AE PC mod with 2012 changes, ready for training mode/online play

Actually it will hit on crouchers, well at least Rufus is confirmed so far. Don’t know about the rest of the cast

[media=youtube]eFjY_9O4Mi8[/media]
(skip to 38:05)

What we need to find out is if it’s safe on block against most of the cast, at least -2 or less. If it is then you can bet your ass I’m going to spam this move a bit just to annoy people. But if not then I think it’ll only be useful when you catch your opponent focusing.

Gregaman’s blog translation says that E.Ryu’s HK Stomp combos just like MK. Unless there’s video evidence, that’s how it works.
Seems like f+mk cancels into ground regular tatsu and air ex tatsu. Weird huh
Focus Cancel is possible when a move is cancellable. Chain, Special or Super. There’s no Focus Cancel-only move. Good Ryu’s HP SRK probably won’t be cancellable into Super.

Actually I dont, nice assumption there. Ive been playing it on XBL and waiting for 2012 patch.

Yes, Im extremely depress and about to slit my wrist.

It definitively isnt a ground regular tatsu in the video, the grounded tatsu never hits a crouching opponent with ER’s foot, only with his knee. Its another thing; my guess is that it have the air tatsumaki’s properties but floats closer from the ground than the grounded one or have the leg’s hitboxes enhanced vertically.

edit: Maybe its an air tatsu with the leg’s hitbox enhanced vertically (maybe the air tatsu already have such vertically enlarged hitboxes, how can we know). Time will tell. Seens good to do chip damage according to the video, i mean, to kill with chip damage.

Depends. If the first tatsu attack connects, fuzzy guard makes the next one touch the enemy too.

thx, interesting info.

Can’t wait for final change log…

was the increased hit stun of Gouken’s cr.HP really confirmed? I only recall a vague comment.

May I ask you to test if the following combo really comboes after cross up MK on standing OPP.
cross up MK - close MP - cr.HP x EX PALM or new/old MP PALM

thx

EDIT:
sorry, just so interesting…
what about cl.MP - far.MP x different tatsus

yes, it has been stated that Cr.HP has its hitstun increased so combos like close MP - crouch HP into Palm would properly connect.

Source: “[cr.HP]: Hit stun resulting from this move has been increased, allowing for [close MP] -> [cr.HP] -> [EX Senku Goshoha] to hit characters that it would previously whiff on.”
[FONT=Arial]Source Lin[/FONT][FONT=Arial][COLOR=#333333]k: http://www.capcom-unity.com/gregaman/blog/2011/08/24/dev_blog:_ssfiv:ae_2012_rebalancing_details(part_2)[/FONT][/COLOR]

Against Ryu (regular stance):
Cross MK, Close MP, Crouch HP, EX Palm = works
Cross MK, Close MP, Crouch HP, HP Palm (old MP) = works

Than you, Sir. Very good news for Goukens, as max dmg hit confirm would be universal then… if it finally turns out like that.
Thank you again for testing.

Looks like a lot of these changes stayed. Very little was added. Should be good to practice with this version

Yeah, I’ll probably go through all the notes and add any major changes/corrections, but I’ll put it off until tomorrow.

Yeb are you on XBL and play Gen? I think I saw your name on a replay I saved of me getting totally destroyed LOL

Anyhow, there wasn’t that many changes. Pretty much all the changes from the Alpha and beta are still in.

holy shit, I just realized this was yeb.
Is this THE yeb?? If you, dude are you gonna make a Gen comeback!? That would make so many peoples lives. If not, still Cody? Props no matter what for your sick play, although I havent seen any of your matches since Vanilla XD

This from the post on EH - specific changes since the last time:

Blanka: One frame of recovery added to backwards throw (Jungle Wheel) to prevent a guard breaking setup.

Rose: EX Soul Spiral buffed to 120 damage.

Hakan: Kick followup to Oil Slide builds 30 meter, and the oil lasts for 450 frames.

Yang: Yang Ultra 1 damage restored to 480, Ultra 2 damage restored to 440 (cinematic).

Oni: Air Raging Demon does 350 damage now (ground version still does 370). Also, if Oni performs an EX Hurricane Kick from his Air Hadou Dash, the landing recovery has been reduced by 3 frames for a total of 22.

Please let us know if you were able to implement these too/update the DL!!

Thank you, great work btw.

Yes, that’s me. No plans to go back to Cody, I’m sticking with Gen.

Anyway, posted an updated version in the OP. I went through the PDF and did anything I don’t remember changing in the first place, including a few things I missed and/or corrected (often due patch notes being unclear or inconsistent).

These are just my own notes as I was making the changes, they’ll probably make more sense alongside the PDF.
Ryu: Reverted c.MK hurtbox to AE version
Chun: U1=SSF4 version
Blanka: back throw +1f recovery
Balrog: U2 motion = SSF4
Vega: FA adjustment
Akuma: EX demon flip -> instant EX air fb
Gouken: MP palm = 120 damage, toned down extra hitstun on c.HP
Rose: EX soul spiral = 120 damage
Gen: EX oga far kick 12f->7f
Dan: EX air dan kicks full juggle after DP FADC, height restriction adjusted
T.Hawk: close HK 7f, U2 motion = SSF4
Guy: U2 motion = SSF4
Cody: knife s.MP 2 hits
Dudley: Rose = light attack, FA1 -2 on block
Hakan: 10s oil start, c.HP = -3/-6, s.LP = +4, slide oil followup = 450f,+30meter
Yun: EX lunge 3f+6f, HP shoulder 6-18f fb inv
Yang: roll -4 on FADC, hitbox reduced, less fb inv on HK ver; super chip = 1/8th normal; wakeup inv fix
E.Ryu: Hop kick super fix, air tatsu break, MK axe untechable + combo after EX air tatsu, HK axe kick can juggle (e.g. after high jab DP), 5hk = ryu’s
Oni: Revert EX air tatsu, DP FADC crossunder, UC2 knockback reduced, 4MP reel animation

I didn’t attempt to improve Evil Ryu’s hop kick -> tatsu or Oni’s air dash -> EX air tatsu. I’d basically be making guesses on how they work and it would take a lot of time, so I don’t see much of a point.

Some tweaks can’t be done with Ono, cause you have to edit the array AIData field in the moves or maybe even some related properties not editable in Ono. For example I didn’t know how to make an EX Zanku Hadoken come out of a Demon Flip for Akuma, after a couple of tries I just copied the Demon Palm followup data and replace the animation script with “EX Zanku Hadoken” and changed the inputs field to Hadoken and button requirement to 2 buttons. I couldn’t adjust or remove the height limit :S.

I nearly shat in my pants because I thought this meant that you gave Evil Ryu a 5 frame sweep like Ryu. I didn’t care if it’s not the real thing, I just wanted to get it and keep it so that I always had a Evil Ryu with a 5 frame sweep in SF4 lol. But I see now that it’s just the st. HK that you changed.

But anyways Yeb, if you ever want to make a version where every character is over powered, I have suggestions for Evil Ryu.

I think I and most players think you’re a dolt.

Thanks TC i will be checking this out :wink:

Gotta love it. You post this on November 20th, the patch date was already set for December 13th, 3 1/2 weeks away (almost TWICE as far as you said) but the cherry on top? The PC patch release hasn’t even had its date announced yet. Chances are that it will be at least 1-2 more weeks AFTER the console patches.

So with that that in mind, it is potentially 1 1/2 months away from when you said.

Right, so I’ve been testing the Blanka unblockable nerf and the thing is… nothing’s changed. He loses the unblockable j.mk vs Boxer, but he still keeps the j.hk unblockable which is harder to do but also acts as an ambiguous jump in. He can still do unblockable j.mk vs Viper, Guy, Fuerte and Guile. And that’s just the few that I’ve tested. I haven’t really looked at unblockable j.hp, but if Capcom was serious about nerfing his unblockables then I’m guessing they must have changed something else about his b.throw besides the +1f recovery.