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  Super Street Fighter 4 Arcade Edition 2012

 

 

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Super Street Fighter 4 Arcade Edition 2012

n°7073974
okiron
Energyzed by dot exe
Transactions (1)
Posté le 12-04-2010 à 03:15:58  profilanswer
 

Le topic sur Super Street Fighter 4 Arcade Edition patché 2012 :o
 
http://hfr-rehost.net/http://self/pic/8f5cff969dffad78fa3f050bef5fcfd5b5c4bb76.jpeg
 
on l'appelera ssf4 :o
 
 
les Gamertag, psn et gfwl :
 
pour être en premiere page avec votre GT ou psn veuillez mettre des balises fixed avec votre pseudoHFR et en dessous votre gt/psn
Je ne mettrai pas les niveaux c'est assez subjectif
 


GT :
 
PseudoHFR : Bagdarion
GT: Bagdarion
 
PseudoHFR : bardack01
GT : bardack01
 
PseudoHFR : B-S
GT : BsLeNuL
 
PseudoHFR : Cougy
GT : Korrozyf
 
PseudoHFR : DVLish
GT : DVLishX
 
PseudoHFR : Enzan
GT: Kamesama77  
 
PseudoHFR : Funky Max
GT : FunkyBearz
 
PseudoHFR : haohousse
GT : haohousse
 
PseudoHFR : jinrei
GT : jin fresh
 
PseudoHFR : Kingviroldir
GT : Kingsley009
 
PseudoHFR : koyot501
GT : Webcoast
 
PseudoHFR : LorDjidane
GT : Lordji
 
PseudoHFR : mike0907
GT : mika0907
 
PseudoHFR : Okiron
GT : OkironBaka
 
PseudoHFR : riquelme
GT : Rikelme10
 
PseudoHFR : Shinuza
GT : Shinuza San
 
PseudoHFR : theyellowman
GT : theyell0wman
 
PseudoHFR : verson-i3
GT : AllenDiese3
 
PseudoHFR : XRaclureX
GT : XRaclureX
 
PseudoHFR : Yod95
GT : Mindoy
 
GFWL :
 
PseudoHFR : Eyldebrandt
Steam : gk_eyldebrandt
GFWL : GK_Eyldebrandt
 
PseudoHFR : khalis
Steam : khalis2k6
GFWL : khalis2k6
 
PseudoHFR : kiskoulocitron
Steam : kiskoulocitron
GFWL : kiskoulx
 
Pseudo HFR : Lamren
Steam : Lamren
GFWL : Lamren
 
PseudoHFR : LuCiFeR-III
Steam : LuCiFeR-III
GFWL: LuCiF teh great
 
PseudoHFR : musacorp
Steam : Musashi
GFWL : RokkumanXXX
 
pseudoHFR : Verson-i3
steam : alleniversoni3
gwfl : allendiese3
 
PseudoHFR : wainwain
Steam : wainwain
GFWL : wainwain
 
PSN :
 
PseudoHFR : Aiua
PSN : Aiua
 
PseudoHFR : antiriad
PSN : antiriad74
 
PseudoHFR : arnold666
PSN : MadTrader666
 
PseudoHFR : BinaryRiot
PSN : BinaryRiot
 
PseudoHFR : bLLade
PSN : Ganisha
 
PseudoHFR : caerbannog
PSN : caerbannog
 
PseudoHFR : CocaCola
PSN : BuckyLastard
 
PseudoHFR : CtrlBreak
PSN : Cyboulette
 
PseudoHFR : DarK_NYmphE
PSN : DarK_NYmphE
 
PseudoHFR : ginjou
PSN : Ginjou_FR
 
PseudoHFR : jasup
PSN : jasup
 
PseudoHFR : Kafull
PSN : Kafull
 
PseudoHFR : khalis
PSN : khalis2k6
 
PseudoHFR : leduyhiep
PSN : Chiepy
 
PseudoHFR : myjuju
PSN : mayki57
 
PseudoHFR : NuCl3aR
PSN : NuCl3aRfL0
 
PseudoHFR : Scougirou
PSN : Scougirou
 
PseudoHFR : shooter mvp
PSN : cactus-jay
 
PseudoHFR : TenjO TengE
PSN : TenjoKaoriTenge
 
PseudoHFR : tombig
PSN : Tombig67
 
PseudoHFR : toomsbzh
PSN : toomsbzh


 
 
date de sortie :
 
27 avril 2010 (USA)
30 avril 2010 (Europe)
28 avril 2010 (Japon)
 
je ne mettrai pas les jaquettes moches :o
 
Le plein de trailer sur le site officiel
 
les principales nouveautés sont le rééquilibrage complet du jeu (plus ou moins réussi :D) l'apparition d'une 2ème ultra, 4 nouveaux stages, le retour des bonus stages et surtout 10 personnages (dont 2 nouveaux) viennent s'ajouter au roster de base.
 
les ultras 1 et 2 en vidéos (cliquer sur le perso)
 
Liens Utiles :
 
http://www.shoryuken.com
http://option-select.com/
http://www.eventhubs.com
http://www.capcom.co.jp/sf4
http://www.neo-arcadia.com
http://console-league.com
http://basgrospoing.fr
http://kenbogard.fr
 
les nouveaux stages :
 
http://hfr-rehost.net/http://self/pic/e6718b96a7a2a970e81fe271b41efbaa20fb0997.jpeg
 
http://hfr-rehost.net/http://self/pic/2a8a7162f675baf0e0532803a82bc37ec0c6e773.jpeg
 
http://hfr-rehost.net/http://self/pic/ce05825744df92c04f24039cc500b8d9f3f30e12.jpeg
 
http://hfr-rehost.net/http://self/pic/478eb0553944adeac6aa55279a2e64581be60109.jpeg
 
stages bonus de ssf4 :
 
http://hfr-rehost.net/http://self/pic/15b38cca38b3d2e5f9d5c408450aa7e0fddc23a2.jpeg
 
http://hfr-rehost.net/http://self/pic/8b50c21adfca3b701292ece40b8b868fc39643dd.jpeg


Message édité par okiron le 10-02-2012 à 16:50:43
mood
Publicité
Posté le 12-04-2010 à 03:15:58  profilanswer
 

n°7073975
okiron
Energyzed by dot exe
Transactions (1)
Posté le 12-04-2010 à 03:16:24  profilanswer
 

pad numérique
 
789
456
123
 
P : Punch
K : Kick
LP, MP, HP
LK, MK, HK
PPP : 3 Punch en même temps
KKK : 3 Kick en même temps
je vous laisse deviner pour PP et KK :o
 
les nouveaux persos de ssf4 et la liste de leurs coups :
 
T. Hawk
 
http://hfr-rehost.net/http://self/pic/de151395679f1c5fa541969793dcda647f886724.jpeg
 
coups spéciaux :
 
Tomahawk Buster (Rising Hawk) • 623 + P
Condor Dive • PPP dans les airs
Condor Spire • 421 + P
Mexican Typhoon (Hawk Slam) • 360° + P
 
coups spéciaux EX :
 
EX-Tomahawk Buster (Rising Hawk) • 623 + PP
EX-Condor Dive • PPP juste après le EX-Tomahawk Buster
EX-Condor Spire • 421 + PP, Armor Breaking
EX-Hawk Slam • 360° + PP
 
Super et Ultra :
 
Super — Double Typhoon • 720° + P
Ultra 1 — Raging Typhoon • 720° + PPP
Ultra 2 — Raging Slash • 6321463214 + PPP
 
Coups divers :
 
Heavy Body Press • 2 + HP (pendant un saut avant ou arrière)
Heavy Shoulder • 2 + MP (pendant un saut avant ou arrière)
Thrust Peak • 3 + LP
 
DeeJay
 
http://hfr-rehost.net/http://self/pic/977433c6d410687bf0bb0dbda83722f7e0f6f595.jpeg
 
coups spéciaux :
 
Air Slasher (Max Out, Fireball) • 46 (charge) + P
Double Rolling Sobat (Dread Kicks) • 46 (charge) + K, Armor Breaking
Jackknife Maximum (Up Kicks) • 28 (charge) + K
Machinegun Upper •  28 (charge) + P, Armor Breaking (bourrer le P pour plus de dégats)
 
coups spéciaux EX :
 
EX-Air Slasher (Max Out, Fireball) • 46 (charge) + PP
EX-Double Rolling Sobat (Dread Kicks) • 46 (charge) + KK, Armor Breaking
EX-Jackknife Maximum (Up Kicks) • 28 (charge) + KK
EX-Machinegun Upper • 28 (charge) + PP, Armor Breaking
 
Super et Ultra :
 
Super — Sobat Carnival (Super Dread Kicks) • 4646 (charge) + K
Ultra 1 — Sobat Festival (Ultra Dread Kicks) • 4646 (charge) + KKK
Ultra 2 — Climax Beat • 1319 + PPP, Armor Breaking
 
Juri
 
http://hfr-rehost.net/http://self/pic/294f3216fdc18cfe2b7eee3dc604b3ef8ab5678a.jpeg
 
coups spéciaux :
 
Counter Move (Kasatushi) • 214 + P et suivant le bouton utilisé (LP = dash arrière) (MP = se retrouve derriere l'adversaire) (HP = saut en avant)
Fireball Kick (Senpusha) • 214 + K et idem suivant le coup utilisé le coup à une priorité + on pourra stocker la boule de feu en gardant le bouton appuyé et il partira au ras du sol, milieu ou vers le haut
Spin Kick (Fuhajin) • 236 + K
Dive Kick (Shikusen) • 214 + K (suivi de K, K pour enchainer dans les airs)
 
coups spéciaux EX :
 
EX-Counter Move (Kasatushi) • 214 + PP
EX-Fireball Kick (Senpusha) • 214 + KK
EX-Spin Kick (Fuhajin) • 236 + KK
EX-Dive Kick (Shikusen) • 214 + KK (suivi de K, K pour enchainer dans les airs), Armor Breaking
 
Super et Ultra :
 
Super — Fuharenjin • 214214 + K
Ultra 1 — Feng Shui Engine (Custom Combo) • 236236 + PPP
Ultra 2 — Kaisen Dankairaku • 236236 + KKK
 
Coups divers :
 
Sekku • 6 + MK
 
Cody
 
http://hfr-rehost.net/http://self/pic/88cc7d40e6e6e749b70d9a1dce8c20a66699fdc7.jpeg
 
coups spéciaux :
 
Bad Stone / Knife Throw • 236 + P
Ruffian Kick • 236 + K, Armor Breaking
Criminal Upper • 214 + P
Zonk Knuckle • maintenir P, Armor Breaking
Bad Spray • 8 + P (juste après le Quick Recovery)
Fake Stone • 2 + HP + HK
Knife Pickup • 2 + PPP (pour prendre le coutal)
 
coups spéciaux EX :
 
EX-Bad Stone • 236 + PP
EX-Ruffian Kick • 236 + KK, Armor Breaking
EX-Criminal Upper • 214 + PP
EX-Zonk Knuckle • maintenir PP, Armor Breaking
 
Super et Ultra :
 
Super — Dead End Irony • 236236 + K
Ultra 1 — Final Destruction • 236236 + PPP, Armor Breaking
Ultra 2 — Last Dread Dust • 214214 + PPP
 
Coups divers :
 
Stomach Blow • 6 + MP
Crack Kick • 6 + HK
Jaw Crusher • 4 + MP
Hammer Hook • 6 + HP
 
Guy
 
http://hfr-rehost.net/http://self/pic/2cab109ad5252d061f51660f0e10937ebfc83410.jpeg
 
coups spéciaux :
 
Dashing Elbow (Houzanto) • 214 + P, Armor Breaking
Hurricane Kick (Bushin Senpuukyaku) • 214 + K
Flying Elbow Drop, Flip Throw (Bushin Izuna Drop) • 236 + P (encore P pour choper)
Run (Hayagake) • 236 + K et suivant le bouton utilisé (LK = stop le dash) (MK = slide kick) (HP = jumping kick)
Air Throw (Kaiten Izuna Otoshi) • 236 + P (dans les airs près de l'adversaire pour choper)
Wall Jump • 6 (au bord de l'écran)
 
coups spéciaux EX :
 
EX-Dashing Elbow (Houzanto) • 214 + PP, Armor Breaking
EX-Hurricane Kick (Bushin Senpuukyaku) • 214 + KK
EX-Flying Elbow Drop, Flip Throw (Bushin Izuna Drop) • 236 + PP (suivi de P pour choper)
EX-Run (Hayagake) • 236 + KK et suivant le bouton utilisé (LK = stop le dash) (MK = slide kick) (HP = jumping kick)
EX-Air Throw (Kaiten Izuna Otoshi) • 236 + PP (dans les airs près de l'adversaire pour choper)
 
Super et Ultra :
 
Super — Bushin Hasoken • 236236 + P
Ultra 1 — Bushin Goraisenpujin • 236236 + KKK, Armor Breaking
Ultra 2 — Bushin Muso Renge • 6321463214 + PPP
 
Target Combos :
 
LP, MP, HP, HK ou 2 HK
MP, HP
 
Coups divers :
 
Elbow Drop • 2 + MP (dans les airs)
Ninja Sickle • 3 + HK
Neck Breaker • 6 + MP


Message édité par okiron le 29-04-2010 à 15:54:02
n°7073976
okiron
Energyzed by dot exe
Transactions (1)
Posté le 12-04-2010 à 03:16:50  profilanswer
 

Adon
 
http://hfr-rehost.net/http://self/pic/cd26cbee446d27f4e4f22fb232f994c7cb4f958f.jpeg
 
coups spéciaux :
 
Rising Jaguar • 623 + K
Jaguar Kick • 421 + K, Armor Breaking
Airborne Jaguar Kick • 214 + K (pendant le saut en avant ou surplace)
Jaguar Tooth • 63214 + K, Armor Breaking
 
coups spéciaux EX :
 
EX-Rising Jaguar • 623 + KK
EX-Jaguar Kick • 421 + KK, Armor Breaking
EX-Airborne Jaguar Kick • 214 + KK (pendant le saut en avant ou surplace)
EX-Jaguar Tooth • 63214 + KK, Armor Breaking
 
Super et Ultra :
 
Super — Jaguar Varied Assault • 236236 + P (ensuite maintenir P pour le Thousand Jaguars, et K pour le Jaguar Assassin)
Ultra 1 — Jaguar Revolver • 214214 + KKK, Armor Breaking
Ultra 2 — Jaguar Avalanche • 236236 + KKK, Armor Breaking
 
Coups divers :
 
Jaguar Crunch (Overhead) • 6 + MP
 
Ibuki
 
http://hfr-rehost.net/http://self/pic/e2767dd9d1ec8fcb2b3fe535a1fc19f47c30bf40.jpeg
 
coups spéciaux :
 
Dagger Toss (Kunai) • 236 + P
Jump Flip (Tsuijigoe) • 623 + P
Neck Breaker • 41236 + P, Armor Breaking
Energy Grab (Raida) • 63214 + P, Armor Breaking
Illusion Dash (Kasumi Gake) • 236 + K
Dragon Kick (Kazegiri) • 623 + K
Spinning Kicks (Tsumuji) • 214 + K, 2 + K
Jumping Double Kick (Hien) • 421 + K
Super Jump • 28
Air Throw • LP + LK (dans les airs pour choper)
 
coups spéciaux EX :
 
EX-Dagger Toss (Kunai) • 236 + PP
EX-Neck Breaker • 41236 + PP, Armor Breaking
EX-Energy Grab (Raida) • 63214 + PP, Armor Breaking
EX-Dragon Kick (Kazegiri) • 623 + KK
EX-Spinning Kicks (Tsumuji) • 214 + KK, 2 + K
EX-Jumping Double Kick (Hien) • 421 + KK
 
Super et Ultra :
 
Super — Hyper Dagger Toss (Kasumi Suzaku) • 236236 + P (dans les airs)
Ultra 1 — Super Energy Grab (Yoroitoshi) • 6321463214 + PPP
Ultra 2 — Rapid Attacks (Hashinsho) • 236236 + KKK, Armor Breaking
 
Target Combos :
 
HP, 6 + MK (dans les airs)
LP, 6 + HP (après un saut arrière ou avant)
LK, 6 + MK (après un saut arrière ou avant)
LP, MP, HP (proche de l'adversaire)
LP, MP, 6 + LK
LP, MP, 2 + HK, HK
4 + MK, 6 + MK
HP, 2 + HK,  HK (proche de l'adversaire)
LK, MK, HK
 
Coups divers :
 
Overhead Hammer Kick • 6 + MK
Rising Palm (Agemen) • 4 + MP
Backhand Punch • HP, HP
Spin Kick • 6 + LK
Reverse Spin Kick • 4 + MK
Slide (Sazan) • 3 + MK
Jumping Splits Kick (Bonsho) • 6 + HK
 
Makoto
 
http://hfr-rehost.net/http://self/pic/d0c6d4e8e4cfec779ad0305d4be8bd826b2e991d.jpeg
 
coups spéciaux :
 
Dash Punch (Hayate) • 236 + P
Grab and Choke (Karakusa) • 63214 + K
Overhead Chop (Oroshi) • 214 + P, Armor Breaking
Upwards Punch (Fukiage) • 623 + P
Aerial Axe Kick (Tsurugi) • 214 + K (dans les airs)
 
coups spéciaux EX :
 
EX-Dash Punch (Hayate) • 236 + PP
EX-Grab and Choke (Karakusa) • 63214 + KK
EX-Overhead Chop (Oroshi) • 214 + PP, Armor Breaking
EX-Upwards Punch (Fukiage) • 623 + PP
EX-Aerial Axe Kick (Tsurugi) • 214 + KK (dans les airs)
 
Super et Ultra :
 
Super — Tanden-Renki (Red Makoto, strength bonus) • 236236 + P
Ultra 1 — Seichusen-Godanzuki • 236236 + PPP, Armor Breaking
Ultra 2 — Abare Tosanami • 236236 + KKK, Armor Breaking
 
Target Combos :
 
LK, MK
6 + MK, HK
 
Coups divers :
 
Lunge Punches (Yamase) • 6 + HP, HP
 
Dudley
 
http://hfr-rehost.net/http://self/pic/02ae2994ebbd61a14e5ff980dffa850bd040b9dd.jpeg
 
coups spéciaux :
 
Jet Uppercut (Dragon Punch) • 623 + P
Machine Gun Blow • 41236 + P
Cross Counter • 63214 + P
Short Swing Blow • 63214 + K
Duck, Ducking Straight or Ducking Upper • 41236 + K, puis K ou P, Armor Breaking
Thunderbolt • 28 (charge) + K
 
coups spéciaux EX :
 
EX-Jet Uppercut (Dragon Punch) • 623 + PP
EX-Machine Gun Blow • 41236 + PP
EX-Cross Counter • 63214 + PP
EX-Short Swing Blow • 63214 + KK
EX-Thunderbolt • 28 (charge) + KK
 
Super et Ultra :
 
Super — Rocket Upper (Super Dragon Punch) • 236236 + P
Ultra 1 — Rolling Thunder • 236236 + PPP
Ultra 2 — Corkscrew Cross • 236236 + KKK, Armor Breaking
 
Target Combos :
 
6 + LP, MP
2 + LK, MK
6 + HK, MK
LP, MP, MK
MP ou 6 + MK, MK, HP
2 + LK, 2 + MP, 2 + HP
MK, HK, HP
LK, MK, MP, HP
 
Coups divers :
 
Slipping Jab • 6 + LP
Stomach Blow • 6 + MP
Step Straight • 6 + HP
Kidney Blow • 6 + MK
Dart Shot • 6 + HK
 
Hakan
 
http://hfr-rehost.net/http://self/pic/bcc84dc8e3c6aff40958033d3ba42c42fa318e51.jpeg
 
coups spéciaux :
 
Oil Shower • 623 + K
Oil Slide and Body Press • 236 + P (encore P pour le body splash), Armor Breaking
Oil Rocket • 360° + P
Oil Dive • 360° + K
Guard Position (Coward Crouch) • 2 + PPP
Air Throw • LP + LK (dans les airs)
 
coups spéciaux EX :
 
EX-Oil Shower • 623 + KK
EX-Oil Slide and Body Press • 236 + PP (encore P pour le body splash), Armor Breaking
EX-Oil Rocket • 360° + PP
EX-Oil Dive • 360° + KK
 
Super et Ultra :
 
Super — Flying Oil Spin • 236236 + K
Ultra 1 — Oil Coaster • 720° + PPP
Ultra 2 — Oil Combination Hold • 2, 2, 2 + KKK
 
Coups divers :
 
Hakan Smash • 6 + LP
Hakan Tackle • 6 + MP
Hakan Spear • 6 + HP
Step Low • 6 + LK
Front Kick • 6 + MK
Step Knee • 6 + HK


Message édité par okiron le 29-04-2010 à 15:54:30
n°7073978
okiron
Energyzed by dot exe
Transactions (1)
Posté le 12-04-2010 à 03:27:11  profilanswer
 

Les persos de la version AE :
 
Yang
 
http://hfr-rehost.net/http://self/pic/a8470ec41eff54c34313bfd1108e981b725d3032.jpeg
 
coups spéciaux :
 
Mantis Slashes (Tourou Zan) • 236 + P (3 à la suite)
Teleport (Kaihou) • 236 + K
Palm Strike (Byakko Soushouda) • 214 + P, Armor Breaking
Dragon Kicks, Roll Kick (Senkyuutai) • 623 + K
Flip Grab (Zenpou Tenshin) • 63214 + K (c'est une chope donc au cac)
 
coups spéciaux EX :
 
EX-Mantis Slashes (Tourou Zan) • 236 + PP (5 à la suite)
EX-Teleport (Kaihou) • 236 + KK
EX-Palm Strike (Byakko Soushouda) • 214 + PP, Armor Breaking
EX-Dragon Kicks, Roll Kick (Senkyuutai) • 623 + KK
EX-Flip Grab (Zenpou Tenshin) • 63214 + KK (au cac)
 
Super et Ultra :
 
Super — Starlight Waltz (Seiei Enbu) • 214214 + P
Ultra 1 — Raishin Mahhaken • 236236 + PPP, Armor Breaking
Ultra 2 — Tenshin Senkyuutai • 236236 + KKK, Armor Breaking
 
Target Combos :
 
MP, HP, 4 + HP
LK, MK, HK
9 + MK, 3 + MK (dans les airs)
 
Coups divers :
 
Overhead (Senpuukyaku) • 6 + MK
Dive Kick (Raigeki Shuu) • 3 + LK ou MK ou HK (dans les airs)
 
Yun
 
http://hfr-rehost.net/http://self/pic/0b640a308d900c2fd59dbf842cda0b65747a0f5f.jpeg
 
coups spéciaux :
 
Lunge Punch (Zesshou Hohou) • 236 + P, Armor Breaking
Palm (Kobokushi) • 214 + P, Armor Breaking
Dragon Kicks (Nishou Kyaku) • 623 + K
Shoulder Slam (Tetsuzan Kou) • 623 + P
Flip Grab (Zenpou Tenshin) • 63214 + K (au cac)
 
coups spéciaux EX :
 
EX-Lunge Punch (Zesshou Hohou) • 236 + PP, Armor Breaking
EX-Palm (Kobokushi) • 214 + PP, Armor Breaking
EX-Dragon Kicks (Nishou Kyaku) • 623 + KK
EX-Shoulder Slam (Tetsuzan Kou) • 623 + PP
EX-Flip Grab (Zenpou Tenshin) • 63214 + KK (au cac)
 
Super et Ultra :
 
Super — Genei Jin (Custom Combo Mode) • 236236 + P
Ultra 1 — Youhou • 236236 + PPP, Armor Breaking
Ultra 2 — Sourai Rengeki • 236236 + KKK
 
Target Combos :
 
9 + LP, 6 + HP (dans les airs)
2 + MP, 2 + HP
2 + HK, HK
MP, HP, 4 + HP
LP, LK, MP
 
Coups divers :
 
Turn Kick (Overhead) • 6 + MK
Step Palm (Dakai) • 6 + HP
Dive Kick (Raigeki Shuu) • 3 + LK ou MK ou HK (dans les airs)
 
Oni
 
http://hfr-rehost.net/http://self/pic/5d5d3de398536845ad9fa3e996a0fa715b64ba3b.jpeg
 
coups spéciaux :
 
Fireball (Gohadoken) • 236 + P (charge possible)
Electric Fireball (Gorai Hadoken) • 63214 + P
Hurricane Kick (Tatsumaki Zankuukyaku) • 214 + K, Armor Breaking
Dragon Punch (Goshoryuken) • 623 + P
Demon Slash (Rakan Dantojin) • 41236 + K, Armor Breaking
Demon Palm (Sekisei Jiraiken) • 623 + K
Air Hado Dash (Zanku Hadosho) • 214 + P (dans les airs, propriété differente selon le P)
 
coups spéciaux EX :
 
EX-Fireball (Gohadoken) • 236 + PP
EX-Electric Fireball (Gorai Hadoken) • 63214 + PP
EX-Hurricane Kick (Tatsumaki Zankuukyaku) • 214 + KK, Armor Breaking
EX-Dragon Punch (Goshoryuken) • 623 + PP
EX-Demon Slash (Rakan Dantojin) • 41236 + KK, Armor Breaking
EX-Demon Palm (Sekisei Jiraiken) • 623 + KK
 
Super et Ultra :
 
Super — Raging Demon • LP, LP, 6 + LK, HP
Ultra 1 — Meido Gohado • 236236 + PPP ou KKK (anti air) , Armor Breaking (ultra faisable dans les airs)
Ultra 2 — Tenchi Sokaigen • 4123641236 + PPP, Armor Breaking
 
Target Combos :
 
6 + LP, MP
4 + MP, HP
 
Coups divers :
 
Overhead Chop (Zugai Hasatsu) • 6 + MP
 
Evil Ryu
 
http://hfr-rehost.net/http://self/pic/456919485126ae61fad16acb95874ae9cfa22e3c.jpeg
 
coups spéciaux :
 
Fireball (Hadoken) • 236 + P
Red Fireball (Shakunetsu Hadoken) • 63214 + P
Hurricane Kick (Tatsumaki Zankuukyaku) • 214 + K
Dragon Punch (shoryuken) • 623 + P
Axe Kick • 41236 + K, Armor Breaking
Teleport (Ashura Senkuu) • 623 ou 421 + PPP ou KKK
 
coups spéciaux EX :
 
EX-Fireball (Hadoken) • 236 + PP
EX-Red Fireball (Shakunetsu Hadoken) • 63214 + PP
EX-Hurricane Kick (Tatsumaki Zankuukyaku) • 214 + KK
EX-Dragon Punch (shoryuken) • 623 + PP
EX-Axe Kick • 41236 + KK, Armor Breaking
 
Super et Ultra :
 
Super —  Raging Demon • LP, LP, 6 + LK, HP
Ultra 1 — Messatsu Gohado • 236236 + PPP (maintenir pour charger)
Ultra 2 — Messatsu Goshoryu • 236236 + KKK
 
Target Combos :
 
MP, HP
 
Coups divers :
 
Hop Kick (Senbukyaku) • 6 + MK
Overhead Chop (Zugai Hasatsu) • 6 + MP
Dive Kick (Tenma Kuujinkyaku) • 2 + MK (dans les airs)


Message édité par okiron le 15-06-2011 à 12:13:30
n°7073979
okiron
Energyzed by dot exe
Transactions (1)
Posté le 12-04-2010 à 03:37:29  profilanswer
 

le futur patch 2012 :
 
alpha
 

Abel
We’ve reviewed changes that were made from SSF4, and have made his strong points more obvious this time around.
 
• Crouching Hard Punch's hitbox returned to it's SSF4 status where you could use it as an anti-air.
 
• All Tornado Throws do 10+ more damage. Light: 160, Medium: 180, Hard/EX: 200
 
• The second low hit of Abel's Change of Direction had its hit stun modified so that Second Low -> FADC gives you a maximum of +9 frames of advantage. Utilizing this, you can now do the combo Second Low -> FADC -> cr.HP -> Ultra 1.
 
• Breathless (Ultra 2) is now invincible to attacks during the initial charge start up, until the beginning of hit detection.


 

Adon
We have improved aspects people complained about, and also moves that were hard to use.
 
• 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. Thus now it is possible to follow up with Ultra 2.
 
• Ultra 1 hitbox adjusted so that it's less likely to whiff against standing opponents at close range. This will still whiff on crouching opponents, though.


 

Akuma
We have made modifications taking into account the overall gameplay balance, as well as his potential for loop setups.
 
• Demon Flip Punch attack no longer an overhead and can be blocked low.
 
• Forward throw recovery has had two more frames added after an opponent has been thrown.
 
• When you cancel a teleport into Ultra 2, the damage has been increased to 421.


 

Balrog
Changes made to his overall damage in Super SFIV AE have now been readjusted.
 
• Headbutt damage back to what it was in SSF4, Medium Punch 120, Hard Punch 140 and EX 150.
 
• Ultra 2 damage is 399, up from 300 in Arcade Edition.
 
• Hit properties on Dash Overhead changed so that it can combo into Crouching Medium Punch on all characters.
 
• Close Standing Hard Punch hitbox extended downwards so that it hits crouching characters that it used to whiff on.


 

Blanka
• Each Rolling Attack (Beast Roll) gets an extra 10 in damage, so Light Punch 110, Medium Punch 120, Hard Punch 130, EX 120.
 
• Hard Punch and EX Rolling Attack: Any damage dealt during the first 2 frames, the ones you can FADC during, is now considered knockdown damage. For example in close range, cr.LK x2 -> LP -> H. Rolling Attack will now combo into a knockdown.
 
• EX Rolling Attack can now be FADCed within the first 2 frames in order to allow for bigger damage afterwards.
 
• Charged Rock Crusher gives Blanka a +5 frame advantage, so he can do Rock Crusher, c.MK, Hard Punch Rolling Attack as a combo.


 

Cammy
Mostly unchanged except for a few things:
 
• Hard Kick Spiral Arrow: After much request, we have modified the active hit box back to the way it was in SSF4. Specifically, the first part of the move is active for 7 frames, and the second part is active for 12 frames, for a total of 19 frames. When combined with the buffs she received to her normal moves in Super SFIV AE, we feel it’ll be easier to combo her moves now.


 

Chun-Li
• Head Stomps will come out when holding down-forward, not just down. They note that down-back doesn't work, though.
 
• Kintekishu (Back + Medium Kick) +3 advantage on counter hit, easier to hit confirm into the second hit.
 
• Her Sweep (Crouching Hard Kick) has 150 stun.
 
• Fireball startup is 9 frames, easier to use as anti air and in combos.
 
• They are fixing the bug where characters fell out of the Ultra 1 juggle in Arcade Edition.


 

Cody
One point we focused on were the knife attacks, that many people complained had little uses in a real match. We also changed his spacing ability and movement.
 
• 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. You can also use this move while holding a knife.
 
• 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. This was +5 in AE.
 
• Knife Standing Medium Punch is +2 on hit. This was +3 in AE.
 
• Knife Standing Hard Punch is +3 on hit. This was +2 in AE.
 
• 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.
 
• Neutral/Forward jump Light Punch active for 10 frames.
 
Keeping in mind the overall balance, damage and specific move properties have been changed.


 

C. Viper
• Medium Punch Thunder Knuckle's damage reduced by 10, down to 110 damage.
 
• EX Thunder Knuckle startup reduced to 25 frames, but +2 recovery on hit. As start up time has been reduced, the move should be more useful in punishing an opponent’s back dash.
 
• EX Seismo's (Ground Pound) damage reduced by 20, down to 100 damage.
 
• Ultra 1 reduced to 441 damage, down from 480.
 
• Ultra 1 hitbox improved so it's easier to hit fully after Air Burn Kick and Hard Punch Thunder Knuckle.
 
• Ultra 2 damage increased to 410, up from 380 in Arcade Edition.
 
In a lot of ways we are aiming to make this the strongest version of Dan ever in a Street Fighter Series, so we have changed many things.


 

Dan
• Pushback from his close Standing Hard Kick has been shortened, to allow a follow up close ranged attack when it hits properly.
 
• 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.MK xx EX Dankukyaku is now possible. Also if the cl.MP is a counter hit, you can now follow up with a sweep for a guaranteed knockdown.
 
• Reduced the height limit on Air EX Dankukyaku (Dan Kicks), they can be done from the 7th airborne frame now. Stun was reduced to 250.
 
• Dragon Punch, FADC, EX Air Dankukyaku can be done now.
 
• Air Hard Kick Dankukyaku now deals 150 damage instead of 120.
 
• 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.


 

Dee Jay
We’ve focused on helping him with his lack of power, and buffing his hard-to-use Ultra 1, Sobat Festival.
 
• Far Standing Medium Punch hit box size has been enlarged towards the front, now allowing him to cancel into a super move, similar to Ryu. As it does 90 damage, sometimes players might want to trade hits in order to setup something bigger.
 
• The amount of time that a "Counter Hit" can be registered on Dee Jay after he fires an Air Slasher (Fireball) has been decreased.
 
• Double Rolling Sobat (Dread Kicks) got a damage increase. Light 80 -> 90, Medium 100 -> 110, Hard 120 -> 130.
 
• Fixed problem with the Medium Kick Double Rolling Sobat where the second hit would whiff after the 1st hit.
 
• 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 around 570 damage. The cancel timing is right before the last hit of Sobat Carnival, so if you can input the Ultra command in time you can cancel into the Ultra.


 

Dhalsim
Without influencing the total balance too much, the damage on a number of his moves has been modified, and the goal of making the character easier to use was kept in mind for changes.
 
• Yoga Inferno (Super move) damage 75 x 2, 60 x 3 for a total of 330 damage. This did 300 damage in Arcade Edition.
 
• EX Yoga Blast damage is 140 still, but damage between the two hits has been redistributed by adding 20 to the first hit and subtracting 20 from the second, resulting in 90 + 50. Thus, returns from the initial hit are increased a little.
 
• Standing Light Punch active for 4 frames. But other frame info unaltered.
 
• Hurtbox on Medium and Hard Punch Yoga Blasts reduced.
 
• Can follow up a Hard Punch Yoga Blast with additional moves for a combo.


 

Dudley
We have tried to increase his total potential by revising his moves and attributes.
 
• 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 and the active frames were increased.
 
• Neutral Jump Hard Punch startup changed to 6 frames, the active frames were increased and the hitbox was extended in size. It started up in 8 frames in AE.
 
• 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.
 
• Medium and Hard Short Swing Blow attacks had their hurtbox on Dudley's lower body reduced, it's also easier to connect against a crouching opponent with this.
 
• EX Thunderbolt does not flash yellow right away and the sound is delayed a bit too, to keep it more ambiguous.
 
• Thunderbolts no longer lose out as often against airborne opponent's attacks. On hit, opponent cannot tech roll afterwards.
 
• 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.]


 

El Fuerte
We aimed to make him more fun for players who use him, so without affecting the overall balance too much, we have made some changes.
 
• Invincibility returned on Propeller Tortilla, like it was in SSF4. It's invincible after startup now.
 
• Reduced charge time on EX Quesadilla Bomb from 390 frames down to 210 frames.
 
• EX Quesadilla Bomb on counter-hit now does a wallbounce damage.
 
• From mid-screen after the wall bounce you can do Habanero Dash -> Gordita Sobat. If you are near the corners instead you can follow up with a Guacamole Leg Throw.
 
• Quesadilla Bomb's recovery was reduced by 10 frames after the move hits for the normal level 3 charge and EX versions of the move.
 
• Crouching Light Punch can be chain cancelled into other light attacks.
 
• Another bug was fixed which caused certain characters to fall out of HP -> Habanero Dash -> Calamari Slide.


 

Evil Ryu
• Health and stun both increased to 900, these were previously 850.
 
• Far Standing Hard Kick has a bigger hitbox.
 
• Sweep starts up in 6 frames now, this was 7 frames in AE.
 
• Far Standing Hard Punch causes a knockdown on counter hit.
 
• Target Combo's standing Hard Punch causes a knockdown now and can be followed up with an FADC for even bigger damage.
 
• You can now cancel the Hop Kick into an Air Hurricane Kick. This includes EX. If you are in the corner, you can combo Hop Kick -> Air EX Hurricane Kick -> Ultra 1 or Axe Kick.
 
• 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, and has same properties as Medium version to go for additional hits. This attack did 140 damage and 200 stun in AE. It started up in 27 frames before.
 
• Light Axe Kick on hit gives +1 frame advantage, and the startup on the EX version is 21 frames now. It was 22 frames in AE.
 
• Landing the Medium or Hard Axe Kick against an airborne opponent 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.


 

E. Honda
• Light Punch Headbutt gets its upper body invincibility back. However, any damage done when it's in this invincible state has been toned down to 100 points.
 
• Lower body invincibility has been added to the Medium Punch Headbutt. SSF4 players who devised strategies for the light version will be able to come up with new technology for this move as well.


 

Fei Long
For this character, which has great tools for dominating horizontal space and other top class attributes, we took the overall gameplay balance into account when making these changes.
 
• For the light, medium and hard Rekka Kens, we have adjusted the block stun for the second Rekka hit. Specifically, for a blocked second Rekka, Fei Long now receives:
 
Light: -8 frames, Medium: -10 frames, Hard: -12 frames of disadvantage.
 
• Second hit Rekkas have less pushback now, so it's easier to punish on block.
 
• For light and medium Rekka Kens, the second hit does half as much chip damage.
 
• Flame Kick's damage has been revised.
Light: 120 -> 110 Medium: 140 -> 120 Hard: 160 -> 150 EX: 200 -> 190
 
• If you FADC a Flame Kick (any version) after the first hit, on block it is now -1.
 
• Hard Kick Chicken Wing's damage has been revised. It is now 35+35+30 for a total of 100.
 
• They've modified the hitboxes of all Chicken Wings in a way that they're less likely to cross-up, but still possible.
 
• Fei Long can no longer do a half loop combo on certain characters with Close MP -> EX Chicken Wing.
 
• For both close standing and far standing LP, hitstun has been decreased by 1 frame. On hit it is now +5, so you can't combo into certain moves now.
 
• Crouching MP's damage has been reduced from 65 to 55.
 
• Damage for his overhead (Toward + MK) has been increased from 60 to 70.


 

Gen
In order to change him into a more technical character, we have made specific buffs.
 
• Crane stance cr.HP now only receives 1.25 counter hit damage when Gen is hit.
 
• Increased the active frames of Crane Crouching Hard Kick by 5.
 
• When the final hit of Medium and Hard Kick Gekiro comes out, you build +10 meter.
 
• The final hit of a Hard Kick Gekiro performs an untechable knockdown now.
 
• EX Jyasen properties have changed drastically. First off, depending on the button combinations (light + medium, light + hard, medium + hard), the movement distance and number of damage hits will change, in addition to Gen being invincible to projectiles until the completion of hit detection. Also for all strengths of Jyasen, whether the attack right before the final part hits or is blocked, the opponent recovery has been increased by 4 frames. So after a FADC, Gen is +6 on hit, and +2 on block, giving him an advantage.
 
• Mantis Ultra 2 (Shitenketsu) has reduced startup from 9 to 7 frames.


 

Gouken
• The blog states Gouken has received the largest adjustments so far.
 
• Gouken's Denjin Hadouken (Ultra 2) has received many changes. The largest difference is that now depending on the number of times you spin the lever from the super flash to execution, you can increase the speed of the projectile up to 3 levels. The fastest speed is about 2 times as fast as the current speed, leading to more opportunities for it to hit.. This is how Ryu's Denjin fireball worked in Street Fighter 3 Third Strike.
 
Which attack level you get depends on how long you hold the move, and is not related to the Ultra Combo gauge amount. The specific frames are:
Level 1 – 13 frames
Level 2 – 17 frames
Level 3 – 37 frames
Level 4 – 57 frames
Level 5 – 80 frames
 
• Also, 45 more damage added to all the "levels" of Denjin Hadouken charges. For example, a level 1 attack will do 300 damage, and a level 5 attack will do 540 damage.
 
• All of Gouken's Running Palms got altered. Hitbox size on Light Running Palm increased towards the front. Medium Palm Strike has been changed to be the same as Light Palm Strike in SSF4. Hard Palm Strike has been changed to be the same as Medium Palm Strike was in Super. These changes will make the moves much more useful than before.
 
• Gouken's counters have a larger counter-box around his body, so it will be easier to intercept attacks. Stun for each counter increased from 150 to 200.
 
• Hit stun on cr.HP has been increased, allowing for close MP -> cr.HP -> EX Palm Strike to hit characters that it would previously whiff on.


 

Guile
• Balance adjustments centered around the changes made to him from Super to Arcade Edition.
 
• The frames in which Guile could be counter-hit after Sonic Boom have been eliminated.
 
• Air throws have 3 frames of startup now, this is down from 4 in Arcade Edition.
 
• Toward + Hard Punch does 100 damage, up from 90 in SSF4 AE.
 
• Can't be thrown out of upside down kick from the 6th frame until the last active frame.


 

Guy
Keeping his same fighting style, we’ve focused on improving the strengths of his moves.
 
• 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 and hurtboxes. For the most part it will be easier to hit opponents beneath you now after these changes.
 
• 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 or down-toward position.
 
• If you choose not to perform an attack after the Izuna Flip, this includes the EX version, Guy's landing recovery has been removed. This way you can choose to land right in front of the opponent to go for a normal throw, or try to bait out an attack to go for a counter.
 
• EX Hurricane Kick got a hitbox adjustment so that the opponent gets juggled into all of the hits easier. It no longer will easily whiff versus opponents who jump in, or specific characters who have a low crouch.
 
• Neck Flip was changed so the move won’t fly over opponents who are crouched in close proximity.
 
• His retreat speed has been sped up, which makes it easier to control distance with the opponent.
 
• Increased movement distance on Bushin Goraisenpujin (Ultra 1).
 
• Increased throw range on Bushin Muso Renge (Ultra 2).


 

Hakan
We wanted to wipe away the image that he is a weak character, so we made a number of buffs.
 
• 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 during the start of hit detection.
 
• Hakan now slides when you do Guard Position (Command Crouch) from a dash and you're oiled, 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, throw priority has been increased and, like Oil Dive, Medium and Hard versions can pass over crouching opponents. LK and MK have a faster startup.


 

Ibuki
We’ve made improvements where we can, along with revising some of her other attributes.
 
• 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. This way you can fake a normal right in your opponent’s face and then go for her 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.


 

Juri
Based on the overall gameplay, we modified her so that she is able to attack in a more technical manner.
 
• Faster toward 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.


 

Ken
His play style will be similar to its current form, and some small changes will be made.
 
• Target combo hits easier on crouching opponents, can also delay the inputs.
 
• EX Shoryuken damage 80+30+30+50, for 190 total. This did 180 damage in Arcade Edition.


 

Makoto
She showed her explosive power in AE, so we’ve reconsidered some points by looking at the overall balance of the game.
 
• Reduced health from 1,000 to 950, 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, it's now the same as the Light Version which is 0.93. The range on this was 0.98 in Arcade Edition.
 
• 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.


 

M. Bison
• Scissor Kick stun changed to 100/50 (150 total) on all strengths. Previously the Light and Medium Scissor Kicks did 100 stun.
 
• First hit causes 1 frame of extra hitstun, so if you Focus Attack Dash Cancel the first hit you can have +5 advantage at best.
 
Oni
• Stamina increased from 950 to 1,000.
 
• 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).
 
• Demon 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).


 

Rose
The main focus has been readjusting some changes that players were unhappy with from the previous games.
 
• Soul Spark meter gain raised by 10, it's 30 now.
 
• Soul Satellite's (Ultra 2) startup frames reduced from 7 to 5.
 
• Soul Piede (Toward + Hard Kick) has had its properties changed to almost what they were in Vanilla SF4. Recovery has been shortened by 4 frames, the hit box has been moved more to the front, and the hittable area has been reduced.
 
• Close Standing Medium Kick is +4 on hit, making it easier to combo into Crouching Light Punch, as well as making it possible to combo into Crouching Medium Punch. This move was +3 on hit in AE.
 
• A glitch was fixed with Crouching Medium Kick where only Rose would receive counter hit damage when trading hits with an opponent.


 

Rufus
The character’s overall balance will remain the same, and we are just making certain moves that people have been unhappy with in the past, easier to use this time around.
 
• If you use Ultra 2 as an anti-air, you get a bit more damage than before, landing 10 hits and about 236 damage.
 
• The follow up Light Kick (Flip) attack after doing an Medium Messiah Kick will combo now. It didn't combo before in Arcade Edition.


 

Ryu
The biggest change is to his Metsu Shoryuken (Ultra 2), we made it much easier to use.
 
First, we improved its function as an anti air. The vertical hitbox is larger and it is easy to the the lock (full ultra) hit.
 
Also, if you manage to get a good read on your opponent and land a counter hit EX Fireball, you can combo into Ultra 2. You will only get the full ultra if the EX Fireball counter hit the opponent. For example, if you threw out a Crouching Medium Kick and it was focused you could then do EX Fireball ? FADC ? Dash ? U2. You could get 500+ damage with this, giving you a chance to make a comeback in one shot. If you are very close to your opponent, you could combo Ultra 2 off an EX Fireball without a focus cancel.
 
Other things
 
The effective frames for the "brake" on a rising Air Hurricane Kick has been reduced by 3 frames (from the front of the "brake" frames). When you use it on these frames, the trajectory of your Hurricane Kick will change (larger window for a "normal" air Hurricane Kick).
 
Solar Plexus Strike is now 40+60, giving you 100 points of damage.
 
You can combo into Crouching Hard Kick no matter what your opponent's character is from a Close Standing Hard Kick.


 

Sagat
As the character already boasts a number of strong tools at his disposal, he will remain unchanged for the most part.
 
• Angry Scar Tiger Uppercut damage increased: LP, MP and EX add +10 damage.


 
 

Sakura
• Fixed the hitbox on the EX Hurricane Kick. cr.LK cr.LP cr.HP xx EX Hurricane will always work now.
 
• EX Fireball damage increased. Level 1 release now does 120, Level 2 release does 130.


 
 

Seth
Without changing the current character base, we have modified a few specific points.
 
• Tanden Stream damage reduced to 340. This was 380 in AE.
 
• cr.HP -> Tanden Stream: Upon the combo hit, the Tanden Stream will now do full damage. We have also made it so that Seth is invincible after the first hit of the Ultra, so that the animation is not interrupted midway through.
 
• Jumping HP (both angled and neutral) now has four more active frames. Overall frame data in terms of startup and recovery were not changed.
 
• Neutral Jump Medium Kick: After hit detection has ended, the leg area (lower body) is invincible to projectiles.
 
• Sometimes when hitting someone with Seth's jumping Hard Kick, recoil would prevent Seth from comboing into Crouching Light or Medium Punch. This has been fixed.


 

T. Hawk
Taking into account the rest of the cast, various changes have been made.
 
• During Crouching Hard Kick, T. Hawk's head is invincible, so he can duck under things such as Sagat's High Tiger shots. Also, the blockstun for this attack has been increased by 2 frames to stop people from jumping away from the 2nd hit.
 
• The body press command normal (down + HP) can now be used during a neutral jump.
 
• Thrust Peak (Down-Torward + LP) has less frame disadvantage on hit, now it's -2 on hit.
 
• Medium Tomahawk Buster is now airborne at the beginning, which means the move is throw invincible.
 
• Condor Spire's input shortcut was improved, but the blog didn't say how.


 

Vega
We thought that Claw players would only want a few more improvements, so we changed a couple of small things.
 
• Crouching Hard Kick damage increased to 110, same as SSF4.
 
• +1 more frame of hitstun on the opponent after a Cosmic Heel, making it -3 at worst.
 
• Sky High Claw causes a knockdown when it hits a grounded opponent.
 
• Ultra 1 hitbox when he hits with the knee on the way up, the hitbox has been greatly expanded to prevent people from falling out.
 
• Ultra 2 startup changed to 8 frames. It had 9 frames of startup in Arcade Edition.


 

Yang
We have revised his risk/return and made him into a more technical character that must be used with skill.
 
• 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's hitbox was altered so it is not as easy to cross up with as before.
 
• All versions of the dive kick have a larger hurtbox. 2 frames of extra landing recovery were added to all dive kicks and the stun for each was reduced from 100 to 50.
 
• Light Roll Kick is only invulnerable to projectiles up until frame 5, Medium version has no projectile invulnerability.
 
• 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, starts up in 8 frames, and is no longer invincible to throws. In AE this move started up in 7 frames.
 
• 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 regular 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
 
• Stun changed to 950, down from 1,000.


 

Yun
We eliminated things that made him a scrubby character, and made it so that players with strong technical skills will be able to shine when using him.
 
• 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, was previously 60.
 
• There is now a higher height restriction on all dive kicks.
 
• All dive kicks get an additional +2 frame landing stun. Also on hit and block, opponent gets an extra +2 frame stun. Now Yun players must be wary of how to attack and the use of the different versions of the move.
 
• 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 when blocked from close range.
 
• 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.
 
Zangief
• Light Punch Spinning Pile Driver does 150 stun. Up from 100 in Arcade Edition.
 
• EX Green Hand (Banishing Flat) damage 90+50 for a total of 140. Stun 100+50 for a total of 150. Damage in Arcade Edition was 130 and stun was 100.
 
• Adjusted the hitbox on Crouching Light Punch to fix a problem where the move would whiff on certain crouching characters after a jump attack and you tried to combo with it.
 
• Hurtbox for Crouching Hard Kick reduced in height, making it easier to pass under certain attacks.


Message édité par okiron le 21-09-2011 à 15:46:53
n°7073980
okiron
Energyzed by dot exe
Transactions (1)
Posté le 12-04-2010 à 04:15:18  profilanswer
 

béta
 

Ryu
[Hadouken]: Damage has been increased from 60->70. Chip damage remains the same at 15.
 
[H. Shoryuken]: Changed to be a 1 hit move, from the previous 2 hits. Start up is 3F. A deep hit (from active 1F to 2F) deals 160 damage, a shallow hit (from active 3F and up) deals 60 damage. First 4F from startup are invincible. Also [H.Shoryuken] cannot be EX Focus Canceled anymore, regardless of hit or block, so the risk and reward has been increased.


 

Ken
[cr.HK]: Startup changed from 7F->8F. So [far LP] -> [far MP] -> [cr.HK] combo string will no longer work.
 
[far HK]: Startup changed from 12F->11F, recovery from 21F->18F. On hit it now gives +1F, and on block -3F.
 
[Thunder Kick] (f+HK): Entire frame length of the feint version shortened from 27F->24F.


 

Chun-Li
[EX Hyakuretsukyaku]: Distance the move covers until hit detection has been increased. Tough combos should be easier to connect with now.
 
[close HP]: Causes additional 1F guard stun on opponent. Push back distance from a hit has been decreased by about half. So [close HP] -> [H. Spinning Bird Kick] combo is now possible (290 damage, 400 stun).
 
[H. Spinning Bird Kick]: Damage and stun adjusted to 200.
 
[Tenkukyaku] (MK during Kintekishu): Hit box enlarged downwards so it is easier to hit crouching opponents.


 

E.Honda
[H. Hundred Hand Slap]: Hit box towards the end has been increased, allowing for easier full combo hits off a [cr.LP].
 
[EX Oicho Throw]: Stun damage increased from 100->150.
 
[Orochi Breaker]: Command has been simplified so it will be easier to use from now on.


 

Blanka
[EX Vertical Roll]: Now causes knockdown on hit. However on block, Blanka will now land even closer to the opponent so the risk is greater.


 

Zangief
[far HP]: Deals knockdown damage on hit.


 

Guile
[Flash Kick]: Deep hit now deals an additional +10 damage across the board: light 110, medium 130, heavy 140 damage.
 
[Sonic Hurricane]: Damage distribution has been changed from the existing 150+15*4+90 to 90+30*4+90. Total damage has not changed, but [Flash Kick] -> [Sonic Hurricane] combo now does an additional 50 damage or so.
 
[Reverse Spin Kick]: Causes additional 1F of hit stun, leading to a total of +5F on hit.


 

Dhalsim
[LP]: Causes additional 1F of hit stun, leading to a total of +2F on hit. So [LP] -> [EX Yoga Flame] combo now works.
 
[Yoga Blast]: On hit, light and medium version recovery has been reduced by 10F, heavy version recovery has been reduced by 5F.


 

Balrog
[Dirty Bull]: Command has been simplified so it will be easier to use from now on.


 

Vega
[Bloody High Claw]: Hit properties have been adjusted. For example, the Ultra will now combo properly after a [Cosmic Heel] (df+HK).
 
[EX Sky High Claw]: Hit box has been enlarged downwards, making it easier to connect the whole thing.


 

Sagat
[cr.MP]: Hit box has been enlarged towards Sagat’s base, fixing a problem that caused it to whiff against certain crouching opponents.


 

M.Bison (Dictator)
[HK]: Damage from a shallow hit increased from 80->90.


 

C.Viper
[Air Burning Kick]: Damage reduced from 100->90.


 

Rufus
[Big Bang Typhoon]: Adjusted move properties so that opponents won’t drop out early after an air hit.
 
[Target Combo]: Hit box of the 2nd hit has been enlarged downwards, making it easier to hit crouching opponents.
 
[EX Galactic Tornado]: Opponents who are hit by the suction part of the move now gain an additional 7F of stun. It will consume a lot of meter, but by performing an [EX Focus Cancel] afterwards, Rufus will now be at a maximum +8F. This will allow for new combo opportunities.


 

El Fuerte
[EX Guacamole Leg Throw]: El Fuerte’s stun after landing has been reduced by 3F, making it 10F total.


 

Abel
[Breathless]: Removed throw invincibility from the lunge to hit detection period. It still has throw invincibility from startup to lunge period.


 

Seth
[Shoryuken]: Excluding the EX version, when the 2nd hit is blocked, opponent guard stun has been reduced by 2F. Seth is now -3F when doing [Shoryuken (2nd hit blocked)] -> [EX Focus Cancel] -> [Forward Dash].


 

Akuma
No additional changes since the “SSFIV AE Ver.2012 Alpha” location test.


 

Gouken
[Sakotsukudaki] (f+MP): Hit box enlarged downwards, active frames changed to 4F. Hit stop and guard stop time has been changed from medium attack length to heavy attack length. Hittable area has been reduced, making it easier to dodge crouching attacks.
 
[Forbidden Shoryuken]: Startup greatly reduced from 11F->3F, which makes it easier to combo and counterattack with.
 
[far MP]: Deals additional 1F of hit stun, and is now special/super cancelable. Thus [far MP] -> [M. Senkugoshoha] combo is now possible.
 
[far HP]: Active hit frames changed from 3F->5F.
 
[close HK]: Active hit frames of first part changed from 2F->5F.
 
[Denjin Hadouken]: Lever rotations needed to speed up the move have been reduced.


 

Cammy
[Quick Spin Knuckle]: Push back distance on block has been reduced, and follow ups from Cammy such as [cr.LK], etc, are now considered to be a true block string.


 

Fei Long
[Engekishu] (f+HK): 2nd hit is now super cancelable; however total move damage has been decreased from 150->130.


 

Sakura
[Sakura Otoshi]: Changed difficulty of command input, and adjusted it so that the move will not come out from button releases.


 

Rose
[EX Soul Reflect]: Move is invincible to projectiles until frame 7, and shot reflection occurs from frame 5. This makes it easier to instantly reflect projectiles.
 
[Soul Satellite]: Fixed a glitch that caused the EX version to come out when doing the command input and holding up-left on the controller.


 

Gen
[EX Jyasen]: Opponent stun is +1F if the hit right before the last hit connects. Thus [FADC] afterwards gives Gen a max +8F.
 
[Lv1 Focus Attack]: Properties have been changed based on which stance Gen is in.
 
• [Mantis Style]: Forward dash after a hit gives even frames to both players.
 
• [Crane Style]: Forward dash after a block gives even frames to both players.
 
[EX Oga]: Damage increased from 100->150. Variation of the move [Far Kick] during EX is now faster, and a hit allows for further combo opportunities.
 
[Crane Style cr.MK]: Now +1F on hit, -1F on block. Hittable area has been reduced.


 

Dan
No additional changes since the “SSFIV AE Ver.2012 Alpha” location test.


 

T. Hawk
[EX Condor Dive]: On hit, the move retains projectile invincibility until end of recovery.
 
[Heavy Shoulder] (d+HP): Can now be done from a vertical jump.
 
[Condor Spire]: Simplified command has been changed back to what it is in the current SSFIV AE.
 
[Raging Slash]: Command has been simplified further, so it is easier to execute now.


 

Dee Jay
[close HK]: If the first hit connects it forces the opponent to stand, and the 2nd hit is now super cancelable. Move is now -2F on block.


 

Guy
[Wall Jump]: Can now attack earlier after the initial jump off the wall.
 
[Bushin Hasoken]: Hit box on the last part is enlarged, making it easier to connect the full Super Combo.
 
[Bushin Muso Renge]: Command has been simplified further, so it is easier to execute now.


 

Cody
No additional changes since the “SSFIV AE Ver.2012 Alpha” location test.


 
 

Ibuki
[Bonsho Kick]: Push back distance after hit has been reduced, and on counter-hit it is easier to follow up with combos.
 
[Yoroitoshi]: Command has been simplified further, so it is easier to execute now.


 

Makoto
No additional changes since the “SSFIV AE Ver.2012 Alpha” location test.


 

Dudley
[Jet Upper]: Startup of light and medium versions changed from 6F to 5F, heavy version changed from 4F to 3F.
 
[Short Swing Blow]: On hit, medium and heavy versions do additional 2F of hit stun, giving Dudley +2F total.
 
[Ducking Upper]: Startup changed back to what it is in existing SSFIV AE.
 
[cr.MK]: Startup changed from 10F->8F and active frames lengthened from 5F->6F, making it a better poking tool.
 
[Rolling Thunder]: First hit will not connect against airborne opponents, but from 2nd hit onwards there is additional hit detection against airborne opponents.


 

Adon
[Jaguar Kick]: Hittable area of light and medium versions has been enlarged. Hittable area of heavy version remains the same, but damage has been reduced from 140->130.
 
[close MK]: Properties have been changed back to what it is in existing SSFIV AE.


 

Hakan
No additional changes since the “SSFIV AE Ver.2012 Alpha” location test.


 

Juri
[Senpusha]: Hit stun has been adjusted so [FADC] after light version gives +6F on the first hit, +3F on the second. Medium and heavy versions gives +6F for either hit, and EX gives +3F on first hit and +8F on second hit.
 
[close MP]: Startup changed from 5F->3F, making it easier to connect combos up close.


 

Yun
[Zenpo Tenshin]: Startup of light, medium, heavy versions changed from 11F->10F.
 
[LK]: Block stun increased by 1F, giving total +2 on block.
 
[Target Combo 3]: 2nd hit is now super cancelable.


 

Yang
[EX Tourou Zan]: Will not come out on button releases.
 
[Byakko Soshouda]: Only during [Seiei Enbu], total move frames have been changed back to what they are in the current SSFIV AE.
 
[Target Combo 3]: 3rd hit is now causes knockdown, and is super cancelable.
 
[Back Step]: Special cancel timing towards the end is changed from frame 24 to frame 26.


 

Evil Ryu
[cr.HK]: Startup changed from 6F->7F, damage from 90->100, active frames from 2F->3F.
 
[H. Shoryuken]: First hit damage changed from 90->100, for a total of 160.


 

Oni
[Air Hadou Dash]: Can now be canceled into Ultra Combo I [Metsu Gouzanku] on hit or block.
 
[L. or H. Air Hadou Dash]: Hit box size has been enlarged.
 
[EX Air Tatsumaki Zankukyaku]: Falling trajectory changed to become vertical when canceled from [L. or M. Air Hadou Dash]. Damage changed to 140, stun to 200, and move is now only 1 hit.
 
[Air Raging Demon]: Modified so that it will only hit airborne opponents, and can be used in combos. Damage has been reduced from 370->320. Normal [Raging Demon] is still a throw.
 
[M. Demon Slash]: Active projectile invincibility frames increased from 16F->19F.


Message édité par okiron le 22-09-2011 à 20:46:49
n°7073982
okiron
Energyzed by dot exe
Transactions (1)
Posté le 12-04-2010 à 04:32:04  profilanswer
 

Ryu
• The active frames for crouching medium kick have been adjusted to 5 frames. Due to this, the overall movement and reach of the attack are the same as they were in SSF4.


 

Ken
• EX Shoryuken's damage has been adjusted to 80 + 30 + 30 + 60, for a total of 200.
Blanka
• When EX Vertical Rolling is blocked, he will have an additional 5 frames of recovery upon landing.
Dhalsim
• Quick recovery is no longer possible when Light, Medium, Heavy and EX Yoga Blast connects. It is also no longer possible for the move to come out when you release the button for the Light, Medium and Heavy versions.


 

C. Viper
• Removed throw invincibility on EX Seismic Hammer.
 
• Heavy Thunder Knuckle has been adjusted so that it is now throw invincible up until the first frame that it comes out.
 
• After EX Burning Kick connects, it is now possible to connect with her special moves and follow up attacks that are capable of juggling.


 

Akuma
• From EX Demon Flip, it is now possible to perform an EX Air Fireball.
 
• Far standing Heavy Kick's damage has been adjusted to 50 + 30 for a total of 80 damage, and when the second hit is blocked, Akuma is now at a -2 frame disadvantage.


 

Ibuki
• When the first attack of Ibuki's Ultra 2 (Hashinsho) hits the opponent, they will take standing damage.


 

Evil Ryu
• Far standing medium kick's range has been extended, and blocked frames has been reduced by 1 frame.
 
• The result is that on hit the move will give Evil Ryu +2 frames of advantage and on guard -4 frames.


Message édité par okiron le 02-10-2011 à 15:03:26
n°7073984
haohousse
GRAW fighter
Transactions (0)
Posté le 12-04-2010 à 04:53:17  profilanswer
 

Drapo  [:cerveau drapal]

n°7074038
Legotoutso​urire1
PSN ID : Legotoutsourire
Transactions (7)
Posté le 12-04-2010 à 08:46:15  profilanswer
 

Bravo!
 
Hey okiron, tu as un peu de temps pour modder mon hori ex2 X360 ou c'est trop tendu ?  :whistle:


---------------
Shoryu SADC Ultra is life
n°7074046
TenjO Teng​E
Next stage
Transactions (0)
Posté le 12-04-2010 à 08:59:11  profilanswer
 

[:drap]
 
 [:kukron]  [:kukron]  [:kukron]  [:kukron]  [:kukron]  [:kukron]


---------------
[ Footware ] [ Born To Be Offside ]
n°7074047
Verson-i3
AllenDiese3
Transactions (0)
Posté le 12-04-2010 à 09:00:52  profilanswer
 

Oh Yeah Okiron :D


---------------
FeedBack
n°7074057
pespau
Et c'est le xoxo!
Transactions (0)
Posté le 12-04-2010 à 09:11:22  profilanswer
 

drap!


---------------
Mon petit Feedback
n°7074075
-neon-
L'illuminé
Transactions (0)
Posté le 12-04-2010 à 09:25:30  profilanswer
 

Ey hop


---------------
Hack and Slash -- Diablo 3 -- Slashers
n°7074122
Verson-i3
AllenDiese3
Transactions (0)
Posté le 12-04-2010 à 09:48:45  profilanswer
 

Legotoutsourire1 a écrit :

Bravo!
 
Hey okiron, tu as un peu de temps pour modder mon hori ex2 X360 ou c'est trop tendu ?  :whistle:


okiron il modd les EX2 ?!! bordel je veux !


---------------
FeedBack
n°7074123
BinaryRiot
J'aime le bruit blanc de l'eau
Transactions (0)
Posté le 12-04-2010 à 09:49:19  profilanswer
 

[:lardoncru:1] de noob
J'aime bien le gameplay de Dudley et Ibuki (jamais joué à 3.3 donc ça sera une découverte pour moi)


---------------
Last.fm
n°7074151
LorDjidane
Gamertag : Lordji
Transactions (0)
Posté le 12-04-2010 à 09:59:48  profilanswer
 

[:drap]
 
C'est parti. [:shay]


---------------
Faites l'amour, pas la thèse.
n°7074156
Legotoutso​urire1
PSN ID : Legotoutsourire
Transactions (7)
Posté le 12-04-2010 à 10:00:36  profilanswer
 

Verson-i3 a écrit :


okiron il modd les EX2 ?!! bordel je veux !


 
Non je lui pose la question, mais je sais qu'il ma dit dernièrement qu'il moddait plus de sticks par manque de temps.
 
Le moddage des EX2 n'est pas rentable pour les moddeurs, donc dur dur.
 
Heureusement mon TE PS3 fait tout le reste  :whistle:


---------------
Shoryu SADC Ultra is life
n°7074245
ctrlbreak
Stay Cool
Transactions (0)
Posté le 12-04-2010 à 10:29:50  profilanswer
 

[:drap]  :bounce:


Message édité par ctrlbreak le 12-04-2010 à 10:30:27

---------------
IdPSN : Cyboulette
n°7074367
okiron
Energyzed by dot exe
Transactions (1)
Posté le 12-04-2010 à 11:20:23  profilanswer
 

Legotoutsourire1 a écrit :

Bravo!
 
Hey okiron, tu as un peu de temps pour modder mon hori ex2 X360 ou c'est trop tendu ?  :whistle:


 
trop long, trop compliqué, trop chiant à faire :/

n°7074432
Seizh
ID PSN: Seizh
Transactions (0)
Posté le 12-04-2010 à 11:39:10  profilanswer
 

Flagounet ! [:channig]


---------------
Tweendie: Webzine consacré à la musique indépendante (indie pop, rock, folk, hip-hop, electro, ...)
n°7074499
tombig
Il est où ton slip?
Transactions (0)
Posté le 12-04-2010 à 11:57:37  profilanswer
 

drapal!

n°7074604
Raziel-92
Noel sfini
Transactions (0)
Posté le 12-04-2010 à 12:50:05  profilanswer
 

[:drapal]


---------------
[HFR] Pootre sur TF2.
n°7074889
Cocacola

Transactions (4)
Posté le 12-04-2010 à 14:30:01  profilanswer
 

drap

n°7075127
scougirou
☆ Bonus-Kun ☆
Transactions (0)
Posté le 12-04-2010 à 15:26:58  profilanswer
 

[:ill nino]


---------------
Id PSN : Scougirou
n°7075157
B-S
Life is Short, Get a Big dick!
Transactions (0)
Posté le 12-04-2010 à 15:37:18  profilanswer
 

Drapal, beau boulot Okiron !


---------------
bl3h! | GamerTag : BsLeNuL
n°7075657
Legotoutso​urire1
PSN ID : Legotoutsourire
Transactions (7)
Posté le 12-04-2010 à 18:31:09  profilanswer
 

Bon en dosant Guile, même si j'apporte rien de nouveau, l'ultra de Guile est réellement la plus pourrave du jeu :
 
- le mec me sort un shoryu whiffé, je punis par l'ultra, le startup est tellement lent qu'il a le temps de se protéger :/
- je sors l'ultra en anti air tandis que l'autre cross up , l'ultra touche qu'une fois et Guile retombe pour se faire cueillir :/
 
Bref dommage pour un tel perso existant depuis sf2


---------------
Shoryu SADC Ultra is life
n°7076200
Legotoutso​urire1
PSN ID : Legotoutsourire
Transactions (7)
Posté le 12-04-2010 à 23:32:58  profilanswer
 

Verson-i3 a écrit :


okiron il modd les EX2 ?!! bordel je veux !


 
hello verson, je vais faire modder mon EX12 chez un gars connu (Valentin), Full Sanwa Stick et bouton pour un prix modique.
 
MP moi si plus de détails.


---------------
Shoryu SADC Ultra is life
n°7076284
XprtZ
Profil : O.O
Transactions (0)
Posté le 13-04-2010 à 01:21:00  profilanswer
 

drap.


---------------
PSN : XprtZ - SCII : XprtZ#270 - BattleTag : XprtZ#2257 - 3DS : 2492-4109-3060 - MK Wii : 4811-7061-2514
n°7077034
scougirou
☆ Bonus-Kun ☆
Transactions (0)
Posté le 13-04-2010 à 12:26:51  profilanswer
 

tiens, auchan fait un bon d'achat de 5 euros en préréservation sans indiquer le prix de départ et ultima le fait à 35 euros...
C'est quoi le prix officiel pour la france ? 40 ou 35 euros ?


Message édité par scougirou le 13-04-2010 à 12:27:27

---------------
Id PSN : Scougirou
n°7077041
B-S
Life is Short, Get a Big dick!
Transactions (0)
Posté le 13-04-2010 à 12:28:25  profilanswer
 

40€.


---------------
bl3h! | GamerTag : BsLeNuL
n°7077095
khalis
Teerak Jaa.
Transactions (3)
Posté le 13-04-2010 à 12:54:33  profilanswer
 

Drap!! :)


---------------
- Blink-182 - Angels & Airwaves AvA - [ +44 ] - Kool & Gang - AKFG! -  
n°7077631
plzhelp

Transactions (0)
Posté le 13-04-2010 à 15:39:06  profilanswer
 

Joli boulot Okiron :jap:
 
[:cyfl]


---------------
...
n°7077746
Cocacola

Transactions (4)
Posté le 13-04-2010 à 16:22:53  profilanswer
 

J'ai l'impression que tout le monde a deja le jeu lol , il y a des videos de partout et sur tout les forums , ya qqun qui l'a deja !!!
 
Ceci dis plus que deux semaines! :)

n°7077852
okiron
Energyzed by dot exe
Transactions (1)
Posté le 13-04-2010 à 17:01:30  profilanswer
 

mais carrément jvois des vids partout mais pour le moment personne pour dire précisément les changements toussa
 
en plus il parait que les belges possedent deja le jeu mais wtf quoi :o
 
2 sem qui vont me paraitre longgggggg

n°7078033
Taibatsu
PSN : Sambrez
Transactions (0)
Posté le 13-04-2010 à 18:19:17  profilanswer
 

Drap :)

n°7078750
B-S
Life is Short, Get a Big dick!
Transactions (0)
Posté le 14-04-2010 à 01:21:07  profilanswer
 

Liste des succès : http://www.xbox360achievements.org [...] ievements/
J'en déverrouillerai pas autant que sur SFIV (je sais même pas si je lancerai le mode arcade une seule fois...) :D


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bl3h! | GamerTag : BsLeNuL
n°7078874
Mael_

Transactions (2)
Posté le 14-04-2010 à 07:48:19  profilanswer
 

[:lardoncru]


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GamerTag: mael360 / PSN: mael_ / 3DS: 4768-7461-5604
n°7078945
khalis
Teerak Jaa.
Transactions (3)
Posté le 14-04-2010 à 09:02:18  profilanswer
 

Spoiler :

Un petit KiKoo de Coree - Seoul ;)


Apparement ya un event show sur SSFIV ce weekend (la chance :p). Je vais tenter davoir un max dinfos toussa.
 
 
 
 
 :hello:

Message cité 2 fois
Message édité par khalis le 14-04-2010 à 09:03:42

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- Blink-182 - Angels & Airwaves AvA - [ +44 ] - Kool & Gang - AKFG! -  
n°7078948
TenjO Teng​E
Next stage
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Posté le 14-04-2010 à 09:03:36  profilanswer
 

khalis a écrit :

Un petit KiKoo de Coree - Seoul ;)


 
Chanceux [:sadnoir]


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[ Footware ] [ Born To Be Offside ]
n°7079006
scougirou
☆ Bonus-Kun ☆
Transactions (0)
Posté le 14-04-2010 à 09:33:54  profilanswer
 

khalis a écrit :

Spoiler :

Un petit KiKoo de Coree - Seoul ;)


 


C'est clair, la chance !  
Profites en bien !  :hello:


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Id PSN : Scougirou
mood
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