Just how big are we speaking here? In terms of the boxes in training stage if you can elaborate please?
Well I don’t have specific measurements here, kinda playing it by ear, so to speak. All I know is that I am CONTROLLING the skies with it now.
By your statement it feels as if you are saying that Ryu’s U2 now hits like the early frames of the 2nd hit of his EX SRK, the one that if hits can still be FADC’d . I dunno if that’s accurate but I’ll find out for sure after going home this weekend!!! TT_TT
Does it have the range and setups of U1? LOL
LOL why though? I just played him a bit yesterday and hes still really damn good, im still getting genei-jin in the first round so thank god for that
no yun will be crying because they were most likely smart enough to drop him once they either saw his changes, or tried him in the lab for the first time.
Well, no…but I don’t really see how it’s relevant to U2’s hitbox…
Some hidden changes:
T.Hawk’s U2 no longer glitches after FA
Ryu’s j.MP’s first hit no longer keeps float state if it hit someone already in float.
Cody’s knife s.MP is +4 now, instead of +3.
This x10000
Can someone tell me if this is Kikouken or Kikosho? Is this a typo? If so, let’s have that cleared up, please. Thank you.
Yeah it’s a typo. The change is to Kikousho.
NOTED! I will change this typo now, thanks guys!
wasn’t something “cool” sapose to happen if i hold all 3 punches and press start at the beginning of the game?
Yeah they said that in arcade mode, the cpus can wear their alternate costumes.
Hey guys, me and my buddies did a video on all the changes for each character. I hope this video helps the more average player see the changes. There may be some errors so we could use the feedback and corrections.
Part 1:
[media=youtube]nVIaHsSE_7k[/media]
Part 2:
[media=youtube]Gzac-IjOBRA[/media]
This is a really nice idea,but you need to include all the hidden nerf/changes. Maybe you did, I didn’t honestly check.
It would also be nice to have in text a final change log for 2012 or a thread where we can put all the new findings. Thanks
First you need to show the differences from before.
For Gouken you should show the distance changes on palm.
Denjin always had stun.
Overhead got a better hurtbox.
Cl.st.hk and st.hp did not get startup nerfs, they got active frame buffs.
St.mp also gt one extra frame of hit stun.
Let’s not forget when PC version comes out we can peek the datafiles to determine any and all hidden changes.
I am planning on doing a hidden changes but since its still kind of early, I’m gathering a bigger list first.
Thats a good idea. Since I still have the PC version of the game, I’ll record old Gouken footage and compare it to the new.
Thanks!
Were you always able to combo denjin off of a air fireball hit at max jump?