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 Rééquilibrage SSF4 AE

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GxC Shao

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ID en ligne : Shao_Kahn13
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MessageSujet: Rééquilibrage SSF4 AE   26/10/2010, 06:55

Enfin les news officiels. On avait déjà un gros apperçu grâce au lock test mais maintenant on a enfin la totalité du rebalancement.


Ryu

• Far Standing Medium Punch is now Special Cancelable.
• Close Standing Medium Kick damage increased. This took off 70 life in SSF4
• Close Standing Hard Kick has more frame advantage on hit and block. You can Link into a Shoryuken now with it.
• Decreased Crouching Medium Kick's active frames.
• Towards + Hard Punch (Dash Punch) damage decreased. This took off 120 life in SSF4.
• Jump arc nerfed on his Air Hurricane Kick. It's more difficult to run away with this, but crossups with it will be more ambiguous.
• EX Air Hurricane Kick will no longer miss last few hits.


Boxer

• Damage for Close Standing Medium Punch was decreased slightly. It now forces opponent to stand on hit, and is Special Cancelable. This move took off 80 life in SSF4.
• Far Standing Light Punch will now miss crouching opponents.
• Damage on Headbutt was decreased and it now has more recovery frames. This took off 100/120/140/150 for the Light, Medium, Hard and EX versions in SSF4.
• Ultra 2 (Dirty Bull) motion changed from a 720 to two half-circle backs + 3x Punch.


Viper

• Ultra 2's hitbox size increased.


Cammy

• 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.
• These changes give Cammy more frame advantage with her Normals.
• Cannon Spike flies less distance away after connecting, making it easier to punish, this is on block and hit.
• Regular version of Cammy's Cannon Strike (Dive Kick) cannot be done as low to the ground as before. The EX version was unaffected.


Guy

• Crouching Light Kick damage decreased. Has a 3 frame startup now, it was 4 before and took off 30 damage.
• Far Standing Medium Kick has faster startup time and less recovery.
• Far Standing Medium Punch hitbox improved.
• Towards + Medium Punch (Overhead) is two hits now and no longer leaves you at a frame disadvantage on hit.
• EX Run timing for followups is the same as the regular version now.
• EX Run Stop follow up has Super Armor.
• EX Run Slide follow up has projectile invincibility.
• Super does more damage, and fixed some problems with it not connecting after a
combo.


Ken

• Less recovery time on Crouching Medium Punch. He can now combo Crouching Medium Punch into Crouching Medium Kick.
• Improved the hit box for Stand Light Punch.
• Target Combo hit box (Medium Punch into Hard Punch) also had its hitbox 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 end.

Vega

• Crouching Medium Kick start up is now 6 frames, which is 2 frames faster.
• Crouching Medium Punch and Crouching Hard Kick do less damage.
• More recovery time for Cosmic Heel (Down-Toward + Hard Kick, Launcher) on block.
• Less recovery time on EX Rolling Crystal Flash.
• You can now combo Crouching Medium Punch from an EX Rolling Crystal Flash.
• His Ultra 2 has slightly more startup time.
• Is considered to be mid-air right after the invincibility frames of his backdash end.


Rufus

• EX Messiah does less damage ( 80 ). It took off 100 damage in SSF4.
• When Ultra 2 (Big Bang Typhoon) is used as an anti-air, it won't fully connect, so it does less damage in these scenarios now.
Is considered to be mid-air right after the invincibility frames of his backdash end.

Fei Long

• Close and Far Standing Light Punch have an extra frame of advantage, making it +6 now.
• Close Standing Medium Kick has a 4 frame startup.
• Additional frame advantage on many moves.
• Less recovery on EX Rekka on hit and on guard.
• No invincibility on his Hard Flying Kick (Chicken Wing).
• Is considered to be mid-air right after the invincibility frames of his backdash end.
• Crouching Medium Kick still cannot be Canceled, earlier reports said this might happen.

Juri

• 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 (this could be incorrect, translation was a little fuzzy).

Chun Li

• Stun damage reduced on Crouching Hard Kick. Damage reduced on Standing Medium Punch. Both moves have the same hit properties.
• Her Focus Attack is now easier for opponents to hit. Assumption on what this means: Chun-Li would step back when she started her Focus Attack animation, some moves would miss her because of this. It sounds like this will no longer be the case in Arcade Edition.
• Down-Toward + Light Kick comes out slower, more vulnerability. Can still combo after it if it hits an airborne opponent.
• No changes to her Special Moves.

El Fuerte

• Far Light Punch and Crouching Light Punch now have a 4 frame start up (these moves had a 5 frame start up in SSFIV), 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. The size of the hitbox changes with movement (?), making it harder to hit overall.

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.

Cody

• Crouching Light Kick now has a 3 frame start up, it was 4 frames in SSFIV. Frame advantage on hit is still the same. Should be a better low poke, with reach, now.
• Toward + Hard Kick has more ability to juggle after connecting it. Until now, on a grounded opponent, the first hits of EX Criminal Upper didn't connect, but now they will.
• The range at which Cody can pick up the knife has been increased.

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. ( Il était sencé être nerf... )
• 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 2f so it's possible to dodge it after screen freeze.
• During backdash, Honda is now considered airborne right after invincibility ends.
• He had solid skills that builds high damage, so he had overall damage decrease. His basis of strength has not changed, so he can fight as he does now.

Gouken

• All of Gouken's normal moves have been improved.
• Close Standing Hard 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. (Translator's note: They're probably saying that the back grab deals 0 gray damage, so it'll get scaled as a combo as well.)
• 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.
• Recovery of the Demon Flip Focus has been significantly decreased, making it easier to utilize.
• Diagonal Jumping Medium Punch can be Canceled into a Hurricane Kick after the first hit now.
• 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.
• His normal and special moves have been changed, and he will be able to do new things while retaining old tactics.
• As a result, his 'easiness' might have been changed, but you will be able to enjoy strategies different from Ryu and Akuma.

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 (Ultra 2) has been changed. For the sake of balance, its invincibility has been decreased (or erased).
Normals, her projectile, anti air and her basic tactics will stay, so basically, Soul Satellite is the only one that has really been changed.

Ibuki

• There have been changes to her normal moves.
• 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, but it added in more strategies.
• Her Jump Flip (Tsuijigoe) would register as a counter hit when she was hit out of it, so this was fixed.
Some of the normal moves have been buffed, and some special moves nerfed, but her potential will be the same as she is now.
She will still be the same character when she is in control of the game, so it'll be fun to utilize her!


Blanka

• Rock Crusher (Toward + Medium Punch) has less recovery. Rock Crusher, into Standing Light Punch into Beast Roll is possible.
• Beast Slide (Down-Toward + Hard Punch) has less activate time. The whole animation time is shorter.
• His Forward Hop (Toward + 3x Kick) has more grounded frames of animation, 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. Distance on recovery from a blocked Beast Roll is now Light Punch and EX longest. Medium Punch, midlength, Hard Punch, shortest. So it is necessary to plan which one to use at which distance more so than it is now.
• EX Backstep Rolling's (Rainbow Ball) forward distance has been reduced a little, so it's harder to escape from the corner. It is still possible to move forward and back based on joystick movement, though.
• EX electricity has much less start up


Abel


• Crouching Hard Punch has a smaller hitbox. ( 2nd hit )
• Tornado Throw damage reduced.
• Roll lost its hit invincibility at the end of it, making it easier to punish. Same recovery
• Ultra 1 had a 10% damage reduction. Ultra 1's new damage would range from 309-450. In SSF4 it was 343-500.
• Ultra 2 10% damage reduction, slower startup, no super armor and a longer recovery time when you cancel out of it. New damage totals for Ultra 2 should range from 295-440. In SSF4 these were 328-480.


Gen

Mantis Style
• Two Target Combos have been added in. 1st: Crouching Light Kick into Crouching Medium Kick. 2nd: Standing Hard Punch into Standing Medium Kick.
• Standing Light Punch's hitbox during active frames have been resized, so it's harder to get hit out of.
• Both Medium Kicks can be Canceled now, so go for more damage by Canceling into his Specials.
• 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, providing good setups into his Hands special on hit or block.
• Standing Hard Kick's range improved a bit.
• Ultra 2 downward hitbox improved, so it has less chance to whiff.
• Traveling speed for Crane Style's Ultra 2 is faster.
• During backdash, he's airborne right after invincibility wears out.
• Gen received no nerfs.


Makoto

• Crouching Light Kick has more range.
• Standing Light Kick can now be Kara Canceled.
• Crouching Hard Kick hit box extended, and the damage box has been lowered slightly, making it easier to use as an anti air.
• Crouching Hard Punch has slightly more active frames.
• Toward + Light Punch has a 3 frame startup (formerly 4 frames).
• EX Hayate (Dash Punch) now breaks armor and has a slightly faster startup.
• Opponent can no longer do a quick get up after Makoto connects with a Hard Punch or EX Oroshi (Overhead Chop). It's more useful now in resets and wake up situations.
• Fukiage (Upwards Punch) when the arm is fully extended, the hittable box from her chest up is now barely there, attack box extended, so there are now almost no cases where it trades or is stuffed. It still can't hit grounded opponents. The start up for all versions have been revised (I'd assume to be faster)
• EX Tsurugi (Axe Kick) is now like Cammy's EX Cannon Strike, in that it can be done very low to the ground, i.e. an Instant Axe Kick. It takes practice, but since it is a 2-hit special that makes grabs whiff and hits as an overhead, it'll be more interesting to use in offensive/defensive situations.
• Ultra 1 damage distribution has been change. It still does the same total damage, but because of the change, will do more when the scale kicks in. Little more damaging.
• Ultra 2 has a faster startup time.
• Makoto's stamina is now 1,000, which is the average stamina rating in the game.
• Forward and back dash are faster.
Hard Punch Hayate, Focus Attack Dash Cancel, Crouching Light Kick, now combos.

Zangief


• We increased his range on Far Standing Hard Punch.
• We buffed his damage on Light Punch and Hard Punch Spinning Piledrivers, and increased range on Light Punch Spinning Piledriver.
• EX Banishing Flat, when it hits a grounded opponent, will no longer knock down.
• As a result, it is impossible to go onto wake-up offense after EX banishing flat, but it's within Light Punch Spinning Piledriver's range so please utilize it wisely.
• There are no changes to either Lariat.
It is possible to alter Siberian Blizzard's traveling distance by putting in a forward/backward input between Ultra freeze and start-up.
For forward direction, it can travel much further than before, so it's easier to grab backdashing opponents.
While the ground recovery on whiff has increased, we see it as a buff considering its possibility on controlling the distance.


Sagat

• The total damage is increased on Standing Light Kick when both hits get connected.
• As before, only 1st hit is Special Cancelable.
• Tiger Uppercut's damage is increased when connected at the 1st or 2nd active frames.
• There has been many complaints about Angry Scar that it comes out when unintended, so we changed its command to Kick buttons instead.



Dan


• Close Standing Light Punch's startup is changed to 3 frames. This was 4 frames in SSFIV.
• Crouching Medium Punch's startup was changed to 5 frames, was 7 frames in SSFIV.
• 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, so there are new combos available.
• For example, Far Standing Light Punch into Crouching Medium Kick will combo along with Crouching Medium Punch 2x.
• Neutral Jumping Hard Punch has pursuit property, and will slam opponents down to the ground when hit.
• Medium and Hard Dan Kicks damage distribution got adjusted.
• Hard Dan Kick's total damage was decreased.
• Koryuken (Dragon Punch) will give air reset on trade, this is likely on Dan, not the opponent.
• Haoh Gadoken's invincibility was decreased to 8 frames after Ultra freeze. As a result, if it can be stuffed, and projectile will not come out when that happens.


Dudley

• Crouching Medium Kick's active frame window was increased to 5 frames, was 3 frames in SSFIV.
• Standing Hard Kick's recovery time was reduced. While it hasn't changed on hit, the frame advantage is 0 on block, so the risk is reduced and therefore it's easier to utilize. Previously, this was -3 on block.
• Jumping Hard Kick will slam down opponents to the ground if they're hit in airborne state, so it's better as an anti air option.
• We changed Toward + 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. The startup on this was 9 frames in SSFIV.
• Toward + Hard Kick's hitbox was buffed, so it is possible to connect from further away than now.
• A new special, EX Duck, is added in, 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.
• Jet Upper Focus Attack Dash Cancel on block has frame advantage of -2.
• Also, we fixed cases where a throw wouldn't connect on some dizzied opponents.

Guile

• Deleted hittable box for his Reverse Spin Kick (Toward or Back + 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 (Toward + Hard Punch) damage reduced.
• Sonic Boom's meter gain at startup is halved, and we 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.
• Damage nerf is applied to Special Moves and his Ultra 2, so we can say his damage is reduced throughout.
• He will require more attacks to finish off opponents.
• There are almost no changes to his frame data, so in Arcade Edition he can do everything that he can already do.


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 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." [Translator's note: It's assumed this means it will connect more hits against airborne opponents instead of the attack not fully connecting when someone jumps into it.]
• 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. In SSF4, according to the frame data, Seth was invincible for the first 88 frames of animation, so this is a significant reduction.
• Ultra 1 deals more damage, but has a longer recovery time.
• Stamina increased to 800, stun increased to 900. In SSF4 it was 750 for both his stamina and stun ranking.
• The changes on SSF4 Arcade Edition happened only where they affect the way he is played.
• He looks weakened in the first glance, but he also got strengthened in various points, so please research his playstyle in SSF4 Arcade Edition.

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, so it's easier to use as 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, when it hits airborne opponents, will knock them out in the air, and the 2nd hit of the move has pursuit property.
• 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.
• Toward Jumping Medium Kick's pushback on hit is adjusted, so combos after crossing up with it are easier.
• Air Slasher's (Fireball) 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 during the whole move, so if the opponent jumps in on you, you will be in a world of hurt.
• Light Dread Kicks' (Double Rolling Sobat) 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, Hard and EX Dread Kicks (Double Rolling Sobat) 1st hit deals longer hitstun, so landing the first 1st hit, Focus Attack Dash Canceling, and following up with a combo may be great.
• Machinegun Upper's damage was increased.
• Light Jacknife Maximum (Up Kicks) damage was increased, and is completely invincible until active frames end.
• Hard Kick and EX Jacknife Maximum hitbox was adjusted in order to prevent it from whiffing some hits after connecting it.
• Ultra 2's recovery time was reduced as much as possible.
• Dee Jay's 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.


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, even when his normals are inputted during a forward dash, he will still slide a little. (Translation incomplete.)
• Step Low (Toward + Light Kick) is now Cancelable.
• 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 (Coward Crouch).
• 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 (Toward + Light Kick).
• Oil Dive, including the EX version, while holding button, can be canceled into Guard Position (Coward Crouch).
• Oil Rocket and Oil Dive's input property is adjusted, so the feeling will be same with that of Zangief's Spinning Piledriver.



Source : Eventhubs


Dernière édition par GxC Shao le 7/12/2010, 08:00, édité 9 fois
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GxC Shao

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MessageSujet: Re: Rééquilibrage SSF4 AE   26/10/2010, 06:55

Réservé pour MàJ
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NoshMuiii

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MessageSujet: Re: Rééquilibrage SSF4 AE   26/10/2010, 07:21

Yeah merci est que c ya la totalité des changement la???
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GxC Shao

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MessageSujet: Re: Rééquilibrage SSF4 AE   26/10/2010, 07:27

Que tu parle de la totalité des changements pour chaque perso, ou de maniere global, non, on a pas tous les changements. Il reste 30 persos, et on aura pas tous les changements avant la sortie du jeu, mais on a quand même la grosse partie.

Je suis sidéré par la quantité de travail qu'ils ont réalisé pour le rééquilibrage de Viper. Bravo à capcom. Sinon je suis un peu triste pour le récovery du headbutt on hit/whiff, et par contre ca va faire mal pour ryu ce nerf du crouch MK. Notons qu'ils ont pas parlé de l'amélioration de hitbox de l'u2 de Guy. Bizarre.


Dernière édition par Shao_Kahn-13 le 26/10/2010, 07:29, édité 1 fois
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MessageSujet: Re: Rééquilibrage SSF4 AE   26/10/2010, 07:28

Hum avant de se réjouir? sauf erreur on ne sais toujours pas si ces modifications seront apportés au version console?
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Vorador

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MessageSujet: Re: Rééquilibrage SSF4 AE   26/10/2010, 08:49

Officiellement non, c'est vrai.
Mais je ne doute pas une seconde qu'on y aura droit.
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Richmonx

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MessageSujet: Re: Rééquilibrage SSF4 AE   26/10/2010, 09:04

Bien content de ce up pour l'U2 de Boxer. L'execution étant plus simple, ca corrige amplement tout les petits défauts liés à cette ultra, tout les boxers joueront avec l'u2 maintenant, vous serez prevenu Wink

Plus sérieusement c'est cool ce qu'ils ont fait pour le medium kick de Ryu, ca le forcera a zoner moins et attaquer un peu plus (et dieu sait si il est bon pour attaquer aussi). Je voyais souvent Daigo faire en meaty le deux hit du close hk, avec un hadoken gratos derriere c est sympa.

Pour viper c est bien capcom s'est pas foulé, mais bon je trouve le perso deja bien equilibré, qui peut te mettre un perfect gratos comme s'en prendre un.

Je suis content pour Guy, meme si je le connais absolument pas, je suppose que ces changements vont le rendre plus jouable.

Cammy plus de frame advantage...c'est vrai que je trouvais ses pressing un peu trop léger, on avait quelques frames pour en sortir, c'était quelques frames de trop visiblement. Sachant que cammy pete dans les barres de ex, je doute que son pressing change, si ce n est qu'elle sera jaune un peu plus souvent.
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Mafiosi-systeme

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MessageSujet: Re: Rééquilibrage SSF4 AE   26/10/2010, 09:53

• Close Standing Hard Kick has more frame advantage on hit and block. You can Link into a Shoryuken now with it.


Je pourrait avoir une traduction ? j'suis pas sur de ce que j'ai compris
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Belmungs

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MessageSujet: Re: Rééquilibrage SSF4 AE   26/10/2010, 09:58

Le close hk donne plus de frame advantage quand il touche ou passe dans garde, du coup maintenant tu peux comboter un shoryuken derrière :king:
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Mafiosi-systeme

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MessageSujet: Re: Rééquilibrage SSF4 AE   26/10/2010, 10:34

C'est bien ce que j'avais compris merci Belmungs ^^

Moué bon bha c'est la fète du slip quoi pour Ryu
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YIAZ-M

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MessageSujet: Re: Rééquilibrage SSF4 AE   26/10/2010, 11:05

Ryu a pris que du nerf si on regarde bien.

Et j'ai l'impression que c'est même exagéré car le nerf du 2MK risque d'être préjudiciable pour son zoning et c'est la force actuelle de Ryu son 2MK (entre autres mais bon), en gros la ils nerf le plus gros élément de footsies/zoning de Ryu.

Air tatsu nerf, très très chiant aussi pour Ryu qui aura du mal a partir des pressings de certains persos comme Gief/Boxer etc...
En tout cas d'après AirGen le Ryu, Ryu bouffe que du nerfs car si on regarde ses buffs c'est un peu du vent quoi, pouvoir linker SRK derrière un cl HK, who care?

Seul petit truc intéressant c'est tatsu crossup encore + ambigue donc c'était déjà invisible, cette fois bah pas la peine d'essayer de la garder en réaction LOL.

Pour Boxer il prend quelques nerfs, notamment le recovery du HB mais bon de toute façon un bon boxer ne lance pas de HB à l'arrache donc finalement pas si préjudiciable, en gros il bouge pas trop mais fait moins mal qu'avant.


Pour Cammy lol en fait je dois dire que le fait que son Canon strike retombe plus près est inattendue et très appréciable, car la quand il wiffera ce sera grosse punition direct.
Et pour ses CS (dive),bah comme on avait entendu ils seront faisables qu'à hauteur de tête donc on pourra utiliser l'OS déchoppe.Elle conserve bien entendu son "vortex" mais ça c'est logique, du moment qu'il soit possible de respire un peu sur ses attaques au dive, le reste c'est normal.

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GxC Shao

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MessageSujet: Re: Rééquilibrage SSF4 AE   2/11/2010, 09:24

Quelques commentaires pour cette semaine :

Ken : Je trouve qu'il essai de plus en plus de faire ressembler ces normaux ' et ces spéciaux ) à ceux de Ryu. Je trouve ca un peu bête mais bon ca va le up pour sur.
Son lp shoryu est réglé, mais par contre il aurait toujours son ex niggé tatsu de la fuite ?

Claw : Celui qui m'interesse le plus ( mon frère le jouant ). Ces Bnb font moins mal mais à cause de ces normaux et non a cause de l'ex flying barcelone. Ca présente des avantages comme des désavantages...
Cosmic heel au revoir, je vois pas comment, a part en AA/SA/Stun, on peut savoir que ce coup touche. S'il est négatif ou encore pire punissable, ce coup n'aura plus son utilité d'antan.
Link un crMP derriere un ex rolling ? Ce combo va être surpuissant, mais comment le placer ??
U2 un peu nerf, ca semble normal.
Apparement pas son " true reversal ex cancelable". Mais pour moi c'est pas une necessité mais ca va en choqué certain.

Rufus : on continue de nerfé son main move. Peut être un peu trop d'ailleur ? Son U2 fera moins mal en AA, tant mieux.

Fei : Stand LP meilleur en hit, et apparament plus de frame sur bcp de ses moves. A voir. Ex rekka peut être un peu plus utile, mais quand on voit la necessité de fei quant à sa barre, ca va surement rien changer. Mille mercis pour le chicken wing hard.
Apparement on s'est fourvoyé, pas de cancel du crMK. Merci.

Juri : Ne me semble pas assez up, juste la vitesse et le fait, de pouvoir juggle aprés sa fireball. Pas suffisant pour elle à mon gout.
Peut être que le changement de hitbox de sa SA va l'aidé pour toucher Fuerte aprés avoir FA son body splash.

Quelqu'un peut bien expliquer la modif concernant les backdash svp ? Je suis pas sur de ma traduction.

La semaine prochaine, Chun, Cody, Fuerte, Sakura. Pas très interessant IMO à part pour Chun


Dernière édition par Shao_Kahn-13 le 2/11/2010, 09:49, édité 2 fois
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eMRaistlin

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MessageSujet: Re: Rééquilibrage SSF4 AE   2/11/2010, 09:38

pour les dash, ca ne concerne que Ken et Dan, normalement, m'enfin, y'azvais peut etre des bugs sur SSF4

En gros, la plupart des perso, si tu fais un coup en meaty assez long, et que ton adversaire backdash, tu le touche en l'air (et donc, pas moyen de followup)

Pour Ken et Dan, le dash sefait tout au sol, et il est donc possible de toucher après les frames invincibles avec un coup et de mettre un combo, et même de chopper.

Pour Ken, par exemple, après son Tatsu, dans le janken, le backdash est généralement une mauvaise idée, car il se fait rattraper par les shoryu adverse, et tu te fais chopper dans ton dash, en plus...

Là, ca ne devrait plus etre le cas, et on devrait logiquement avoir plus de backdash dans les janken post tatsu contre Ken (et contre Dan, aussi, d'ailleur, vu qu'il a le même janken après le dankick)
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MessageSujet: Re: Rééquilibrage SSF4 AE   2/11/2010, 13:30

pour Ken je trouve que c bien

le fait de pouvoir linker mk derriere le mp fera plus de possibiliter de pressing et combo, apres si j'ai bien coompri il vont ameliorer sont hp? car faut dire se qui est sa hit box est mal foutu du bas hp en combo c assez aleatoir une foi sa touche une fois pas, si il corrige sa sa pourrai devenir violent.

enfin un vrai back dash aussi car la honetement il sert pas a grand chose.

le nerf du lp shoryu me fait bien rire^^, passer de 14 a 16 de recorvy mouai sa le rendra pas pls simple a punir en plus il fait plus de degat mtn, donc les Ken von encore plus le pifer.
et surtout que dans le coin sa fera encore bcp plus mal, car hk lp shoryu ex shoryu fait autan de degat que hk ex tatsu, mtn les degat seront meilleur dans le coin.
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MaD Sephiyo

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MessageSujet: Re: Rééquilibrage SSF4 AE   2/11/2010, 20:25

• More recovery time for Cosmic Heel (Down-Toward + Hard Kick, Launcher) on block.

Mais lol je suis blazé complet là...


A mon avis c'est plutot qu'on peut combo : bas mp to ex rolling non?
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ESTHETIK MC

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MessageSujet: Re: Rééquilibrage SSF4 AE   3/11/2010, 07:03

j'arrive pas à trouver les changements pour guile
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MessageSujet: Re: Rééquilibrage SSF4 AE   3/11/2010, 08:02

ESTHETIK MC a écrit:
j'arrive pas à trouver les changements pour guile

Lis depuis le début, on a les changements officiel seulement de quelque persos
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xxxMORDESAIxxx

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MessageSujet: Re: Rééquilibrage SSF4 AE   3/11/2010, 09:16

Merci Capcom de baisser un perso qui a été up.... franchement quel est l'intérêt de booster claw sachant qu'avant il était trop faible si c'est pour le nerf de nouveau ils vont nous annoncer quoi encore adieu karachoppe ( cet fois je l'écris bien ! ) ou adieu flying cross up -_-
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ESTHETIK MC

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MessageSujet: Re: Rééquilibrage SSF4 AE   3/11/2010, 11:04

TYTREZA a écrit:
ESTHETIK MC a écrit:
j'arrive pas à trouver les changements pour guile

Lis depuis le début, on a les changements officiel seulement de quelque persos
Ah ok là c'est officiel! Avant c'était que des rumeurs merci pour le renseignement, c'est gentil...

ps: Par contre j'ai pas aimé comment tu m'as parlé! sois tu me fais des excuses, sois mon Guile se chargera de toi dans un duel au premier jusqu'à 10!
Des fois je me dis que certaines personnes sont trop inconscientes...jte jure...
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ESTHETIK MC

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MessageSujet: Re: Rééquilibrage SSF4 AE   3/11/2010, 11:07

xxxMORDESAIxxx a écrit:
Merci Capcom de baisser un perso qui a été up.... franchement quel est l'intérêt de booster claw sachant qu'avant il était trop faible si c'est pour le nerf de nouveau ils vont nous annoncer quoi encore adieu karachoppe ( cet fois je l'écris bien ! ) ou adieu flying cross up -_-
toujours pas! c'est kara-choppe...
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MessageSujet: Re: Rééquilibrage SSF4 AE   3/11/2010, 11:10

ESTHETIK MC a écrit:
TYTREZA a écrit:
ESTHETIK MC a écrit:
j'arrive pas à trouver les changements pour guile

Lis depuis le début, on a les changements officiel seulement de quelque persos
Ah ok là c'est officiel! Avant c'était que des rumeurs merci pour le renseignement, c'est gentil...

ps: Par contre j'ai pas aimé comment tu m'as parlé! sois tu me fais des excuses, sois mon Guile se chargera de toi dans un duel au premier jusqu'à 10!
Des fois je me dis que certaines personnes sont trop inconscientes...jte jure...

Je suis ton homme pour un FT10 Surprised Tu peux ce soir?
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ESTHETIK MC

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MessageSujet: Re: Rééquilibrage SSF4 AE   3/11/2010, 11:19

TYTREZA a écrit:
ESTHETIK MC a écrit:
TYTREZA a écrit:
ESTHETIK MC a écrit:
j'arrive pas à trouver les changements pour guile

Lis depuis le début, on a les changements officiel seulement de quelque persos
Ah ok là c'est officiel! Avant c'était que des rumeurs merci pour le renseignement, c'est gentil...

ps: Par contre j'ai pas aimé comment tu m'as parlé! sois tu me fais des excuses, sois mon Guile se chargera de toi dans un duel au premier jusqu'à 10!
Des fois je me dis que certaines personnes sont trop inconscientes...jte jure...

Je suis ton homme pour un FT10 Surprised Tu peux ce soir?
non je travaille, mais certainement demain soir...
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krillys

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MessageSujet: Re: Rééquilibrage SSF4 AE   9/11/2010, 18:09

Chun Li :
Crouching HK fait moins de stun. Standing MP fait moins de dégâts. Les deux mouvements ont les mêmes propriétés qu’avant.
Sa Focus Attack est plus simple à toucher pour l’adversaire.
Diagonale bas avant + LK sort plus lentement et est plus vulnérable. On peut toujours comboter après si l’on touche un adversaire en l’air.
Aucun changement apporté à ses attaques spéciales.

El Fuerte :
Plus de recovery pour le Guacamole à l’atterrissage (y compris pour la version EX).
Tortilla perd son invincibilité et peut être contré plus facilement.
Plus de startup et moins de dégâts pour El Fuerte Ultra Spark. La taille de la hitbox changerait en mouvement (…?) et il serait donc plus difficile de manière générale de toucher l’adversaire avec.
Le startup de far standing LP et crouching jab est maintenant de 4 frames. Ces deux coups ont aussi plus de frames actives.
Crouching LP peut être chain cancel.

Sakura :
Close MP a moins de recovery.
Crouching MP et crouching MK peuvent passer en combo depuis un hit confirm.
Far MP peut être cancel, comme pour Ryu.
La hitbox vulnérable de far MK a été réduite, ce qui fait qu’il est plus difficile de la toucher dans cette position.
Air Tatsu peut faire plus de hits en l’air.
D’autres changements ont été faits sur ses hitboxes, dégâts et temps de recovery pour la rendre plus forte.
Moins de recovery sur ses Hadouken.

Cody :
Crouch LK sort maintenant en 3 frames. Le frame advantage en touchant avec est toujours le même. Il devrait être plus facilement utilisable en tant que poke ayant de la portée.
Jusqu’à maintenant, les premiers hits de EX Criminal Upper ne connectaient pas sur un adversaire au sol, mais maintenant ils le feront.
La portée à laquelle Cody peut ramasser son couteau a été augmentée.
Crack Kick (avant + HK) a plus de propriétés de juggle.

La semaine prochaine c’est au tour de Honda, Gouken, Rose et Ibuki.


On note donc qu'il on nerf el furete .... POURQUOI ? mai SURTOUT que cody peu ramasser son couteau plus simplement !!! (et sa c'est cool ....)
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WeakBob

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Perso : SFIV : Yang (Hakan, Chun) - P4A : Mitsuru

MessageSujet: Re: Rééquilibrage SSF4 AE   9/11/2010, 18:22

Qu'ils ont pas touché à Chun. Ou qu'en bien enfin je me comprends. What a Face
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Richmonx

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MessageSujet: Re: Rééquilibrage SSF4 AE   9/11/2010, 18:23

Sakura rules Smile
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