USF4 | Unlisted Changes

Yeah, they increased hitstop by 6F for both himself and the opponent on hit/block. I forgot to add it to the list because I was so dumbfounded by them making it gain meter on hit/block. It’s more proof that they just copy pasted regular TK attack data over to EX TK and then changed the damage to what EX TK is supposed to have. The hitstop on EX TK now matches regular tiger knees

Dhalsim can have an infinite of U1s on-screen now, max used to be two. Theoretically I think you can get three out at once in a real match, so it’s not completely irrelevant.

The more I read this thread the less I believe my frame data maths predictions and consistencies

http://hotmeme.net/media/i/a/2/8ED-ndt.jpg

HOLY SHIT. That guy is fucking ENORMOUS.

Neil DeGasgiant Tyson

With regard to what you said about moves that force stand, you said they all gained +1 hitstun. Were you only referring to Sagat tiger knees or every move in the game? If it’s the latter, I have some new combo ideas for Balrog. Please confirm!

Did they stealth-buff makotos karakusa range? i know the guy i fought could have been doing kara-grabs but i saw none of the normal kara “body-shifting” movement.

I can answer this, not every move that forces stand gained additional hitstun.

It’s just that the animation that is played when a move forces stand is longer than the normal hit animations. The only reason this happened with Sagat is because they were to lazy to adjust hitstun when they made it do stand damage.

Like Will said, only the basic force stand animation, and I don’t think Balrog uses that. If he does, they’re already included in the calculation anyway.

What does this mean exactly? Can I juggle afterwards with a flashkick? Wish I was at home to try this out. lol

Well you could always juggle it after flash kick lol, but it now gets all 6 hits after FK -> FADC -> U2.

EDIT: Nevermind, I misunderstood what you were asking. No, you can’t juggle with a FK after U2 hits.

He now has a reliable comeback tool.

For comparison, that combo did 376 damage in SSF4.
It does 406 in Ultra.

Eh…406 is piddly damage for 2 meters and an ultra lol. Thanks !

Balrog actually does have a very important use for “force stand” moves. He can only get big damage on standing characters because EX rush upper doesn’t hit crouchers. They modified his close standing MP in AE to force stand so that he can start his ex rush upper loops on crouching characters or to link far stand LP into sweep. However, if he’s not in range to use close MP, he has to resort to other ways to combo from “force stand” moves. All of Balrog’s Dash Straight rush punches force stand and his TAP forces stand. He can fadc his HP dash straight and link to crouch LP but it’s an unplinkable 1 frame link so most Rogs never go for it. It allows him to do the shimmy (fake a throw then walk back and whiff punish crouch MP canceled into a rush punch), force the stand and convert to a big combo for just 2 meters. He can convert from shimmy much easier now thanks to the change to his MP dash straight doing less pushback on hit and canceling it in to red focus making it super easy to follow up with a combo.

I was hoping that the “+1 additional hitstun to force stand moves” would have applied to his Dash straights so that Hp dash straight fadc crouch LP would be a 2 frame link.

Counter hit TAP also forces stand and leads to big combos.

And I simply told you that his moves doesn’t cause a standard force stand animation (his specials, that is). And even if they did, that would’ve already been part of his frame data, so it wouldn’t have affected the FADC to c.LP. Because it can’t really have +1 hitstun if it was never not force stand in the first place, y’know? No need to write half an essay :stuck_out_tongue:

I don’t know if anyone has added this yet but roundhouse ALWAYS had jp for Adon. That’s not new.

@Eternal‌

Regarding EX RF FADC, LP/HP/EX RCFs are +4 on hit, 0 on block. MP RCF EX RF FADC is +4 on hit. EX Red Focus does not come out on block.

Not the first hit of far s.HK.

I’m curious. Is a lot of this being done directly from my data? Or is stuff tested in game?

Stealth buff for Dudley, EX SSB recovers faster now, it’s had its blockstun decreased as well though (I assume) as it’s still -2 on block.
In AE 2012 EX SSB into light jet upper in the corner only worked on a few characters but now it works on most of the cast as far as I can tell. Makes the universal heavy jet upper and resets easier to do as well.