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Friday 31 January 2014

Ultra street fighter 4 gamplay changes



Capcom has released a lengthy list of changes and tweaks it has made to Ultra Street Fighter 4. get settled in its bit of a read

The changes were made based on location tests being conducted around the world. Capcom has released a comprehensive list of character changes, offering detailed information in specific changes and tweaks on each fighter. There is a selection below, but the list can be seen in full on Capcom-Unity.

Capcom first announced Ultra Street Fighter IV in July. The Xbox 360, PS3 and PC update will introduce five new characters, six stages and new modes and features. The fifth Ultra Street Fighter character, has still not been revealed

Owners of Street Fighter IV and Super Street Fighter 4 Arcade Edition will be able to download a digital upgrade version of Ultra Street Fighter IV from June for $14.99 (€14.99) on PS3 and Xbox 360.

 The retail versions will include all costume DLC as well as the new content for for $39.99 (€39.99).

Here's the full list of system changes:

Delay standing
  • Can only be performed against hard knockdown attacks
  • Can be performed by pressing any two buttons as the character hits the ground
  • The word "Technical" will be displayed if performed properly
  • Characters remain on the ground for 11 frames longer than normal
Red Focus
  • Performed by pressing light punch + middle punch + middle kick
  • Takes up two meters
  • Can absorb an infinite number of attacks
  • Damage absorbed builds the Ultra meter at 2x normal speed
  • Does 1.5x damage of a character's normal focus attack
  • Level 1 and 2 are the same as normal focus and armor effect fades when you release the buttons
  • Level 3 has armor effect until the attack is active
EX Red Focus
  • Performed by pressing light punch + middle punch + middle kick
  • Takes three meters to perform
  • Does 1.5x damage of a character's normal focus attack
  • Ultra Combo Double
  • Allows characters the ability to use both Ultra simultaneously
  • Characters either do 75% damage or 60% damage of their normal Ultra damage
  • classified under the 60% damage are: Zangief, Cammy, Fei Long, T.Hawk, Makoto, Hakan, Dhalsim, Rose, Akuma, E.Honda, and Hugo
  • Characters classified under the 75% damage are: All remaining characters
Character changes
Abel
  • Close Standing Heavy Punch: First attack's hitbox extended downwards hitting crouching characters much more consistently
  • Far Standing Heavy Kick: Attack comes out faster (14F->13F)
  • Far Standing Heavy Kick: Attack is active longer (2F->3F)
  • EX Falling Sky: Attack is active longer (2F->3F)
  • EX Falling Sky: Extended Invincibility on Upper Body (6-7F to 6-8F)
  • Heartless: Attack is active longer (2F->4F)
  • Soulless: Ultra now connects when performed after crouching HP with opponent in the corner
Adon
  • Close Hard Kick: Hit box expanded at the tip to increase usefulness
  • Forward+MP: Frame advantage on hit reduced (4F->3F)
  • Light Kick Rising Jaguar: Opponents float a little higher after the second hit allowing to combo into another light kick Rising Jaguar more consistently near the corner
  • Light and Medium Jaguar Kick: Damage has been changed from 140-> 130
  • Light/Medium Jaguar Kick: Block damage changed to 33
  • Hard Kick Jaguar Kick: Damage has been changed from 130->120
  • Hard Jaguar Kick: Block damage changed to 30
  • Light/Medium/Hard/EX Airborne Jaguar Kick: Now does less block damage (20->10)
  • Jaguar Revolver: Distance traveled from second kick on reduced to reduce it going over opponents
  • Jaguar Revolver: Damage reduced slightly (510->480)
  • Light/Medium/Hard Rising Jaguar: Now less advantageous after focus cancel against a guarding opponent (-5 on block)
Akuma
  • Close standing medium kick: Attack comes out faster (5F->4F)
  • Close standing medium kick: when connected against a crouching opponent, they are forced to stand
  • Close standing medium kick: hitbox has been extended downward to hit crouching characters more consistently
  • Crouching hard kick: Can no longer cancel into the Ultra Raging Demon from this attack
  • Light/Medium/Heavy/EX Zanku Hadoken : Longer recovery added when used during a back jump (2F)
  • Demon Flip: Can now cancel into EX Zanku Hadoken from this attack
  • Medium Goshoryuken: Attack is only focus cancellable on the first hit on block and on the first or second hit on hit
  • Hard Goshoryuken: Attack is only focus cancellable on first hit on block and on the first second or third hit on hit
  • Hard Goshoryuken: Invincibility reduced (6F->5F)
  • Light/Medium/Hard Goshoryuken: Now less advantageous after focus cancel against a guarding opponent (-5 on block)
Balrog
  • Light Dash Punch: Able to move faster after connecting with this attack (-2F->-1F)
  • Light Dash Swing Blow: Damage has been reduced (80->70)
  • Light Dash Swing Blow: Stun has been reduced (100->70)
  • Light Dash Swing Blow: Less advantageous when this attack hits the opponent (10F->0F)
  • Light Dash Swing Blow: Less disadvantageous when the attack is blocked (-5F->-2F)
  • Light Dash Swing Blow: Charge time has been reduced (55F->45F)
  • Medium Dash Swing Blow: Charge time has been reduced (55F->50F)
  • Medium Dash Swing Blow: Less disadvantageous when the attack is blocked (-7F->-6F)
  • Medium Dash Swing Blow: Less advantageous when this attack hits the opponent (10F->2F)
  • Turn Punch: Charge time for levels 2~5 has been reduced to 2 seconds, 4 seconds for each level after that
  • Violent Buffalo: If the player holds punches for the last hit, Balrog performs a straight. If he holds kick, Balrog performs an uppercut
  • Dirty Bull: Command has been changed (63214x2+PPP->720+PPP)
  • Dirty Bull: Recovery has been reduced when it does not connect (58F->48F)
  • Dirty Bull: Reach has been extended (1.09->1.3)
  • Dirty Bull: Damage has been reduced (399->250)
Blanka
  • Forward dash: Moves forward faster (21F->20F)
  • Close middle kick: Considered airborne from the 3rd frame onward
  • Crouching middle kick: More advantageous after hit (4F->5F)
  • Crouching middle kick: Slightly increased pushback when opponent is hit or blocks this attack
  • Heavy Rolling Attack: Knocks down from any distance
  • Light/Medium/Heavy/EX Backstep Rolling: Block stun increased (increased by 2F)
  • Light/Medium/Heavy/EX Vertical Rolling: Can be focus cancelled on either hit or block
Cammy
  • Close standing hard punch: Damage reduced (85->80)
  • Close standing hard punch: Stun damage reduced (150->120)
  • Far standing hard punch: Damage reduced on the first frame (80->70)
  • Crouching light kick: Start up time increased (3F->4F)
  • Crouching heavy punch: Damage reduced (90->80)
  • Crouching heavy punch: Stun reduced (200->150)
  • Crouching heavy punch: Advantage after hit reduced (7F->6F)
  • Light/Medium/Heavy Cannon Strike: height at which the attack can be performed has been reduced
  • Light/Medium/Heavy Cannon Strike: recovery added (5F->7F)
  • EX Cannon Strike: Advantage on block reduced (5F reduction)
  • Hooligan Combination: Can cancel into Light/Medium/Heavy cannon strike
  • Spiral Drive Smasher: Last hit damage reduced on non animation version (210->170)
  • Light/Medium/Hard Cannon Spike: Now less advantageous after focus cancel forward dash against a guarding opponent (-5 on block)
Chun-Li

  • Vitality: Life increased (900->950)
  • Rear Spin Kick: Attack starts up faster and has received a hitbox improvement (12F->10F)
  • Yosokyaku (headstomps): Hitbox increased
  • Light/Medium/Heavy Spinning Bird Kick: Last hit causes a knockdown
  • EX Kikoken: Knocks down on hit
  • EX Spinning Bird Kick: Hitbox on the last attack improved to hit more characters
  • EX Spinning Bird Kick: Hitbox increased on first attack to hit crouching opponents
  • EX Hazanshu: Armor break effect added
  • Kikousho: Invincibility when the attack begins has been extended (8F->9F)
  • Kikousho: Damage increased (330->365)

Cody

  • Back Step: Distance traveled increased
  • Crouching middle kick: Advantage after hit increased (-3F->-1F)
  • Crouching middle kick: Disadvantage when guarded decreased (-6F->-2F)
  • Crack Kick: Considered airborne during attack (airborne from 8F)
  • Knife throw: Armor break effect added
  • Knife attacks: Increased hit capabilities
  • Zonk Knuckle: Can be focus cancelled
  • Bad Stone: Stone is immediately thrown when punch button is released
  • EX Criminal Uppercut: Hit Invincibility increased to frame before it becomes active
  • EX Criminal Uppercut: Opponent pushback after block reduced by half
  • Last Dread Dust: Damage reduced (506->466)
  • Last Dread Dust: Distance traveled moving forward increased

Dan

  • Crouching Taunt: Meter gain when taunt is performed (0->40)
  • Crouching Taunt: No gauge increase when taunt hits (70->0)
  • Air Taunt: Meter gain when taunt is performed (0->10)
  • Close hard kick: Changed to a new command of 4 +Hard Kick
  • Far standing light punch: hitbox increased at the top of his hand
  • Light Dankyaku: Hitbox increased downward
  • Heavy Koryuken: Hitbox extended horizontally
  • Light/Medium/Heavy Gadoken: Hurtbox reduced to his wrist area
  • Haoh Gadoken: All hits connect against airborne opponents during combos
  • Haoh Gakoken: Damage reduced against airborne opponents (368->331)
  • Shissho Buraiken: Armor break effect added

DeeJay

  • Far standing middle punch: starts up faster (7F->6F)
  • Far standing hard punch: counter hit causes float more often
  • Crouching light kick: starts up faster (5F->4F)
  • Crouching middle punch: Hitbox has been increased
  • Crouching middle kick: Damage increase (70->80)
  • Crouching heavy punch: Hitbox has been increased
  • Knee shot: More advantageous on hit (3F hit stun added)
  • Air Slasher: Block damage increased (12->15)
  • Light Rolling Sobat: Disadvantage when opponent blocks attack decreased (-5F->-3F)
  • Medium Rolling Sobat: Longer hit stun on the first attack when focus cancelled (6F->7F)
  • EX Machine Gun Blow: Disadvantage when blocked increased (-5F->-8F)
  • EX Machine Gun Blow: During hit or block, can be focus cancelled
  • EX Machine Gun Blow: Launches opponent higher on hit
  • EX Machine Gun Blow: Starts up faster (12F->6F)
  • EX Machine Gun Blow: Throw invincible (1F~7F)
  • EX Machine Gun Blow: Hitbox increased on first two hits
  • Sobat Festival: Travels further throughout the attack

Dhalsim

  • Stand middle punch: Starts up faster (10F->9F)
  • Stand middle punch: More disadvantageous on hit and guard by 1 frame
  • Far standing middle kick: Now hits two times
  • Far standing middle kick: Damage distribution changed (60->40*30)
  • Far standing middle kick: Stun distribution changed (100->50*50)
  • Far standing hard punch: Damage increased (75->80)
  • Far standing hard punch: Hit advantage increased (0F->1F)
  • 4+Light kick: damage increased (30->40)
  • 4+Middle kick: Hit and Guard pushback decreased
  • 4+Heavy kick: Damage increased (90->100)
  • Light Yoga Blast: Hurtbox reduced
  • Middle Yoga Blast: Starts up faster (15F->14F)
  • EX Yoga Blast: Damage increase (90*50->90*60)
  • EX Yoga Blast: Hits from further away
  • EX Yoga Blast: Quick standable
  • EX Yoga Flame: Damage increase (50*70->70*70)
  • EX Yoga Flame: Hits from further away
  • Yoga Shangri-La: Hits from further away
  • Yoga Shangri-La: Command has been changed (236x2+PPP->236x2+KKK)
  • Yoga Catastrophe: Not possible to perform if a Yoga fire is on screen

Dudley

  • Standing hard punch: Hitbox extended downward
  • Standing hard kick: counter hit pushes the opponent back less
  • Crouching light punch: hits from further out
  • Crouching light punch: the ability to chain crouching light punch into standing 6+light punch has been removed
  • Crouching middle kick: starts up faster (8F->7F)
  • 6+Middle kick: hits from further out
  • 6+Heavy punch: opponents are knocked down when hit out the air
  • Target Combos: damage increased for all combos (by 10)
  • Target Combo 1: block damage from second hit has been removed
  • Rose: Causes damage (0->1)
  • Rose: Advantage on hit increased (6F->13F)
  • Light machine gun blow: Disadvantage when block reduced (-2F->-1F)
  • Heavy machine gun blow: Pushback on hit reduced
  • Light/Medium/Heavy Shortswing Blow: Throw invincible throughout attack
  • EX Shortswing Blow: Throw invincible until first hit

E.Honda

  • Close standing hard punch: Hitbox increased vertically
  • Far standing hard punch: Damage increased from max range (80->90)
  • Far standing hard kick: Disadvantage when opponent guards reduced (7F->6F)
  • Far standing hard kick: Hitbox increased in front
  • Forward/Backward jump middle punch: Hurtbox reduced
  • Forward/Backward jump middle kick: Attack is active longer (increased by 1F)
  • EX Sumo Headbutt: Pushback on block reduced
  • EX Hundred Hands: Advantage after hit increased (4F->5F)
  • EX Command Grab: Throw invincible on start (1F~5F)
  • Ultimate Killer Head Ram: Start up increased (8F->10F)
  • Orochi Breaker: Starts up faster after the flash (2F->1F)
  • Orochi Breaker: Grabs from further (1.16->1.4)
  • Orochi Breaker: Command change (63241x2+PPP->720+PPP)

El Fuerte

  • Standing light punch: hitbox extended downwards
  • Close / Far standing light kick: Starts up faster (5F->3F)
  • Close / Far standing light kick: No longer able to special cancel
  • Close standing middle kick: Starts up faster (14F->11F)
  • Close standing middle kick: Recovers faster (14F->13F)
  • Far standing middle kick: Recovers faster (15F->14F)
  • Close standing hard kick: Starts up faster (12F->10F)
  • EX Guacamole Leg Grab: Recovers faster (10F->6F)
  • Levels 1/2/3 and EX Quesadilla Bomb: Start up faster (17F->14F)
  • Levels 1/2/3 and EX Quesadilla Bomb: Recovers faster (18F->14F)
  • EX Quesadilla Bomb: Throw invincible when it starts up (1F~7F)
  • Fajita Buster: Damage increased (150->180)
  • Tostada Press: Attack is active for longer (7F->8F)
  • Gordita Sobat: Recovers faster (18F->17F)

Evil Ryu

  • Vitality: Life increased (900->950)
  • Crouching middle kick: Stun on guard increased (1F)
  • Crouching hard kick: Starts up faster (7F->6F)
  • Target Combo: Can be performed off of far standing middle punch
  • 6+Middle Kick: Hitbox extended to hit crouching opponents
  • Heavy Axe Kick: Starts up faster (26F->25F)
  • Light/Medium/Heavy Shoryuken: More disadvantageous when dashing forward after a focus cancel (-5F)
Fei Long
  • Crouching light kick: Starts up slower (3F->4F)
  • Crouching light kick: Ability to rapid fire the attack has been removed
  • Crouching middle punch: Damage increase (55->65)
  • Light Rekka: Distance traveled on first punch reduced
  • Light/Medium/Heavy Rekka: Hit advantage on second hit reduced (reduced by 2F)
  • Shienkyaku: Removed accidental input command (464+K)
  • Light/Medium/Heavy Tenshin: Does one point of damage
  • EX Tenshin: Starts up faster (12F->10F)
  • Rekkashin Geki: 3rd hit of the non animation version knocks the opponent higher so the final hit connects in combos against airborne opponents
  • Light/Medium/Heavy Shienkyaku: More disadvantageous when dashing forward after a focus attack cancel (-5F)

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