EVO2014 USF4
7th: Momochi (Ken/Juri)
EVO2013 SSF4AE2012
25th: YUBIKEN|KichijojiKEN (Ken)
EVO2012 SSF4AE2012
17th: DRS.MCZ|Chris (Ken)
17th: TH|MOV (Ken)
EVO2011 SSF4AE
25th: Banana Ken (Ken)
EVO2010 SSF4
9th: Dr. Chaos (Ken)
17th: Banana Ken (Ken)
EVO2009 SF4
( ? )
USF4 Changes:
- Forward Walkspeed increased to .046, Backward walkspeed increased to .0345
- Close Standing MK hitbox expanded downward, easier to connect on crouching opponents
- Crouching Medium kick horizontal hurtbox reduced
- Crouching HK start-up reduced by 1 frame, blockstun decreased by 2 frames, total frame count 31f (7/3/21)( -8)
- Thunder Kick (6+HK) advantage on block increased bv 4 frames (-4F → 0F)
- L, M and H Hadoken damage increased by 10 (60 → 70)
- EX Hadoken damage increased by 10 (5040 → 5050)
- M Shoryuken 1st hit now knocks down, opponent floats higher on the second hit
- H Shoryuken can be cancelled on the 2nd hit; damage increased by 10 (704030 → 705030); 2nd hit on block FADC Forward Dash is -7F on block
- L, M and H Shoryuken 1st hit on block → FADC → Forward Dash is now -5 on block (L, M and H Shoryuken blockstun reduced by 3 frames)
- L, M and H Air Tatsumaki Senpukyaku rising trajectory changed
- EX Air Tatsumaki Senpukyaku rising trajectory changed, the move will retain it’s properties from AE2012 when used on the way down
- EX Air Tatsumaki Senpukyaku is considerd an overhead attack (opponent must block high)
- Shinryuken (UC1) non-cinematic damage increased by 30 (270 → 300)
- Guren Senpukyaku (UC2) movement distance of first several frames slightly increased
Bradygames USF4 Bible Basics
SSF4 AE v2012:
SSF4 AE v2012 Beta Changes:
(Renewal changes) Ryu, Ken, Blanka, Dhalsim, C. Viper, Akuma, Ibuki, Evil Ryu
SSF4 AE v2012 Alpha Changes:
Gouken, T. Hawk, Dan, Gen, Sakura, Seth, Cammy, Abel, Rufus, El Fuerte, Akuma, Fei Long, Rose
Adon, Cody, Dee Jay, Dudley, Evil Ryu, Guy, Hakan, Ibuki, Juri, Makoto, Oni, Yang, Yun
SSF4 AE:
Frame Comparison: AE Ken (Super Ken):
- C. MP: 5 start-up / 5 active / 8 recovery / +1 on block / +4 on hit (5 / 5 / 9 / 0 / +3)
- C. MK: 4 start-up / 2 active / 16 recovery / -4 on block / -1 on hit (4 / 4 / 14 / -4 / -1)
- C. HK: 7 start-up / 3 active / 22 recovery / -7 on block / UKD on hit (8 / 3 / 21 / -6 / UKD)
- EX FB: 14 start-up / 43 recovery / 0 on block / +3 on hit (14 / 44 / -1 / +2)
- L. SRK: 3 start-up / 11 active / 18+8 recovery / -20 on block / KD on hit (3 / 3+8 / 18+6 / -14 / KD)
SSF4 AE Changes:
Updated SSF4 AE Changes from Arcadia Magazine
Ryu, Balrog, C. Viper, Cammy, Guy
Ken, Vega, Rufus, Fei Long, Juri
Chun-li, El Fuerte, Sakura, Cody
Dhalsim, M. Bison, Akuma, T. Hawk, Adon
SSF4 AE Hitbox:
Ryu, Cammy, C. Viper, Guy, Balrog
Ken, Vega, Rufus, Fei Long, Juri, Dhalsim
Chun-li, El Fuerte, Sakura, Cody, Guile, M. Bison
E. Honda, Gouken, Rose, Ibuki, Seth, Akuma
Blanka, Abel, Gen, Makoto, Deejay, T. Hawk
Zangief, Sagat, Dan, Dudley, Hakan, Adon
Character Life/Stun - AE (Super) [Vanilla]
Abel - 1050/1050 (same) [1100/1050]
Adon - 950/1000 (same) [N/A]
Akuma - 850/850 (same) [same]
Balrog - 1050/1000 (same) [1100/1000]
Blanka - 1000/950 (same) [1050/950]
Cammy - 950/950 (same) [same]
Chun-Li - 900/1050 (same) [same]
Cody - 1000/1050 (same) [same]
C. Viper - 900/950 (same) [same]
Dan - 1000/900 (same) [1000/1000]
Dee Jay - 1000/1000 (same) [N/A]
Dhalsim - 900/900 (same) [same]
Dudley - 1050/1050 (same) [N/A]
E. Honda - 1050/1100 (same) [1100/1100]
El Fuerte - 900/1000 (same) [same]
Evil Ryu - 850/850 (N/A) [N/A]
Fei Long - 1000/1050 (same) [same]
Gen - 900/900 (same) [same]
Gouken - 1000/1000 (same) [same]
Guile - 1000/900 (same) [same]
Guy - 1000/950 (same) [N/A]
Hakan - 1050/1100 (same) [N/A]
Ibuki - 900/950 (same) [N/A]
Juri - 950/950 (same) [N/A]
Ken - 1000/1000 (same) [same]
Makoto - 1000/1050 (950/1050) [N/A]
M. Bison - 1000/950 (same) [same]
Oni - 950/950 (N/A) [N/A]
Rose - 950/1000 (same) [same]
Rufus - 1050/950 (same) [1150/950]
Ryu - 1000/1000 (same) [same]
Sagat - 1050/1000 (same) [1100/1100]
Sakura - 950/1000 (same) [same]
Seth - 800/900 (750/750) [same]
T. Hawk - 1100/1100 (same) [N/A]
Vega - 1000/900 (same) [same]
Yang - 900/1000 (N/A) [N/A]
Yun - 900/1000 (N/A) [N/A]
Zangief - 1100/1100 (same) [1200/1200]
Street Fighter Fundamentals:
Advanced SF4: All About Dummies
- Jumping and landing takes 4 frames.
- If a jumping attack is done, canceling landing is not possible on the 1st~2nd frame (Trip Guard). However, canceling 3rd~4th frame with guard is possible (Note: movement, jumping, dashing, normal, or special can be done after the landing frames).
- If a jumping attack is not done (Empty Jump), canceling landing recovery with a normal, special, or guard is possible. However, canceling with a movement, jumping, or dashing is not possible (Note: jump > jump can be thrown before the 2nd jump).
1st Frame:
- You perform a meaty jump-in attack.
- Enemy performs an invincible move on this frame.
2nd Frame:
- You are now on the ground (your 1st landing frame). Since you performed a jumping attack you cannot cancel your landing into guard until the 3rd~4th frame.
- If your opponent’s reversal attack can hit on the 2nd frame, you will get hit.
3rd Frame:
- You are still on the ground (your 2nd landing frame). You still cannot block.
- If your opponent’s reversal attack can hit on the 3rd frame, you will get hit.
4th Frame:
- You are still on the ground (your 3rd landing frame). Now, you can cancel your landing recovery into guard.
- If your opponent’s reversal attack can hit on the 4th frame or later, you can guard.
5th Frame:
- You are still on the ground (your 4th landing frame). You can cancel your landing recovery into guard.
- If your opponent’s reversal attack can hit on the 5th frame or later, you can guard.
6th Frame:
- You fully recover from landing (your “5th” frame). You can do anything you want (Note: Safe Jump > Option Select starts on this frame).
(Please go to the 2nd post for Super Ken Improvement suggestions and the 3rd post for Vanilla Ken’s Notes)