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  1. #5161
    Ridill
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    That doesn't look like perfect meaty, so someone can probably DWU and then dp.

    Although I'm sure there is a normal that would work with the proper frame data.

  2. #5162
    Mr. Bananagrabber
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    Doesn't matter got an EX 360. An option select along those lines wouldn't work on any of the 360 characters assuming they have meter (and assuming Hugo's follows all the same rules as Hawk/Gief)

  3. #5163
    Hay guyz, I was Shinebox but now I'm not!
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    DPs are a huge risk now.

    There a bunch of ways to deal with grapplers, knockdown setups have never been one of them.

  4. #5164
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    Quote Originally Posted by Don Katsu View Post
    DPs are a huge risk now.

    There a bunch of ways to deal with grapplers, knockdown setups have never been one of them.
    Yeah I've been saying that DWU is just going to lead to alternate OS setups... Oki is going to be strong still.

    And vega will have to eat it all.

  5. #5165
    Hay guyz, I was Shinebox but now I'm not!
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    The change to DPs was done to make everyone's wake up equally bad

  6. #5166
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    Quote Originally Posted by Don Katsu View Post
    The change to DPs was done to make everyone's wake up equally bad
    The option to DWU and then use a completely invincible move is still there for... everyone on the cast except for vega (afaik, I might have missed 1 or 2).

    I think the change to DPs was more that using DP to instantly create offense in a situation where you're supposed to be defensive was broken. I guess I'm just arguing semantics on that point, but my main thing is that wake up DP is still a powerful and valuable tool to have. The backdash punishes (aside from like... vega who gets a full combo, ironically enough) are not going to be large at all and the risk is still probably in your favor.

  7. #5167
    Ze NinjaSYXX
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    So i decided to play ranked on xbl again and i bumped into damdai. Needless to say i got wrecked, but i took a round off him w/ sagat.

  8. #5168
    Hay guyz, I was Shinebox but now I'm not!
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    Bleh waiting for the next mod to see which character I want to play around with. I have been all over the place with characters in the last year. I even used e.ryu at evo after only playing him for like a week, didn't use him for months because I didn't want to deal with numerous mirror matches at Super Arcade. Started using Gen. Playing around with Ibuki and Oni right now. Ibuki has too much shit to remember. Ultra buffed the shit out of Ken's footsies and nerfed vortex type options so I don't know what direction that game is going but that's a hint.

  9. #5169
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    Looks like they want every character to have the option to combo into their Ultra.

  10. #5170
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    Quote Originally Posted by Don Katsu View Post
    Looks like they want every character to have the option to combo into their Ultra.
    Except Vega since they took that away.



    Yes, I'm still fucking salty.

  11. #5171
    You just got served THE CALLISTO SPECIAL
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    Err I think he means via EX Red Focus, in which case, yes Vega can too lol

  12. #5172
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    Quote Originally Posted by Callisto View Post
    Err I think he means via EX Red Focus, in which case, yes Vega can too lol
    His only ex Focus-able move (rolling crystal flash), I don't think you can currently even land a level 1 focus afterwards. I might be wrong. Even then the only way to even combo into it is off cl. HP, which is only ever used after a jump in.

    So... losing 3 bars (all of his combos need ex meter to do combos in the first place....) in order to combo into ultra in a very specific situation.

    yay?

    Meanwhile half the cast can DP FADC ultra.

    Rufus can combo into his off a target combo ffs.

  13. #5173
    Ridill
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    yeah ex focus auto-crumbles so I think every character can have easy ultra confirm now (although with less damage and 3 bars)

    edit: oops didnt' see Liroy's response above

  14. #5174
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    More stuff: http://www.eventhubs.com/news/2014/f...kbreaker-back/

    Updated: We've added more notes about specific character changes into this story.

    Capcom hosted a question and answer session to talk about the recent change log they posted for Ultra Street Fighter 4 the other day with associate producer, Mike Evans, and Neidel "Haunts" Crisan, who's their Digital Media Specialist.

    The guys covered some of the big system mechanic changes, the four new fighters, along with a handful of returning character notes.

    Evans pointed out that one of the changes that wasn't documented in the release notes is that level 1 EX Red Focus will actually crumple the opponent.

    He feels a lot of new combos and strategies will develop from this change, and that's why EX Red Focus has a heavy cost of 3 meters.

    Evans was also talking about how the team had been putting a lot of effort into the newer faces Elena, Hugo, Poison and Rolento, saying that the feedback they've been seeing about them lately has been more positive than it was in the past.

    "We've been working a lot, especially on the four new characters. There's been a lot of love put into those characters, so it's good to see that people are rating them highly," said Evans.

    Hit the jump for more details, along with the stream archive.

    One of the points of contention among staff members was having an indicator when someone used the delayed wake up mechanic, though.

    "We had debated internally about [if we should] have a visual cue," said Evans.

    He noted that a lot of people requested an indicator, but they didn't want something that was distracting to the experience, so they struck a balance of just having the word 'Technical' come up on screen.

    Evans stated that it doesn't show up at a time where you can see someone is using it, and react and adjust your strategy at that very moment to nail them — it's more so that you can tell this is something your opponent likes to utilize in a match, and try to counter it later on.

    One of the more controversial changes was making it so that Dragon Punches/Kicks that are FADCed are -5 on block, making them punishable by throws and moves that are 5 frames of startup or faster, which includes some ultras.

    "This is the hottest debate right now that we've had," said Evans. He added that most characters who had an invincible DP were usually -2 or -3 after an FADC in the current version.

    "[It's] a big change, it's going to change the way a lot of the uppercut characters are played," he added.

    Evans noted that one thing players might have overlooked is that this change applies to Light/Medium/Heavy attack buttons, but he said that EX DPs are currently the same.

    Additional USF4 notes from the stream


    • Adon: A lot of Adon players complained about his st.HK only being one hit now, saying it took away too much from their ground game, so Capcom reverted the change.

    • Cody: Juggle potential has been increased on the knife. What that actually means is you can do follow ups that you couldn't otherwise do — if you're holding the knife. After a Light Criminal Upper, you can follow up with any number of knife attacks, like cr.HP.

    • Dan: His close HK being changed to Back + HK has given him new combo possibilities, from a bit further out where it couldn't be used previously. Apparently, Combofiend was able to pull off Back + HK, st.MP, Back + HK. Haunts said one of the combos that was pulled off was a jaw dropper. It also works as an anti air. The hit box increase on his Light Dan Kicks was to help it connect on smaller characters. His Ultra 2 was said to be greatly improved.

    • Dee Jay: They confirmed they EX Machine Gun blow is still hit invincible, along with the other buffs the move received, like throw invincibility.

    • Gouken: They said his EX Hurricane Kick is "so good right now," hitting from further out, including crouching characters. They say it's a huge buff for the character. They talked about cancelling his Far Standing Light Kick into Fireballs and his Running Palm being a solid upgrade.

    • Ibuki: It was confirmed that she got her hard knockdown back on her regular Neckbreaker. With delayed standing, players will have more opportunities to escape her Kunai vortex now, though. The devs said Tsujigoe's recovery being removed gives her more mix up opportunities that weren't there before.

    • Ken: His EX Hurricane Kick was changed so you couldn't run away as easily with it, when using it on the way up in your jump. They're still adjusting and tweaking it, though.

    • Makoto: Her Fukiage (Upwards Punch) is only jump cancellable on hit now, but very powerful, so they had to tone it down. Both guys felt the move is a ton of fun to use in USF4, currently.

    • Rose: Like Yun, she got a considerable amount of damage buffs to her 'combo buttons'. They also gave her the 'huge contender' label when talking about how strong the characters are.

    • Seth: During the first few rounds of battle balance, Seth was buffed greatly. He's been dialed back now, but still has some interesting buffs, they said. The juggle potential on his Ultra 2 has been increased, so now if your opponent is cornered you can DP, FADC backwards and go into Ultra 2 and it'll combo. His Ultra 2 also hits more times than it did previously. They added that Seth is still a character they're thinking about daily, so he has potential to change before the final version of the game.

    • Vega: He got many buffs, and in testing it felt like he got a little too strong, so he had some changes reverted, like the invincible Scarlett Terror and cr.LP having an extra frame of hitstun. It was noted that his Super hitting on the way up is a big buff, as he can combo into it quite easily now.

    • Yang: His cross up jumping medium kick is some where between v2012 and Arcade Edition in terms of effectiveness. They say it's very good.

    • Yun: While his Up Kicks and command grabs got nerfed, his Medium Punch moves got buffed a lot, they felt, adding extra damage just by using pokes, and multiple MPs in combos. They noted that all of Yun's 'combo buttons' got buffed in damage — and that was not by mistake. He has a lot more damage output now. They felt Yun would be a 'huge contender' in USF4.

  15. #5175
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  16. #5176
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    So if Tokido wins his next match he gets $5000 if he loses he gets $1000 and Infiltration gets $250

    This probably a bigger reason to pot split than any other tournament format.

    Infiltration cares about money more than winning. If Tokido offers him $500 to lose Infiltration would get more out of that than winning. He's not even sponsored so it matters even less.

    He doesn't even need to give Infiltration half or a third, Tokido only needs to give him 10% of his winnings and that's still more than Infiltration would get from winning their next match LOL

  17. #5177
    Ridill
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    Pretty sure they said if Infiltration wins, he will get to continue his streak in the 2nd season of Fight Night.

    Edit: same with Tokido, since he hasn't gotten to 7th win yet.

  18. #5178
    Been Here Longer Than you
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    Octo is correct. You get a lot of stuff so wrong Shinebox!

  19. #5179
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  20. #5180
    Yoshi P
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    Vega: He got many buffs, and in testing it felt like he got a little too strong, so he had some changes reverted, like the invincible Scarlett Terror and cr.LP having an extra frame of hitstun. It was noted that his Super hitting on the way up is a big buff, as he can combo into it quite easily now.
    Characters being balanced around combo (in)consistency is some seriously retarded shit.

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