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Ryu:

  • Far version s.MP is now special cancel-able
  • Close version s.MK’s damage increased
  • Close version s.HK now has more frame advantage. They mentioned it’s possible to link s.HK -> SRK
  • Less active frames on c.MK
  • F+HP damage decreased
  • Jump arc changed on his diagonal jump tatsu. They say it’s harder to run away with the tatsu, but also says that its cross-up will be more ambiguous when jumping in
  • Did something about EX tatsu whiffing the last few kicks on hit

Boxer:

  • Close version s.MP’s damage is slightly decreased. It now forces stand, and is special cancel-able
  • Far version s.LP whiffs on all crouchers
  • Buffalo Head now has more ground recovery frames on whiff and on block + damage is decreased
  • U2 motion changed from 720P to HCBx2

C. Viper:

  • U2’s hitbox buffed

Cammy:

  • Close and Far version s.LP, c.LP, Close s.MP, c.MP, Close s.HP’s recovery decreased (resulting in more frame advantage)
  • Far version s.HP somewhat cancel-able? (They explain that c.LP -> c.LP -> Far s.HP -> HK spiral arrow combo is possible) <- I need someone who has more knowledge in Japanese
  • Cannon Spike will now retract less on hit/block, so it’s easier to punish.
  • Cannon Strike now has height restriction (cannot do it too low) except for EX version

Guy:

  • c.LK’s damage decreased, and its start-up is 3f now
  • Far version s.MK has faster start-up and less recovery
  • Far version s.MP’s hitbox is buffed a bit
  • F+MP overhead now does 2 hits, and is even on hit
  • His EX run follow-up timing is now same with his non-EX versions. Also, his EX run -> slide has projectile invincibility, while his EX run -> stop has Armor (<- Not sure what they meant on “EX run follow-up timing” stuff)
  • Super Combo damage increased, and fixed some issues of it whiffing on some characters if done after a combo

Next post will be changes to Ken, Claw, Rufus, Fei Long, and Juri.

whats the point with the n.s.mk damage buff for ryu? that move dont have an interesting frame advantage to be used like fei´s n.s.mp, and for punishment the c.hp/s.hp will surely still be better, damage wise.

on eventhubs one guy added

Posted by Struggs on October 25, 2010 at 11:39 p.m. #50

Here’s the Makoto changes from the test.

? Makoto’s EX Dash Punch (Hayate) breaks armor now.

? She has slightly faster walk speed.

? Her Axe Kicks are more like they were in Third Strike.

? Fukiage (Upwards Punch) takes off more life. The hitbox for this may have been improved, but this is not conclusive so far.

? EX Overhead Chop (Oroshi) has more invincible frames.

what do you mean Less active frames c.MK on ryu?
There are less frames on ryu’s c.MK or the duration on his hit box is shortened?

yea someone pmmed me with that info. Anyway it changes nothing at a high level match, its just a noob-friendly modification, but the decreased damage of the solar plexus will influenciate in pro matchs, will make Ryu a little weaker.

Im thinking they will make the cl.S.HK to connect after a solar plexus, and it shall do the same damage as currently does the f.HP + c.HP so the decreased damage of the f.HP will be nothing more than a nerf to mid-low skilled Ryus (but capcom at the same time do buff a little the damage of a faster move in order to do not screw that much the newbs). Afterall, the changes of the s.MK, f.HP and cl.s.HK wont change nothing for high skilled Ryu players, its just a little nerf for the ones that keep losing against newb Ryus to get a little happier. If my supositions about the new cl.s.HK get confirmed after the release it may be a good tool for frame trapping, tough. Huge time for hit confirming.

the hitboxes didnt get shortened, but the frames of the move that are active (the frames that actually hits the opponent) decreased. Once they probably turned the last active frame into a non active, and that last one was the one that had the bigger range of the 5 active frames the move had, the c.mk´s range gets a little shortened in fact. But the decreased range wont matter for combos at least, that fifth active frame isnt comboable at all when you hit it at full distance (maybe the hp super connects), so the shortened range will only afect Ryu´s footsie game a little bit.

**THIS TOPIC IS FOR NEW INFO ONLY

Discuss and comment on the news somewhere else**

so in a way, there will be more recovery frame which would be punishable?

Just a small clarification on Street11’s excellent translation - Cammy’s far s.HP is partly cancellable, as in there are a certain number of active frames in which the move can be cancelled. I’m not sure if this will be useful for anything other than HK Cannon Drill (Super? FADC?) but it could be useful as a whiff punish when you don’t have time to get very close.

probably

from Eventhubs

Q: When will there be more news about Super Street Fighter 4 Arcade Edition?

A: Yoshinori Ono: [The release is] mid-December for [the] Arcade version in Japan. For consoles is … Please wait more. :stuck_out_tongue_winking_eye:

Q: I heard a rumor that the characters in Super Street Fighter 4 are getting new moves, but I didn’t see any in the patch notes the other day, what gives?

A: If the news doesn’t come from Capcom, swallow it with a grain of salt. ? Mr.H

Svensson: This. I could have sworn Arcade Edition was out on test in Japan in past months, no? So… based upon those location tests, have you seen new moves?

Beyond that, there’s nothing more I can say right now.

**Q: Any luck with changing the release dates for SSF4’s new alternative costumes? They’re being released too far a part.
**
A: Yoshinori Ono: [We’re talking] about the schedule for the costumes. Please wait [for] news. :wink:

Can’t wait for this one.

Yoshinori Ono announced this morning via Twitter that the development team was done with the arcade edition of Super Street Fighter 4, as they sent off the final disc for replication. He also posted a few other things.

There’s still time to add Sean to Super Street Fighter 4 Arcade Edition.

Ono: Umm, we have a gold master [for SSFIV AE] in Japan. We will take a little [break].

[Editor’s note: A gold master is the disc that manufacturing plants use to build copies of a game off of. The gold master is sent in once a project is complete.]

When will the next big SSFIV Arcade Edition announcement be?

Ono: We had [talks about] SSF4 AE at Capcom UK. Please wait, [there’s] news… :wink:

SSFIV PC release announcement please. Or at least say no.

Ono: Sorry, I can’t reply to this subject…

Has Capcom forgotten about Karin? She should be in Street Fighter X Tekken.

Ono: I remember [her]!! ;D

Haven’t seen this posted, and it’s just a rumor for the most part, but it’s source is relaiable.

Rumor: Two more fighters to be announced for SSF4 AE : News : EventHubs.com

Makato’s Tsurugi will be “more like Third Strike”? What’s that mean? Will it be an overhead?

Am I the only one who sees Urien or Gill being burned here?

It looks like this animation:

KEN

Normal Moves
? Less recovery time on Crouching Medium Punch. He can now combo Crouching Medium Punch into Crouching Medium Kick.
? Improved the hit box for Crouching Light Punch.
? Target Combo hit box (Medium Punch into Hard Punch) also had its hitbox improved.
Special Moves
? Light Punch Shoryuken has 2 extra frames of recovery, but now does 120 damage. It did 100 damage in SSF4.
? EX Fireball can juggle twice in the air, so now you can get full juggle off a Light Punch Shoryuken into EX Fireball.
? EX Air Hurricane Kick can now be blocked high or low. Used to be that it had to be blocked high.
Other
? Is considered to be mid-air right after the invincibility frames of his backdash end.

CLAW

Normal Moves
? Crouching Medium Kick start up is now 6 frames, which is 2 frames faster.
? Crouching Medium Punch and Crouching Medium Kick do less damage.
Unique Attacks
? More recovery time for Cosmic Heel (Down-Toward + Hard Kick, Launcher) on block.
Special Moves
? Less recovery time on EX Rolling Crystal Flash.
? You can now combo Crouching Medium Punch from an EX Rolling Crystal Flash.
Ultras
? His Ultra 2 has slightly more startup time.
Other
? Is considered to be mid-air right after the invincibility frames of his backdash end.

RUFUS

Special Moves
? EX Messiah does less damage. It took off 100 damage in SSF4.
Ultras
? When Ultra 2 (Big Bang Typhoon) is used as an anti-air, it won’t fully connect, so it does less damage in these scenarios now.
Other
Is considered to be mid-air right after the invincibility frames of his backdash end.

FEI LONG

Normal Moves
? Close and Far Standing Light Punch have an extra frame of advantage, making it +6 now.
? Close Standing Medium Kick has a 4 frame startup.
? Additional frame advantage on many moves.
Specials
? Less recovery on EX Rekka on hit and on guard.
? No invincibility on his Hard Flying Kick (Chicken Wing).
Other
? Is considered to be mid-air right after the invincibility frames of his backdash end.
? Crouching Medium Kick still cannot be Canceled, earlier reports said this might happen.

JURI

Special Moves
? Her Fireball Kick (projectile) knocks the opponent higher up into the air. Now you can combo it into a Pinwheel Kick, for example.
? Less stun and damage on the kick part of the Fireball Kick.
Ultra
? No changes to Ultra 1, but because of the changes to the kick part of the Fireball Kick, it’s easier to score knockdowns.
Other
? Faster foot speed, while walking towards and backwards.
? EX Focus Attack hitbox improved (this could be incorrect, translation was a little fuzzy).


Chun-Li, El Fuerte, Cody and Sakura will be the focus of next week Arcade Edition changes entry.

The Japanese Super Street Fighter 4 development team has announced new release dates for the current round of costume packs.

Unless otherwise noted, each costume pack will cost 320 Microsoft points or $3.99 USD on PSN.

? Chun-Li, C. Viper, Sakura, Rose, Cammy ? Nov. 16, 2010

? Juri, Ibuki, Cody, Adon, T. Hawk ? Dec. 7, 201

? Zangief, E. Honda, Rufus, Abel, El Fuerte ? Dec. 21, 2010

? Balrog, Vega, Sagat, M. Bison, Seth ? Jan. 11, 2011

? Guile, Blanka, Dhalsim, Fei Long, Gen ? Jan. 25, 2011

? Full Costume Pack ? April 26, 2011. This will run 1,440 Microsoft points, or $18.00 USD.

Many community members commented that the release dates of the new costumes were too spread out, so Capcom shuffled the dates a bit based on user feedback.

Comprehensive List of Dev Blog SSF4:AE Character Changes

First post of this thread has all dev blog changes.

http://shoryuken.com/f315/ssfiv-ae-blog-changes-yoshinori-ono-doesnt-care-about-green-people-255022/