Ultra 2 now does 90 damage

Cody
• Walk speed both forwards and backwards has been increased.

• Hammer Hook (Toward + Hard Punch) has been heavily revised in terms of frame advantage. If Hammer Hook lands on a standing opponent, then Cody is at +3 frame advantage. If he hits a crouching opponent with it he gets -1 frame disadvantage. If the move is guarded, Cody is at -4 frame disadvantage.

• After connecting a Hammer Hook on a standing opponent, cr.LK xx MK Ruffian Kick followup combo is now possible.

• Bad Spray is now two hits and Super cancellable. You can now FADC the Bad Spray.

• Bad Spray, FADC into Final Destruction (Ultra 1) is now possible.

• Medium Ruffian Kick has had a hitbox size increase in the forward direction.

• EX Zonk Knuckle's first hit does further horizontal knockback.

• The blog notes that EX Zonk Knuckle -> FADC -> Final Destruction (Ultra 1) is a little easier now.

• Cody can now block during his Knife Pickup animation.

• Knife Standing Light Punch +6 on hit.

• Knife Standing Medium Punch is now a two-hit move.

• Knife Standing Hard Punch is +3 on hit.

• Knife Crouching Medium Punch now has 4 active frames, smaller arm hurtbox, making it harder to stuff.

• Knife Crouching Hard Punch is now a 7 frame start-up, easier to use as anti-air.

Yun
• Target Combo 2 now does 120 damage, down from 150.

• Target Combo 3 now does 120 damage, down from 150.

• Target Combo 4 now does 130 damage, down from 160/170. The second hit of the move is now -6 on block, when it used to be -3.

• Target Combo 5 now does 70 damage, down from 90.

• Crouching Light Kick has an upward extended hurtbox.

• Crouching Medium Punch damage reduced to 50.

• There is now a higher height restriction on all dive kicks.

• All dive kicks now inflict two more frames of blockstun or hitstun on opponents.

• Yun's Senpukyaku (Overhead) now does 80 damage instead of 85 during his Super.

• All versions of Zenpou Tenshin (Flip Grab) were slowed down to 11 frame startup each. EX Zenpou Tenshin now has a startup of 8 frames, and has lost its throw invincibility.

• EX Lunge Punch active frames for each hit were altered from 7/2 active to 6/3 active. Also the move is now -1 on block.

• Palm Strike meter gain reduced to +20 meter on whiff.

• Palm Feint is now 25 frames overall, whereas the regular Palm Strike is now in motion for 45 frames.

• Palm Strike damage reduced from 160 to 140, stun reduced from 250 to 200, chip damage reduced to 30, active frames reduced from 15 to 10.

• Light Upkicks now only has invulnerability covering up until the first active frame of the move.

• More landing recovery on all versions of Up Kicks (including EX).

• MK Upkick damage nerfed from 130 to 110.

• Hard Punch Shoulder's damage was reduced from 140 to 100, and the EX version had its damage reduced from 80+70(150) to 90+40(130). During the projectile invincible parts of the move, Yun's hurtbox against physical strikes has been increased.

• Gen'ei Jin has had its active time shortened by one second.

Guy
• The hitbox on Guy's Neutral Jump Hard Punch has been increased in size.

• Angled jump Medium Punch and angled jump Hard Kick have also received expansions to their hitboxes.

• The blog notes that when it says hitbox size increase, it mostly means they extended the bottom for each one.

• Guy's ground throw range has been increased. The blog says that it's now the same as Ryu's.

• Elbow Drop (command normal version) can now be activated with the joystick in the down-back position.

• If you choose not to perform an attack after the Izuna Flip, there is less recovery time on the ground.

• EX Hurricane Kick got a hitbox adjustment so that the opponent gets juggled into all of the hits easier.

Dee Jay
• His Far Standing Medium Punch is now special cancelable.

• The amount of time that a "Counter Hit" can be registered on Dee Jay after he fires an Air Slasher has been decreased.

• Double Rolling Sobat (Dread Kicks) got a damage increase. Light 80 -> 90, Medium 100 -> 110, Hard 120 -> 130.

• Dee Jay can now cancel out of Sobat Carnival (Super) into Sobat Festival (Ultra 1). This makes him, according to the blog, the only other character besides Dan who can cancel a Super directly into Ultra. If you land both it does 570 damage.

No he mirado a fondo pero con el primero ya he flipado:
"Hakan gets oiled from the start of the match."
Como era de esperar, nerfean Yun y Yang. Buffan Evil Ryu y Oni

Los demas no me los leo ^^! xD
La posteo porque me ha molado [sonrisa]

Imagen
Alguien ha comprado el juego en Blahdvd y le ha llegado?

Porque llevo mas de un mes y nada... se que algunos de este post lo pidieron alli pero no recuerdo quien, decidme porfavor si os ha llegado y en el caso negativo, que es lo que habeis hecho.

Gracias!.
Yo lo pedi en BlahDVD y me llego en su fecha. Te mandaron el email de confirmacion del envio? has contactado con ellos?
Yo también lo pedí allí y me llegó cuando tocaba, mira el estado del pedido en tu ficha de la web a ver que pone.
una consulta, sabeis si el autoblock esta activo en la version de pc ?
No sé si es a lo que te refieres pero en el SF4 no hay autobloqueo, si quieres protegerte tienes que mantener pulsado atrás. En la versión de iPhone y la de 3DS puede que haya, pero en PC, xbox y ps3 no.
MasterIro escribió:No sé si es a lo que te refieres pero en el SF4 no hay autobloqueo, si quieres protegerte tienes que mantener pulsado atrás. En la versión de iPhone y la de 3DS puede que haya, pero en PC, xbox y ps3 no.


Si que hay autoguard,si uno te entra por el aire y te cubres,si sigue el combo tu personaje se projeterá solo,por eso están los smashers entre links.
Me he pillado el juego para echar vicios con unos colegas que lo tienen en PC (yo lo tengo en PS3), espero que vaya bien esta versión.

He mirado los trajes por si había algún pack decente y joder, son demasiado caros. Se le quitan las ganas a uno de hacerse con el pack completo.

Por cierto, hay gente por el hilo dispuesta a jugar con alguien de nivel normal-bajo. Me gustaría echar batallas infinitas y la verdad que salvo a mis amigos no conozco a nadie más.
darzia escribió:Me he pillado el juego para echar vicios con unos colegas que lo tienen en PC (yo lo tengo en PS3), espero que vaya bien esta versión.

He mirado los trajes por si había algún pack decente y joder, son demasiado caros. Se le quitan las ganas a uno de hacerse con el pack completo.

Por cierto, hay gente por el hilo dispuesta a jugar con alguien de nivel normal-bajo. Me gustaría echar batallas infinitas y la verdad que salvo a mis amigos no conozco a nadie más.


Agrégame tío. Yo estoy en las mismas, quiero practicar diferentes personajes sin que violen analmente en cada combate XD

GT: jooooze
DJCaRLoS escribió:
MasterIro escribió:No sé si es a lo que te refieres pero en el SF4 no hay autobloqueo, si quieres protegerte tienes que mantener pulsado atrás. En la versión de iPhone y la de 3DS puede que haya, pero en PC, xbox y ps3 no.


Si que hay autoguard,si uno te entra por el aire y te cubres,si sigue el combo tu personaje se projeterá solo,por eso están los smashers entre links.


a esto me referia, se que en consolas al cubrirte el primer hit, el segundo lo bloquea sin que estes con la palanca o mando en direccion de defensa, pero en pc lo he probado y no lo hace o lo hare yo mal xD
jachondomental escribió:
darzia escribió:Me he pillado el juego para echar vicios con unos colegas que lo tienen en PC (yo lo tengo en PS3), espero que vaya bien esta versión.

He mirado los trajes por si había algún pack decente y joder, son demasiado caros. Se le quitan las ganas a uno de hacerse con el pack completo.

Por cierto, hay gente por el hilo dispuesta a jugar con alguien de nivel normal-bajo. Me gustaría echar batallas infinitas y la verdad que salvo a mis amigos no conozco a nadie más.


Agrégame tío. Yo estoy en las mismas, quiero practicar diferentes personajes sin que violen analmente en cada combate XD

GT: jooooze


Te agrego!

Ya echaremos unos vicios :)

Por cierto, he echado unas partidas y he notado que el muñeco reaccionaba distinto a como lo hace en PS3. No sé, lo mismo es una sensación porque llevo un tiempo sin jugar.

Estoy con el motionjoy y el dualshock 3 por cable. ¿Alguien ha notado algo?
darzia escribió:
jachondomental escribió:
darzia escribió:Me he pillado el juego para echar vicios con unos colegas que lo tienen en PC (yo lo tengo en PS3), espero que vaya bien esta versión.

He mirado los trajes por si había algún pack decente y joder, son demasiado caros. Se le quitan las ganas a uno de hacerse con el pack completo.

Por cierto, hay gente por el hilo dispuesta a jugar con alguien de nivel normal-bajo. Me gustaría echar batallas infinitas y la verdad que salvo a mis amigos no conozco a nadie más.


Agrégame tío. Yo estoy en las mismas, quiero practicar diferentes personajes sin que violen analmente en cada combate XD

GT: jooooze


Te agrego!

Ya echaremos unos vicios :)

Por cierto, he echado unas partidas y he notado que el muñeco reaccionaba distinto a como lo hace en PS3. No sé, lo mismo es una sensación porque llevo un tiempo sin jugar.

Estoy con el motionjoy y el dualshock 3 por cable. ¿Alguien ha notado algo?
creo que es lo que se ve en este video

http://www.youtube.com/watch?v=h6yW3CQ_ ... re=related
Cuántos packs de trajes hay en total? Si no me equivoco...

- Los del SFIV
- Dos del SSFIV
- El "Arcade Challengers" del SSFIV AE

O sea en total 4 packs? Hay alguno completo que los incluya todos?
Complete Ultra Costume Pack
Me parece que ese no trae el Arcade Challengers pack...
La versión de PS3 siempre ha tenido como 1 o 2 frames de lag por alguna razón.
retabolil escribió:Me parece que ese no trae el Arcade Challengers pack...


Si entras en el MarketPlace es el mas caro de todos, viene a costar unos 12 € y trae todos los trajes.
clamp escribió:
retabolil escribió:Me parece que ese no trae el Arcade Challengers pack...


Si entras en el MarketPlace es el mas caro de todos, viene a costar unos 12 € y trae todos los trajes.


Se ha tirado un par de dias en el subforo de X360 preguntando lo mismo que aqui,y se le ha contestado ( de hecho la afirmación que hace arriba de los packs es mia )

Lo del pack de 12 € es solo para la versión PC de Steam ( la de GFWL no me acuerdo ahora mismo )
Amatsu escribió:La versión de PS3 siempre ha tenido como 1 o 2 frames de lag por alguna razón.


Entonces lo mismo lo que noto es eso, que hay menos frames de lag y por eso lo veo extraño :-? Otra cosa dudo que sea porque hice el Benchmark y me decía que el juego iba perfectamente en mi ordenador...
Buenas, hace nada acabo de pillar una clave retail para GFW Live de SUPER STREET FIGHTER IV ARCADE EDITION. Me envian la clave bien, pero ahora no se donde ponerla [mamaaaaa] [mamaaaaa] [mamaaaaa] [mamaaaaa]

He entrado con mi gamertag a xbox.com y a la aplicación de Windows del Bazaar de PC, y en el apartado de Canjear Codigo lo he puesto... pero nada, 'Código erróneo'. Es mi primera CD Key comprada por internet, ¿estoy haciendo algo mal o voy a tener que reclamar?
Buenas,

Tengo problemas para acceder al GFWL desde el SSF 4 AE. Me lanza el código de error 800705b4. La cosa es que desde el GFWL Marketplace puedo iniciar sesión sin problemas pero desde el SSF 4 no. ¿Alguna idea de que puedo hacer?

Tengo los puertos abiertos por lo que eso no debería ser un problema y ayer estuve jugando con normalidad...

Edito: Parece que se ha solucionado.
bregan90 escribió:Buenas, hace nada acabo de pillar una clave retail para GFW Live de SUPER STREET FIGHTER IV ARCADE EDITION. Me envian la clave bien, pero ahora no se donde ponerla [mamaaaaa] [mamaaaaa] [mamaaaaa] [mamaaaaa]

He entrado con mi gamertag a xbox.com y a la aplicación de Windows del Bazaar de PC, y en el apartado de Canjear Codigo lo he puesto... pero nada, 'Código erróneo'. Es mi primera CD Key comprada por internet, ¿estoy haciendo algo mal o voy a tener que reclamar?


Tienes que instalar el juego y luego meter la key ahi cuando recuperes tu gamertag.
clamp escribió:Complete Ultra Costume Pack


OK, me estaba liando, porque al parecer en STEAM se llama "All-in Costume Pack" y no identificaba el que me decías con ese nombre.

Los nombres de los packs al parecer algunos difieren exactamente en los términos y el que nombrabas era como uno de los que salió para los de consolas. Este "All-in" que los incluye todos, para consolas por ej, no lo hay. Ahora queda todo claro.



DJCaRLoS escribió:
clamp escribió:Si entras en el MarketPlace es el mas caro de todos, viene a costar unos 12 € y trae todos los trajes.


Se ha tirado un par de dias en el subforo de X360 preguntando lo mismo que aqui,y se le ha contestado ( de hecho la afirmación que hace arriba de los packs es mia )

Lo del pack de 12 € es solo para la versión PC de Steam ( la de GFWL no me acuerdo ahora mismo )


Relájate compañero; sí, me respondiste en el de consolas... y? estaba preguntando por la versión para pc que al parecer no coinciden todos los packs que existen para PC/consolas.

Para venir con esas mejor no respondas, ya me terminaré enterando por otros medios. Dos días dice que me "tiré" preguntando en otro foro, que además era de consola... en fin.
Ya estoy dentro :D

Eso sí, soy un completo novato, aunque los del on-line no parecen muy over [carcajad] Juego con el FightStick SF4 Tournament Edition de X360 que le cojo prestado a mi hermano [+risas].

Si alguien quiere darme una paliza, pero al menos enseñarme un poco, pues agregadme el GamerTag: kiwii40k

Ahora tengo exámenes hasta el día 8, pero supongo que le daré caña después, siempre me ha llamado la atención saber jugar... y ahora que estaba a 10€... [ayay]

EDIT: He estado jugando un poco... y en igualadas me mete contra gente con huevo de BPs y PPs. ¡Pero si yo solo tengo 55PP con Ken y menos de 100BP! [decaio] . En fin, supongo que lo típico, pero me estan corriendo a ostias. Aparte de hacerse los desafíos ¿Recomendais algo más? Lo malo de estos es que no es una batalla real, y por ahora creo que no hay más forma que luchar, luchar y luchar ratataaaa
EDIT: He estado jugando un poco... y en igualadas me mete contra gente con huevo de BPs y PPs. ¡Pero si yo solo tengo 55PP con Ken y menos de 100BP! . En fin, supongo que lo típico, pero me estan corriendo a ostias. Aparte de hacerse los desafíos ¿Recomendais algo más? Lo malo de estos es que no es una batalla real, y por ahora creo que no hay más forma que luchar, luchar y luchar


Pues es muy fácil, búscate a gente que no tenga tantísimo nivel y crea una igualada para dos personas solo y practicad y practicad... Yo, por ejemplo tengo mil y pico puntos, pero es por mi hermano que ha jugado muchísimo, así que los puntos en realidad no reflejan el nivel que tengo yo.

Otra opción es colocar (como yo tengo) como "título" de la sala que crees "Sala de entrenamiento", "De xxx puntos a xxx puntos...", etc. En resumen, alguna indicación de con qué tipo de jugadores quieres jugar.

Aún así, desde mi humilde opinión, lo de los puntos puede ser muy ficticio; ya que un tío que tiene mucho vicio puede entrar con cero puntos y destrozarte y gente con 8000 puntos (verídico) que parece que no tiene ni idea de como jugar y acabas pateando tú.

Mi consejo es que no te desmoralices y empieces con gente de tu nivel, pero de vez en cuando no estaría de más que intentaras con gente con más técnica, yo por ejemplo odio spamear personajes y voy cambiando siempre - intento no seleccionar el mismo personajes nunca; así que creo que yo sería un buen sparring ;P

PD: ¿hay algún lugar donde compartais los gamertag del juego? Digo para agragaros y tal...
Se supone que hoy sale un parche que arregla bugs. Por cierto, no se si se había comentado ya pero os recomiendo que cada vez que cambieis una opción gráfica hagáis el benchmark otra vez, ya que el juego usa esa puntuación para enfrentar a gente en el online con rendimiento parecido, para evitar que alguien con un buen PC le entre gente con un PC viejo y evitar así que la partida vaya lenta todo el rato. Cuando entrais en una sala lo podéis ver a la derecha del nick, que sale un dibujo de un ordenador con una letra, A es bueno, mientras que B, C...va a peor.
Lolichi1983 escribió:
¿hay algún lugar donde compartais los gamertag del juego? Digo para agragaros y tal...

http://steamcommunity.com/groups/street ... 7136312514

Me a actualizado Steam 41 mb es ese parche del que hablabais? :-?
Cuando sepa que a arreglado lo posteo aqui y en el grupo de Steam
Yo he intentado asociar el juego a steam (tengo versión física) y no me deja. Algo habré hecho mal (porque de steam no tengo ni idea, aún no he comprado nada)
No se puede activar en steam...
pues yo no se que han hecho con el parche, yo no noto nada, el leaderboard sigue "hackeado " al miniminar el juego el volumen de este pega un bajon considerable... asi que, no se que han hecho.
A mi tambien acaba de actualizarme pero este no es el famoso parche de balanceo verdad? cuales son los cambios?

EDITO: Esta es la lista de fixes

- As requested by users, we've added support for the following render resolutions:

640x480
720x480
720x576
1280x1024

- Support added for a wider range of arcade sticks

Many arcade sticks that previously would not be recognized should now be recognized (again, no guarantees your exact stick/pad is covered but there's a lot more natively supported than before).

- Fixed a bug that caused just the stick inputs (left / right / up / down) to not be recognized
- Fixed a bug that could sometimes cause extra lag/slowdowns in Endless Battle mode
- Fixed a bug with the controller mappings not always saving, especially when adding / removing controllers
- Fixed a bug that would allow players to go online with incorrect benchmark scores, which could affect match making

THINGS NOT FIXED!!! - Will update this list as more is discovered.

1/ Lighting issue not fixed.
2/ Still not being able to completely mute either of the 3 SFX options(BGM/Sounds/Voice)
3/ BP And PP cheaters are still showing up.
4/ Buttons A and B still not the forced default for "Forward/Back" in menu's regardless of config.
5/ Still no rumble/force feedback support.
6/ Spanish language still isn't working. (Might be the Steam version only)
7/ Still can't skip intros/get to main menu using TvC stick + mayflash box. (Spacebar must be used instead)
8/ Stability issues in windowed mode.
9/ Color 11 and 12 issue still not fixed. (Need to make it so it detects a SFIV savefile)
10/ Zangief's EX Rotation Kick Throw still remains flashing yellow when armor is hit.
11/ Low and medium character model setting are still incorrect.
12/ Hud position is still off on higher resolutions compared to the image in the hud positioning setting area.
13/ Sub-titles still appear on rival cut-scenes even if you have them turned off.
Ahora no me funciona el mayflash :(
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