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  1. #21
    Mr. Bananagrabber
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    Guile's buffs afaik was an increase in damage and I believe more forward range on his Hard Flash Kick, in addition to hopefully much more useful Ultra. From what I heard with Ryu's Metsu SRK if it's used as an anti air or after an FADC it will do a multihit version like when you fail to connect cleanly with Ken or Gouken's current ones, which theoretically leads to lower damage.

    Most of the new ultras for the established characters I can't really see not getting much use, outside of ones that provide a good new level of mixup (Balrog's 360 throw) or in the place of an ultra that was complete ass (Bison, Honda or Claw, maybe Ken's, I heard you can't SRK -> FADC into his new one).

  2. #22
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    Quote Originally Posted by Krandor View Post
    (Bison, Honda or Claw, maybe Ken's, I heard you can't SRK -> FADC into his new one).
    According to Seth, Ken can FADC into the new one

    <<link removed due to new policy/copyright problems>>

    Maybe not an SRK, maybe a fireball lol

  3. #23
    Ridill
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    I welcome Viper's new ultra... I suck ass with execution and easier ultra setups are nice! ;o

  4. #24
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    Quote Originally Posted by octopus View Post
    I welcome Viper's new ultra... I suck ass with execution and easier ultra setups are nice! ;o
    No! I need all day to setup my ultra when you whiff yours!

  5. #25
    Ridill
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    Quote Originally Posted by Semitry View Post
    No! I need all day to setup my ultra when you whiff yours!
    lol, it is very demoralizing when you work so hard and then get hit with someone's ultra setups (I'm looking at you Sagat mostly!) and end up with the same health >.>

  6. #26
    Straight Ca$h Homie
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    Quote Originally Posted by Semitry View Post
    I hear Rufus's EX SS does shit damage now.

    And hopefully they tweak Juri's CC, that shit's like 20 seconds now? lol
    They need to nerf his damn dive kick spam. It shouldn't be able to come down from such a low angle that is impossible to AA.He's easily the worst matchup for abel. I can't throw whats not on the ground, and I can't hit you if I'm in block stun from your last kick. /rage

  7. #27
    D. Ring
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    idk man, if im on able, i have the hardest time with giefs. but you are far more experienced with him than i am. i only play him for the fun of it once in a while lol.

    so no one else gonna mess around with deejay or cody when it comes out?!

  8. #28
    Straight Ca$h Homie
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    Gief is a hard matchup as well. But I can at least attempt to zone him out. That, and most of the Giefs that I play online don't know what they're doing. Gief has way more opportunities to knock me down, but I can at least counter some of his moves.

    What makes the Rufus matchup different is the fact that theres nothing I can do against a Rufus that stays on the offense. I can't stop his dive kick, and I can't pressure him back once I get a knock down because Ex Messiah Kick > anything Abel can do. Abel already has crap defensive options, and when you take away his ability to AA, all I can do is try to roll/evade long enough to get a lucky combo in. If I jump, Rufus can jump with me and combo into ultra, and if I sit, I basically have to block a flurry of dive kicks and hope that I can tech a throw. Rinse and repeat until end of match.

    I'd say that Chun, Rufus, Gief, Honda, and Cammy are Abel's hardest fights.

    Akuma Ryu and Sagat are also tough fights, but Abel can still find ways to get in and dictate the flow of the match. Everyone else is either even or around 6-4/4-6.

  9. #29
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    Abel has some bad matchups for sure...he is one of the easiest characters to beat which are actually selected at a high level IMO.

  10. #30
    Ridill
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    Abel vs Viper is fun... whoever gets the first knockdown wins! ;o

  11. #31
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    Supposedly Rufus, Gief and Akuma are abel's hard matchups, everything else is 5-5 according to Shiro. If Gief knows how to option select, that abel match up is ridiculous.

    You're not suppose to AA the dive kicks Deejay, like Ryu can c. jab out of them if they're too low and I know others have the same deal. You could try jumping back and fierce too thats' what I do with Honda now and then, just dont' get predictable or you'll eat an EX SS.

  12. #32
    Old Odin
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    hopefully they also fix some of the wierd hitboxes!

    I am looking at you blanka and FA Ryus. Most annoying one is Ryu FA, my chun misses sometimes a hit from the jump in target combo...

    I really hope they dont nerf chuns cr.lk
    spinning bird kick (outside of EX version) could need some more use!
    and for god sake let us do the headstomp without the need of it beeing EXACTLY down... god I dont know how many times I messed that shit up because I wasnt exactly pushing down.
    A faster jump

    other then that chun is fine. (if they fix the Ultra 1 and Kikosho is comboable).

    I will definitly try out Makoto or Ibuki :D I have no interest in Juri atm tough

    EDIT: there should by the way NEVER be a way to pull a ultra from a trade. fix that shit, just because I traded hits with some SRK shit I shouldnt get punished for it, its a TRADE!

  13. #33
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    Makoto is so solid in 3S....watch Momochi play her...

    She doesn't really seem to fit the game mechanics of SF4 (too slow of a game).

  14. #34
    Old Odin
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    Quote Originally Posted by Weltall View Post
    Makoto is so solid in 3S....watch Momochi play her...

    She doesn't really seem to fit the game mechanics of SF4 (too slow of a game).
    sadly I missed out on 3S but yeah I have seen some vids of 100% stun combos etc. which is crazy, I really hope Makoto doesnt get shafted too much in SF4, I am realy sick faceing 80% shotos on online matches... more variety please.

  15. #35
    Sandpaper Demon
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    Quote Originally Posted by Semitry View Post
    Supposedly Rufus, Gief and Akuma are abel's hard matchups, everything else is 5-5 according to Shiro. If Gief knows how to option select, that abel match up is ridiculous.

    You're not suppose to AA the dive kicks Deejay, like Ryu can c. jab out of them if they're too low and I know others have the same deal. You could try jumping back and fierce too thats' what I do with Honda now and then, just dont' get predictable or you'll eat an EX SS.
    akuma controls midgame super easily with his roundhouse which beats everything that abel can really do at that range, the gief is just i dunno, unfortunately unbalanced i'll say, about the only thing i've found that works is baiting a lariat with your rh (startup looks like abel's wheel kick) and punishing that

    rufus is...i'm not sure, i don't have much experience with that matchup, although the few i've played absolutely destroyed me (but i'm also just not that good against him on any character, so i don't think much of it)

  16. #36
    Ridill
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    @rich: i'm definitely trying to master dee jay again. I used to kick some serious ass with him; i just hate his jump-in kicks are kind of wonky, and i love to start a combo that way.

    Plus, i have this bad habit of trash talking in jamacian when i play him >.> I don't know why but i can't help but do it lol.

  17. #37
    Old Merits
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    Is there any confirmation on Akuma losing is RH xx JP loop?

  18. #38
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    Quote Originally Posted by Weltall View Post
    Makoto is so solid in 3S....watch Momochi play her...

    She doesn't really seem to fit the game mechanics of SF4 (too slow of a game).
    my prediction on makoto totally not based on anything factual,
    best of the 3s chars, will be like an untechable gouken with her command grab to ultra and will still have beast damage, but may suffer rufus syndrome where she has bad matches against top tier, ryu sagat gief etc

  19. #39
    Mr. Bananagrabber
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    Quote Originally Posted by Linsivi View Post
    Is there any confirmation on Akuma losing is RH xx JP loop?
    All the notes I saw about it say that Standing Roundhouse to Jab no longer links, nor can you Fireball > FADC > Roundhouse except on characters with large hitboxes.

    I'm really hoping Makoto comes out good, she will definitely suffer from the fact that SFIV is a much slower game then 3, but she should still have an excellent mixup game with Karakusa, assuming they leave all it's base tactics present.

  20. #40
    Straight Ca$h Homie
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    List of current changes in Super Street Fighter 4
    (copied from Event hubs)


    General
    + Many players claimed Focus Attacks are sped up.

    + The game feels faster according to many people, but this isn't a for sure thing.

    Abel
    + 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 is safer if blocked.

    + Damage seems to be increased on certain moves. Crouching Hard Punch, Cancel into Roll, Falling Sky takes off more life.


    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.

    Balrog (Boxer)

    - Headbutt Cancel into Ultra Running Punch has revamped juggling properties. Apparently the final hit of the Ultra now whiffs.
    (although, people are saying that it will go back to normal in the final build.)

    + New Ultra: Dirty Bull. 360 + 3x Punch command grab. 35% damage at level 1, several people claim it does A LOT of stun. Recovery time if this misses is fast, but seems to have a lot of start up time, for a grab.

    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.

    + 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.

    * Horizontal ball flies closer to the ground, apparently someone swept Blanka out of it.

    - Chip (block) damage on old Ultra, Lightning Cannonball, has been reduced.

    Cammy

    + New Ultra: C.Q.C (Cammy Quick Combination). Counter Ultra.

    Chun-Li
    + New Ultra: Kikosho. Double quarter-circle forward + 3x Punch. This can be comboed into after landing the following: EX-Lightning Legs, Up Kicks and then dashing, air target juggle, after an EX-Spinning Bird Kick in the corner.

    + 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.

    - 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.

    C. Viper
    + New Ultra: Burning Dance, good damage on this.

    Dan

    + New Ultra: Haoh Gadoken. Double fireball + 3x Kicks. Dan's winds up and unleashes a gigantic fireball into his opponent, which is safe on block.

    Dhalsim
    + New Ultra: Yoga Shangri-La. Can only be used in the air, makes it a big threat when coupled with his air teleport.

    El Fuerte
    + New Ultra: El Fuerte Ultra Spark.

    E. Honda

    + New Ultra: 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.

    Fei Long
    + New Ultra: Gekirinken (One Inch Punch). This is a counter hit attack. Command is a double quarter-circle forward + 3x Kick.

    + EX-Chicken Wing (Flying Kick) may have more invincibility.

    Ken
    + New Ultra: Guren Senpukyaku. A series of kicks from Ken, this can absorb one fireball and still travel through to hit your opponent.

    + His dashes look to be faster.

    + Ken's sweep (Crouching Hard Kick) might be faster.

    Gen

    + 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).

    + Gen has Chain combos now. Not as easy as Guy's though. Crouching Light Punch, Chain into Crouching Medium Punch, Cancel into Rapid Slap works.

    + Rapid Slap (Hands) seem to require less inputs to activate now. Might be 3 or 4 instead of 5 button presses.

    + Gen has four Ultra moves, with the two new Ultras being the Shitenketsu and Teiga.

    - Crane Stance (Kick) Crouching Medium Punch seems slower.

    * Air Kicks (Gekiro) hit your opponent up at different angles now.

    Gouken

    + New Ultra: Denjin Hadoken. This can be charged up so it's unblockable like Ryu's Denjin Hadoken in Third Strike. If you don't charge it up, it's blockable though.

    Guile
    + Hard Flash Kick has more forward range.

    + Seems to be a bit more powerful, i.e. some moves take off more damage now.

    + New Ultra: Sonic Hurricane. Has a bit of start up time, but seems like it will be a pretty good Ultra.

    M. Bison (Dictator)
    + New Ultra: Psycho Punisher. Some people compared this to Abel's Ultra in the first Street Fighter 4 game. It activates with the Head Stomp animation.

    Rose

    + Hard Punch Soul Reflect, FADC, Soul Throw now combos.

    + New Ultra: Soul Satellite. Makes two orbs spin around her body which you can use to hit your opponent.

    Rufus

    + New Ultra: Big Bang Typhoon. Primarily anti air/anti crossover move. Not as easy to combo into as his original Ultra though.

    - EX-Snake Strike's damage has been reduced.

    Ryu

    * Hard Punch Shoryuken hits twice at close range, but only the second hit knocks down.

    + New Ultra: Metsu Shoryuken. Very, very good damage on this one — if you fully connect with it. If you miss the first couple of attacks, the damage is reduced significantly.

    Sagat

    - Stamina was decreased. It appears to be dropped from 1100 to 1000.

    - Tiger Uppercut damage was reduced.

    + Has new evasion move. It takes an EX bar to execute, but supposedly lets Sagat dodge some attacks and it powers up his Tiger Uppercut.

    + New Ultra: Tiger Cannon. A multihitting Tiger Shot.

    + Standing Light Kick now hits twice.

    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.

    Seth

    + New Ultra: Tanden Typhoon.

    Vega (Claw)

    + Vega's Down-Towards + Medium Kick is an overhead attack.

    + New Ultra: Splendid Claw. He performs 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.

    + Startup time on his Rolling Crystal Flash has been decreased.

    Zangief
    + New Ultra: Siberian Blizzard. 720 motion + 3x Kicks in the air, a command grab. This will grab an airborne opponent and reportedly a player on the ground, if you're close enough. Apparently you can grab the other player with this after trading with Gief's Lariat or after hitting with a Lariat, then a Focus Attack Dash Cancel, crazy.

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