Super Street Fighter IV Changes! (rumors in red):General Changes:
-Focus attacks are faster.
-10(ish) new characters. T.Hawk, Dee-Jay, Juri, Adon, Guy, Cody, Dudley, Makoto, and Ibuki confirmed.
Hakan or new character(s)?
-Not DLC. The game will be shipped on a physical disc.
-
Will cost $40 USD!
-Brand new opening and closing videos for each character in an anime format.
-Not compatible with SF4 for online matches.
-Some 'bonus' for keeping your original SF4 disc.
DLC costumes?
-Each returning character has three costumes confirmed. Will there be more?
DLC, unlockable, require SF4 disc?
-Reworking of the online code.
-A team battle mode has been added. Up to 8 players are put into a room and divided into teams based on points. It's possible to have a 7v1 in this set-up!
-An 8 player "Endless Battle" online mode has been added. Players not fighting can spectate and comment via voice chat. No points are won/loss in this mode.
-Replays can always be saved.
-Replay channels have been added to watch and discuss matches with others.
-A tournament mode will be added later as DLC. Will allow 8 players, voice chat, save replays (even one's that you didn't play in), and offer titles for the winners.
-Each character has two Ultra's now and are selected before a match begins.
-Roster unlocked from start. No unlocking required.
-All online modes will have blind select. The cursor sound has been removed as well.
-New intro song.
-Shipping April 28, 2010.
New Characters:Adon
- Seems weak.
- Very good overhead.
- Jaguar Tooth and Kick unsafe on block.
- Jaguar Kick breaks armor.
Cody
- Can FADC Tornado Uppercut after first hit, cannot cancel it into ultra.
- Zonk Knuckle currently annoying and good. Three levels of charge.
- He has a knife. It increases attack damage and makes normals deal chip.
- Ultra 1: Final Destruction: Series of punches ending in a tornado uppercut.
- Ultra 2: Last Dread Dust: Ultra that we've seen in the videos multiple times
Dee Jay
- Decent?
- Very fast.
- Many easily executed combos.
- Good crossups.
- Machine Gun Upper is a charge move, no longer requires mash.
- Ultra 1: Sobat Festival - Charge bfbf + KKK. This is the one you've seen in the videos a lot.
- Ultra 2: Climax Beat - done like Guile's current Ultra move in SF4
Dudley
- Corkscrew Cross can connect with airborne opponents, so it's better for combos. Rolling Thunder meanwhile does not (fully?) connect with airborne opponents, but does more damage to compensate.
- gun upper FADC ultra works
- Rolling Thunder goes through projectiles
Guy
- Chain combos into super.
- EX Spin Kick is vertical
- EX Shoulder is best move, super fast.
- Ultra 1: Muso Renge - Grab ultra. Not heavy on the damage, but coupled with his speed, a grab Ultra could be pretty darn good.
Hakan
- Oils up (srk + k) which increases throw ranges and damage. Increases oil time based on kick used. EX does ?
- Has a coward crouch (like Blanka)
- Two command grabs, one SPD motion that shoots the opponent out of his arms, and another ddt like one.
- Slide move is armor breaking.
- Ultra 1 is trap like. Lies on belly and blah blah blah. Cannot do ANYTHING. Walk, touch, attack. He will get you.
- Ultra 2 is the Oil Coaster. Yaaaay.
Ibuki
- Plays similar to 3S.
- has target combo, even her jump LP->HP
- far stand LP is very fast, and good poke
- crouch HP is very good anti-air
- Jumping step kicks = worthless?
- Kunai are effective for zoning, comboable after Dragon Kick.
- Ultra 2: Hashin Sho - Goes through projectiles
Juri
- Motion based character (no charge).
- Very quick (Chun like) dash.
- Small focus range
- Hard punch kara throw?
- Has a counter teleport move (qcb + p). Absorbs attack and moves behind or above opponent based on punch used.
- Can combo into U2 from EX Dive Kick.
- EX Dive Kick is armor breaking.
- Shoots fireballs, strength of fireball determines angle: low (like tiger shot), medium, and up at an angle. Fireballs have an initial hit before being cast. Can store multiple fireballs.
- Ultra 1: Feng Shui Engine - Time based, custom combo like ultra.
- Ultra 2: Kaisen Dankairaku - Looks super badass.
Makoto
- Uses a lot of meter, ex moves very good.
- Crouching medium is a good poke. Combos into Hayate.
- EX Hayate safe on block?
- Fukiage is improved over SF3, all punches move her forward variable length.
- EX Oroshi still useful.
- Axe kick still useful, must be used almost immediately off the ground though.
- Hard to tick into regular karakusa, range seems to have been reduced from SF3. EX Karakusa has armor.
- Ultra 2: Abare - Jump cancellable
T. Hawk
- Good normals.
- Condor Dive breaks armor.
- Tomahawk Buster cannot be FADC'd.
- New Move! Condor Spire - Like Hawk Dive but moves straight across screen.
- Strong super and ultra.
Returning CharactersAbel
- Crouching HK faster.
- New Ultra! Breathless - Seems to be a great move so far, super fast start up time, grabs low and has Super Armor.
- Change of Direction safer on block.
- Damage seems to be increased on certain moves. Crouching Hard Punch, Cancel into Roll, Falling Sky takes off more life.
- More stamina
Akuma
- Far Standing Hard Kick (Double Kicks) have more start up time.
- Standing Light Punch can no longer Link into far Standing Hard Kick.
- Fireball, FADC, far Standing Hard Kick only works on large hitbox characters now.
- New Ultra! Demon Armageddon - Up, Up + 3x Kick command. Doesn't seem to have many ways to combo into it, can't be used as anti-air. Also will miss crouching opponents. Combos from EX Air Fireball.
Balrog
- Headbutt Cancel into Ultra Running Punch has revamped juggling properties. Apparently the final hit of the Ultra now whiffs.
- New Ultra! Dirty Bull - 360 command grab + 3x Punch. Recovery time if this misses is fast, but seems to have a lot of start up time, for a grab. Deals a lot of stun.
Blanka
- Blanka's walk speed is faster now.
- Crouching Hard Punch is a better. Faster, sticks out farther and seems to be a much better poke and anti air.
- Horizontal ball flies closer to the ground, apparently someone swept Blanka out of it.
- Chip (block) damage on old Ultra, Lightning Cannonball, and super have been reduced.
- New Ultra! Shout of Earth - This move has two versions, when done with 3x Punches it's an anti air, 3x Kicks is an anti ground move. It's performed like Guile's original Ultra move in Street Fighter 4, but you can hold the button and release it when you want the attack to come out. Seth Killian told a player the Kick version can punish fireballs at full-screen's distance, although you'll still take damage from the fireball, they'll take full damage from your Ultra. Can be thrown out of.
Cammy
- Spiral Arrow better somehow.
- Cannon Spike damage nerfed.
- New Ultra! C.Q.C (Cammy Quick Combination) - Counter Ultra. Apparently terrible.
Chun-li
- Crouching Medium Kick is much better, wasn't told how exactly.
- EX-Lightning Legs can score additional hits depending on how many kick inputs were pressed.
- Chun-Li's Ultra Lightning Legs seem to be tweaked. They appear to connect much more consistently from mid-screen, although some players reported problems landing them fully. Your mileage may vary. Still has juggling problems.
- EX-Spinning Bird kick pushes your opponent further away after connecting and it has a smaller hit box as well.
- Her Standing Hard Kick is much slower.
- Crouching Light Kick 2x, Cancel into EX-Lightning Legs juggle with Ultra Lightning Legs seems to do less damage now. Less than 40% from level 1.
- New Ultra! Kikosho - QCFx2 + PPP motion. Chun creates a huge fireball in front of her. Deals less damage than Hosenka. Comboable from ex legs, up kicks, target combo anywhere on screen, with EX SBK into the corner.
C. Viper
- New Ultra! Burning Dance - takes off a healthy portion of life. Combos from EX Seismo.
Dan
- Much better now!
- Fireball now goes 60% of screen.
- Can FADC DP into Ultra 2.
- New Ultra! Haoh Gadoken - QCFx2 + KKK. Dan's winds up and unleashes a gigantic fireball into his opponent.
Dhalsim
- New Ultra! Yoga Shangri-La - Can only be used in the air, makes it a threat when coupled with his air teleport. Small hitbox.
El Fuerte
- All normals apparently faster.
- New Ultra! El Fuerte Ultra Spark.
E. Honda
- New Ultra! Orochi Breaker - E. Honda's second Ultra is the Orochi Breaker. Likely a 720 motion + 3x Punch command grab. He does an Oicho Throw ending with a huge butt splash, damage on this is good, but seems to be a bit easy to counter right now. Opponents cannot jump away on reaction.
Fei Long
- EX-Chicken Wing (Flying Kick) may have more invincibility.
- New Ultra! Gekirinken (One Inch Punch) - QCFx2 + KKK. This is a counter hit attack. Broken by armor breaking attacks.
Ken
- Cannot FADC into new ultra.
- Fireball somehow better.
- His dashes look to be faster.
- Ken's sweep (Crouching Hard Kick) might be faster.
- Fierce uppercut has more invulnerability.
- New Ultra! Guren Senpukyaku - A series of kicks from Ken, this can absorb one fireball and still travel through to hit your opponent.
Gen
- Cannot cancel c.mk into hands.
- Jumping while in Mantis (Punch) Stance goes up much higher now.
- EX-Wall Dive (Oga) is no longer safe on wake up.
- Wall Dive (Oga) is a lot faster now, not as good of a hit box though. For comparison's sake, it's little slower than Adon's Jaguar Tooth (Wall Dive Kick). EX Dive lost some invulnerability.
- No chain combos.
- Rapid Slap (Hands) seem to require less inputs to activate now. Might be 3 or 4 instead of 5 button presses.
- Crane Stance (Kick) Crouching Medium Punch seems slower.
- Air Kicks (Gekiro) hit your opponent up at different angles now.
- New Ultras! Gen has four Ultra moves, with the two new Ultras being the Shitenketsu and Teiga.
Gouken
- New Ultra! Denjin Hadoken - You can block this now. Can combo from backthrow wall bounce. Blockable when fully charged, deals 500 stun on block or hit however.
Guile
- Roundhouse Flash Kick has more forward range.
- Moves appear to deal more damage
- New Ultra! Sonic Hurricane - Projectile ultra. Sucks. Combos from super.
M. Bison
- New Ultra! Psycho Punisher - Some people compared this to Abel's Ultra in the first Street Fighter 4 game. Not a charge motion, combos from jumping medium.
Rose
- Hard Punch Soul Reflect, FADC now combos into Soul Throw, Ultra 1 or EX Fireball.
- New Ultra! Soul Satellite - Makes two orbs spin around her body which you can use to hit your opponent. Orbs dissipate on block as well, and deal about 20% damage each when fully charged. Can juggle into in the corner and can cross up.
Rufus
- EX Jesus Kick nerfed somehow.
- EX Snake Strike appears to deal less damage
- New Ultra! Big Bang Typhoon! Rufus spins around in a tornado pummeling his opponent. Looks to be a real good anti-air attack.
Ryu
- DP trade into ultra gone.
- Fierce and strong Dragon Punch are now two hit. Only the second hit knocks down.
- New Ultra! Metsu Shoryuken - Harder to combo than existing ultra, but does much more damage. Damage is reduced if first few hits miss.
Sagat
- Kara Tiger Uppercut still intact.
- Standing Light Kick now hits twice. Cannot cancel into moves.
- Health reduced (around 1000).
- Tiger Uppercut damage reduced. Can still FADC into forward roundhouse then ultra.
- Has new evasion move (QCBx2 + P). It takes an EX bar to execute, but supposedly lets Sagat dodge some attacks and it powers up his Tiger Uppercut (double damage).
- New Ultra! Tiger Cannon - A huge Tiger Shot.
Sakura
- Her fireball does not fade out now.
- Jumping Medium Kick crosses up.
- New Ultra! Shinku Hadoken - This can be a horizontal fireball, or aimed upwards as anti air. Does a lot of stun. Comboable without using any meter.
Seth
- Focus is worse now. Takes longer to hit level 2.
- New Ultra! Tanden Typhoon. Can combo where you would combo headstomps.
Vega
- Claw stays on longer now. WOO!
- EX Wall Dive off the wall no longer goes through opponent.
- Startup time on his Rolling Crystal Flash has been decreased.
- Vega's Down-Towards + Medium Kick is an overhead attack.
- New Ultra! Splendid Claw - He does a slide attack and then does a series of moves ending with a vicious looking upwards slash. You should be able to combo into this.
Zangief
- Health reduced. 1100 now.
- Lariat hitbox raised, easier to duck under.
- New Ultra! Siberian Blizzard - 720 motion + 3x Kicks in the air. This grabs an airborne enemy, but also, reportedly, a grounded opponent if you're close enough. Comboable from FADC Lariat.
Gameplay videos Updated 2/21
Links and Resources
Here are a few sites that can really help you get better at Street Fighter games.
Lots of regular SF4 content:Character Stats/Frame DataEach character is different in their moves, speed, and sizes but did you know that they also have different health, stun, dash, and jump values? The biggest difference between the characters is their health levels. The bigger, slower characters (Zangief, Rufus, etc) take more damage to KO while the smaller, faster characters (Chun Li, El Fuerte) take less damage to KO. The two powerful boss characters, Seth and Akuma, take a lot more damage than the rest of the cast due to their offensive abilities and options they have available to them. For a complete breakdown of the characters statistical differences, check out this link:
Shoryuken Wiki
Clicking on the links from each character will provide the immensely useful (or potentially boring) frame data for that character.
Online PlayStreet Fighter IV has a few online modes that allow players from around the world to challenge each other in head to head battles. Here are some things you should know before jumping online:
-There are a multitude of skill levels for players online. You will run into new players and guys who have been playing Street Fighter for twenty years. Online is like a box of chocolates, you never know what you’re going to get.
-You can play either Ranked Matches, Player Matches, or enter Championship Mode.
-Ranked matches have you facing off against another opponent for the chance to earn Battle Points (BP). Your BP's will go up or down depending on whether you win or lose. The greater the BP levels are between the two players the greater or lesser the effect will be. If player levels are fairly close (say within 100 or so points) the gain/loss is around 30 or so points. BP levels are used as an approximation of skill, but some players have artificially raised their BP levels, so take any BP value with a grain of salt.
-Player matches are generally used to play people when statistics aren't a concern. A lot of good players can be found this way, probably more so than in Ranked mode. The biggest advantage of Player matches are that when a game is over, you go back to a lobby and can play the opponent again. This is the best way to play games with friends or fellow Penny Arcade people.
-Championship mode is a free DLC that was added after launch. This mode is for people who want to really step up their game and challenge better players. In this mode, you start by entering into the lowest level of tournaments and earn Grade Points (GP) to advance to higher level tournaments. As you earn GPs your rank will rise from E all the way up to A. After that, you will move up to the next tournament level and start back down at E again. This continues through four levels of tournaments. Most PA players here fall in the G3 or G2 rankings. You can earn GPs by defeating other players in tournaments. When you defeat someone, you earn their current GPs in the form of Championship Points (CP). When you finish the tournament, your earned CPs are converted into GPs and added to your total.
For an
extremely detailed breakdown of how Championship mode works, visit
this thread at shoryuken.com. Credit goes to our very own forum poster Aumni for compiling all the data.
PC 'Mod'ness!To unlock everything on the PC including titles, colors, taunts, icons, and characters, please follow this link:
PC Unlocks
Did you know?-360 motions done by doing f,df,d,db,b,ub,u+p/k or b,db,d,df,f,uf,u+p/k instead of an actual 360 degree motion.
-Any half-circle motions (f, df, d, db, b for example) can be done by pressing df, b+p/k. This makes doing moves like Honda's Ochio throw (df, b+p) or Chun Li's Hazan Shu (df, b+k) much easier to pull off.
-Any dragon punch motion (f, d, df+p/k) can be done by pressing df, df+p/k. Use this to pull off backwards teleports with M.Bison and go right into his ultra combo.
-Going to ub instead of up on d/u charge moves allows you to retain your charge, which is useful for comboing into EX moves/Supers/Ultras.
-Reversals attacks can break armored moves.
-Charges moves done b,f,b+p/k to allow you to charge faster.
-Multi tap moves activate on fifth hit (Chun Li's lightning leg or E.Honda's hundred hand are good examples). You can use this to activate a certain strength of the move by making the level you want the fifth button press.
-More hits does not always mean more damage. There is a damage scaling feature in SF4 that makes each additional hit in a combo do less and less damage. Say an Super fireball from Ryu does 1/3 off your health normally. If he tacks the same super onto the end of a long combo, the damage reduction will cause it to do a lot less. Because of this, a simple 3 hit combo could do the same damage as a flashier 20+ hit combo.
-When using a Focus attack or a move with armor, you can absorb one hit and not be stunned. The damage you receive from the move will be represented as gray on your health bar and will recover over time as long as you don't get hit.
-Ultra combos do more damage depending on how full the revenge meter is.
-The revenge meter only fills up when you take damage. You can use the Focus Attack to absorb fireballs to fill up the meter, just make sure to not get hit while your life restores.
-Cammy's hooligan throw can be avoided by simply ducking.
-Cammy can instant air cannon strike by doing d,db,b,uf+k or d,db,b,ub/u/uf+2k for EX-Cannon strike.
-Dan is the only character in the game who can cancel his Super into his Ultra.
-Dhalsim can instant air teleport f,d,df,f,uf+3P or 3K (reverse motions for backwards teleport)
-Abel's command grab beats throws, but is vulnerable to attacks. His EX-command grab beats attacks (including some get up moves), but is vulnerable to other throws.
-Blanka can hop forward by pressing df+KKK, then unleash the anti-air Blanka ball by pressing uf, u, or ub+k.
-Blanka's Ultra has to be blocked low, high, then either high or low.
-Blanka's Ultra vulnerable on the way down after the initial leap up.
-Blanka can control himself left and right during his EX-Rainbow ball.
-Akuma's Raging Demon last input can be combined into f/b+lk+fp.
-Guile/Vega Super/Ultra can be done by doing db,f,df,d,db,b,ub+K (KKK).
-M.Bison can do a special move or ultra out of a teleport by doing it this way: b,db,b,db+3k/3p. Doing the teleport this way maintains his charge.
-Vega can throw away his claw by doing f,d,df+any p. Doing this motion with 2 punches will cause him to throw off his mask and lose 2 bars of EX meter. This is generally only done to show off.
-If Vega loses his mask, he takes more damage until he recovers it. On the plus side, he does more damage while it's off.
The PA Fighting Game Friends List 2.0
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Then, you can view the
list of players here.
If your information changes or otherwise needs editing or deletion, you should PM ChaosHat, as he can edit the spreadsheet. NO I DON'T CARE ABOUT YOU CHANGING MAINS.
Know anything I'm missing? Let me know and I'll add it.
OP mega stolen from MNC Dover.
Posts
What happened to MNC?
PA name: Morvidus
GFW: Morvidus
Main: Abel, Gouken, Guile
Location: Tucson, Arizona
Gave up Boxer, took up Guile.
The Raid
Note: I may accidentally refer to her as Akane Tendo from time to time, please pay no attention to this.
twitch.tv/Taramoor
@TaramoorPlays
Taramoor on Youtube
She's the closest I'm going to get in a major fighting game.
Note: I played Tira in SC4 and the first thing I did was take the hula hoop and make a Kodachi that struck fear into the hearts of everyone. So... I'm a little crazy.
twitch.tv/Taramoor
@TaramoorPlays
Taramoor on Youtube
Though yeah, point taken. :P
edit: ahaha, I never even thought of that when I first saw tira.
This also reminds me of Akane Tendo.
I love that it's going to have 35 characters. I think the only mainstream Street Fighter game to have more is Street Fighter Alpha 3, and that includes two versions of Ryu and two versions of Akuma.
SSF4 is going to be a very, very fun game indeed.
Makoto's Akane-Yellow gi is selected with Fierce punch in Third Strike.
There's still the announcement for cho aniki, er, hakan.
I'm kinda hyped for it.
Don't forget the leather pants and robbing his opponent of all dignity. Especially with his Ultra.
I wonder if he's going to be obnoxious like Dan or just completely over the top like Zangief. Maybe both?
That'll be fun.
Banana mak also in SSF4
I always though akane just had a really old white gi though.
Edit: On Hakan - I'm still holding out on his Ultra being a grab type Thumb Up the Bum attack.
Is there any precedent for their inclusion? Because you're right, they are useless. That being said, Vega has a fairly vast suite of other moves. Him throwing off his mask is just a taunt.
Skip to 2:10
Not that I'm aware of, other than fitting his character which it kind of does.
Being a Vega main, I absolutely can't wait until his new ultra which will be actually useful, even if I can't combo into it. I land his Ultra a surprising amount, but that's only because I've gotten good at using it as AA.
I always thought of them like this:
White gi, really old white gi,
yellow gi.
Anyway, for something SF related, I've been trying out ibuki on 3S recently because I don't really use her much.
Goddamn her SAs suck alot. Her combos are fun though.
http://img17.yfrog.com/i/ssf41.jpg/
http://img51.yfrog.com/i/ssf42.jpg/
http://img11.yfrog.com/i/ssf43.jpg/
http://img130.yfrog.com/i/ssf44.jpg/
I thought c. viper was the definition of an in your face character?
The other point I wanted answered was (i hate the word) skill ceiling.
From watching videos etc. viper seems to require more "skill" than say ryu or ... sagat.
is ibuki "noob friendly"?
Also can you somehow throw that racoon at people?
I wouldn't say so, and no.
I read the feature list and damn, sounds like people who haven't gotten the game yet (me) stand to gain a lot from it.
http://www.youtube.com/watch?v=RNbQlPi-kAo
Here are the videos with ibuki in it so far.
edit: hey, actually, the OP doesn't have any 3S character stuff.
CHAOSHAAAAAT.
Sorry hippy! Not all of us live on your crazy aussie time! Lemme go get some breakfast and I will rectify these problems.
There's actually a reason (albeit a very stupid one) to toss vega's claw/mask. It resets the hidden "counter" where after X# of hits, his claw (or mask) falls off. So by doing it yourself, after an untechable knockdown or something, you lower the chance of being de-clawed/de-masked at a bad time.
Of course, then they had to go and make vega's mask throw cost 2 EX BARS which is hilarious/sad at the same time.
It's an archaic mechanic in general that should be put to pasture like the old tiger knee motion (sort of) was
Nope.
He has these: Anti-air Knee, Forward Flip Axe Kick, Wall Jump Dive Kick.
http://www.youtube.com/watch?v=UfGrcyKIqzc
Or maybe I could also edit the street fighter wikia to just be a better resource. But that sounds like a shitton of work. We'll see when I get back from work tonight (and/or in the morning/afternoon tomorrow).
Also, Morvidius, your info is in the OP now.
I mean, the only SF4 content that might not be in SSF4 is the character endings (since there is apparently a new story for Super), but they could probably be youtube'd or something I guess if they end up not being in Super (though they may get thrown in an Extras menu or something I guess).
Steam: YOU FACE JARAXXUS| Twitch.tv: CainLoveless
Yeah there isn't really a point in getting SF4 at this time unless you see it for really cheap and just want to pick it up to get some time in with the game before SSF4 hits. It will have different story cut scenes, yeah, but, I mean...it's the street fighter story, it's not going to make any sense anyway.