also now you can get lp palm a lot more out of hit confirm lps so you can use denjin near corner a whole lot more. I like denjin a lot but u1 is so good. Its quite clear denjin has more options now in ae ssf4 with so many untech options, together with the backthrow nerf, denjin seems a lot more interesting.
I meant to ask…what exactly is the backthrow nerf? Damage scale?
Yes, back throw is now considered a 0 damage, 2 hit “grey” attack
Back throw to U1 will now scale, unfortunately.
It’s only 1 hit.
Backthrow -> hk tatsu will do 100%. U1 will do 80%. EX tatsu in backthrow -> 1 hit j.mp -> EX Tatsu will do 80%. Backthrow -> super will do 100%.
Look up how scaling works in SSF4. I have a post in this thread that explains it.
Back throw will be two hits, then U1 kicks in (starting at hit #3) to make it hit for 80%. Still a great setup and good damage, but not as good as it was before.
I will explain scaling to you because you don’t know what you’re talking about.
The scaling is the same for damage, stun, and meter building.
First hit: 100%
Second hit: 100%
Third hit: 80%
Fourth hit: 70%
Fifth hit: 60%
…
Tenth hit and on: 10%
Ultras and focus attacks have special qualities with scaling. Focus attacks count as 2 hits. So if you do FA3 -> s.hp, the s.hp will do 80% damage. Ultras also count for 2 attacks but in a different way. One of them is an invisible hit that happens before the ultra, and the other is the normal scaling on any move. So if Makoto does raw U2 -> hk Tsurugi, the U2 will do 100% but hk Tsurugi will do 80%.
If you don’t believe me test it yourself. Ryu DP fadc ultra, the ultra does 80%, not 100%. Raw ultra obviously does 100%. FA3 -> Ryu U1 does 70%.
Supers do not have any additional scaling like ultras. Gen’s raw super -> ultra, super does full damage and ultra does 80%.
Note that when raw ultra hits someone, it’s actually counting as a second hit but that’s still 100%.
Gouken’s backthrow currently counts as ZERO hits. So backthrow -> ultra does 100%. Backthrow -> j.mp -> ultra does 80%. Backthrow -> j.mp -> EX Tatsu does not scale at all. It will count as one hit in AE, not 2. *Therefore backthrow -> hk tatsu will do the same damage it currently does.
*Edit: realized, I put raw U2 instead of raw U1, may have caused confusion, sorry. Yes you are right about the damage off backthrow -> ultra, but your logic was wrong and would lead people to think other followups would be nerfed as well.
I will be missing the j.MP to MK Tatsu and j.MP to Super the most
I use j.mp -> cr.hk a lot nowadays. I don’t know if I will anymore. 130 damage and stun isn’t as juicy as 150 damage and stun. Also j.mp -> EX Tatsu was 250 damage, now it will be 210 as compared to raw hk tatsu which is 185. I guess the 25 damage could be worth it in some situations.
I know, it’s why I didn’t say I was gonna miss that one
@Kikuichimonji: I’m very familiar with the damage scaling, your tutorial wasn’t needed. Here is the translated blog about Gouken:
SSF4 AE changes to Honda, Gouken, Rose & Ibuki : News : EventHubs.com
Gouken CURRENTLY (i.e. Super SF) has no scaling to U1 from back throw. AE looks like it changes it so that the damage will scale, unless someone can verify otherwise.
demon and dive kick
i am wondering if there are any changes on demon flip to dive kick or to parry attempt??
also dive kick (medium kick in air) it is still not combo…
How about his bach dash? Is it same or diff?
Well its been mentioned in the dev blog DF Parry has much faster recovery.
i mean any body test these changes ???
Gouken will be considered airborne as soon as the invincibility ends. So basically anything that hits you during backdash will just reset you vs. you eating a full combo b/c you decided to back dash.
I’m still curious if this means the very end will still be punishable though, or if the entire recovery is considerd airborne.
i think it means that you’ll still be punishable, but you won’t be as easy to throw out of your backdash.
right now its pretty easy to get tossed out of a backdash.
right now this is how his back dash is set up.
Gouken 1~8 (invincible) 9,16~25 (grounded) 10~15 (airborne)
AE is more than likely set up this way, the 9th frame isn’t considered grounded so you can’t be grabbed or ground combo’d during frames 9~15.
Gouken 1~8 (invincible) 9~15 (airborne) 16~25 (grounded)
Well I have theories on possiblities, my curiousity is to the actual state I ponder of the 25 frames how many are invincible, how many are airborn and how many grounded. How small will the grounded window be now with these changes. Will stuff like Cammys OS j.HK Ultra/Super/Spiral arrow hit full or reset us? Will Seths delayed SPD Grab us at the end or can we jump it, how hard will it be to time the spd?
Jap players feedback:
- close MP to Hadou combo
- Back throw to Shin Shoryu no damage reduction
- Same damage for Kongoshin
- Seems like EX palm combo can force opponent to corner at once…
- Diagonal jump MP cancel mid air Tatsu, Gouken land after end of Tatsu while opponent still in the air… For follow up(?)
Sorry if i translate wrongly, have to wait Street11 to confirm…