Super Street Fighter IV
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Re: Super Street Fighter IV
C'est un peu con d'ailleur que au lancement du jeux il n'y est pas un message pour télécharger le pack gratuit.
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Re: Super Street Fighter IV
Bizarre, j'ai été voir sur le PS store, cherché dans les contenus supplémentaires de SSF4 et j'ai rien vu 

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Re: Super Street Fighter IV
je ne peux pas te dire pour les packs PS3... mes remarques allaient pour la 360...Ladril a écrit :Bizarre, j'ai été voir sur le PS store, cherché dans les contenus supplémentaires de SSF4 et j'ai rien vu
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Re: Super Street Fighter IV
Vorador a écrit :Voila les changement SSFIV AE de la semaine
[Chun-Li]
Q: There were lots of casts where EX Hundred Kicks didn't connect all 4 hits when it wasn't done in a close range, is there a change, rather to the hurtbox of characters, than to the Kicks itself?
A: Chun-Li's EX Hundred Kicks isn't changed, but there were changes to the hurtbox of some of the characters so I believe there are more possibilities to connect fully now!

Si le TC d'Ibuki pouvait être normalisé face aux adversaires accroupi...

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Re: Super Street Fighter IV
Le costume de Chun est juste magnifique, les couleurs etc...
Celui de Sakura est à gerber. Mention spéciale à la Sakura blonde avec maquillage argenté façon Barbie.
Celui de Sakura est à gerber. Mention spéciale à la Sakura blonde avec maquillage argenté façon Barbie.
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Re: Super Street Fighter IV
Si y'a un costume 10 de Cammy sans le loup et les oreilles (comme le mangas), je prend.
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Re: Super Street Fighter IV
Rugal-B a écrit :Si y'a un costume 10 de Cammy sans le loup et les oreilles (comme le mangas), je prend.













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Re: Super Street Fighter IV
pas mal les nouveaux frame traps sont interressants et les variations sur les moyen de conditionnement semblent promettre de belles joutes!
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Re: Super Street Fighter IV
Il me semble que c'est aujourd'hui qu'Ono doit livrer de nouvelles informations sur SSFIV AE.
Enfin avec le décalage horaire je suis completement paumé de toute façon, puisque je ne sais pas depuis quel pays il compte faire cette annonce
Enfin avec le décalage horaire je suis completement paumé de toute façon, puisque je ne sais pas depuis quel pays il compte faire cette annonce

Les dés n'ont pas fini de rouler...
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Re: Super Street Fighter IV
Là c'est lundi matin pour eux. Donc sûrement des news demain, si ils contaient le faire le lundi.
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Re: Super Street Fighter IV
J'avais compris que c'était pendant le week end du 20 au 21 novembre.
Les dés n'ont pas fini de rouler...
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Re: Super Street Fighter IV
sa sera encore une annonce à la con, du genre, l'arcade est presque prête mais on peut rien dire de plus blablabla..............
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Re: Super Street Fighter IV
Blanka

• Rock Crusher (Toward + Medium Punch) has less recovery. Rock Crusher, into Standing Light Punch into Beast Roll is possible.
• Beast Slide (Down-Toward + Hard Punch) has less activate time. The whole animation time is shorter.
• His Forward Hop (Toward + 3x Kick) has more grounded frames of animation, making him easier to grab out of it.
• Blocked normal ball bouncing distance change: EX > mp ball > HP ball.
• EX Rainbow Ball forward flying distance nerf
• EX electricity has much less start up (better reversal I guess)
Abel

• Crouching Hard Punch has a smaller hitbox.
• Tornado Throw damage reduced.
• Roll lost its hit invincibility at the end of it, making it easier to punish.
• Ultra 1 had a 10% damage reduction. Ultra 1's new damage would range from 309-450. In SSF4 it was 343-500.
• Ultra 2 10% damage reduction, slower startup, no super armor and a longer recovery time when you cancel out of it. New damage totals for Ultra 2 should range from 295-440. In SSF4 these were 328-480.
Gen

Mantis Style
• Two Target Combos have been added in. 1st: Crouching Light Kick into Crouching Medium Kick. 2nd: Standing Hard Punch into Standing Medium Kick.
• Standing Light Punch's hitbox during active frames have been resized, so it's harder to get hit out of.
• Crouching Medium Punch's start up is faster, so it's possible to Link from Standing Light Punch and Crouching Light Punch.
• Standing Hard Kick's range improved a bit.
• Ultra 2 downward hitbox improved, so it has less chance to whiff.
Other Stuff
• Traveling speed for Crane Style's Ultra 2 is faster.
• During backdash, he's airborne right after invincibility wears out.
• Gen received no nerfs.
Makoto

Normal Moves
• Crouching Light Kick has more range.
• Standing Light Kick can now be Kara Canceled.
• Crouching Hard Kick hit box extended, and the damage box has been lowered slightly, making it easier to use as an anti air.
• Crouching Hard Punch has slightly more active frames.
• Toward + Light Punch has a 3 frame startup (formerly 4 frames).
Special Moves
• EX Hayate (Dash Punch) now breaks armor and has a slightly faster startup.
• Fukiage (Upwards Punch) when the arm is fully extended, the hittable box from her chest up is now barely there, attack box extended, so there are now almost no cases where it trades or is stuffed. It still can't hit grounded opponents. The start up for all versions have been revised (I'd assume to be faster)
• EX Tsurugi (Axe Kick) is now similar to EX Cannon Strike in what height the technique can be executed at.
• Ultra 1 damage distribution has been change. It still does the same total damage, but because of the change, will do more when the scale kicks in.
• Ultra 2 has a faster startup time.
Other
• Makoto's stamina is now 1,000, which is the average stamina rating in the game.
• Forward and back dash are faster.
Hard Punch Hayate, Focus Attack Dash Cancel, Crouching Light Kick, now combos.
Le up que les fans de makoto attendent avec impatience sur console !!!!!!!!!!!

• Rock Crusher (Toward + Medium Punch) has less recovery. Rock Crusher, into Standing Light Punch into Beast Roll is possible.
• Beast Slide (Down-Toward + Hard Punch) has less activate time. The whole animation time is shorter.
• His Forward Hop (Toward + 3x Kick) has more grounded frames of animation, making him easier to grab out of it.
• Blocked normal ball bouncing distance change: EX > mp ball > HP ball.
• EX Rainbow Ball forward flying distance nerf
• EX electricity has much less start up (better reversal I guess)
Abel

• Crouching Hard Punch has a smaller hitbox.
• Tornado Throw damage reduced.
• Roll lost its hit invincibility at the end of it, making it easier to punish.
• Ultra 1 had a 10% damage reduction. Ultra 1's new damage would range from 309-450. In SSF4 it was 343-500.
• Ultra 2 10% damage reduction, slower startup, no super armor and a longer recovery time when you cancel out of it. New damage totals for Ultra 2 should range from 295-440. In SSF4 these were 328-480.
Gen

Mantis Style
• Two Target Combos have been added in. 1st: Crouching Light Kick into Crouching Medium Kick. 2nd: Standing Hard Punch into Standing Medium Kick.
• Standing Light Punch's hitbox during active frames have been resized, so it's harder to get hit out of.
• Crouching Medium Punch's start up is faster, so it's possible to Link from Standing Light Punch and Crouching Light Punch.
• Standing Hard Kick's range improved a bit.
• Ultra 2 downward hitbox improved, so it has less chance to whiff.
Other Stuff
• Traveling speed for Crane Style's Ultra 2 is faster.
• During backdash, he's airborne right after invincibility wears out.
• Gen received no nerfs.
Makoto

Normal Moves
• Crouching Light Kick has more range.
• Standing Light Kick can now be Kara Canceled.
• Crouching Hard Kick hit box extended, and the damage box has been lowered slightly, making it easier to use as an anti air.
• Crouching Hard Punch has slightly more active frames.
• Toward + Light Punch has a 3 frame startup (formerly 4 frames).
Special Moves
• EX Hayate (Dash Punch) now breaks armor and has a slightly faster startup.
• Fukiage (Upwards Punch) when the arm is fully extended, the hittable box from her chest up is now barely there, attack box extended, so there are now almost no cases where it trades or is stuffed. It still can't hit grounded opponents. The start up for all versions have been revised (I'd assume to be faster)
• EX Tsurugi (Axe Kick) is now similar to EX Cannon Strike in what height the technique can be executed at.
• Ultra 1 damage distribution has been change. It still does the same total damage, but because of the change, will do more when the scale kicks in.
• Ultra 2 has a faster startup time.
Other
• Makoto's stamina is now 1,000, which is the average stamina rating in the game.
• Forward and back dash are faster.
Hard Punch Hayate, Focus Attack Dash Cancel, Crouching Light Kick, now combos.
Le up que les fans de makoto attendent avec impatience sur console !!!!!!!!!!!
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Re: Super Street Fighter IV
Rajoutons aussi les quelques petites notes :
Gouken
• Diagonal Jumping Medium Punch can be Canceled into a Hurricane Kick after the first hit now. This wasn't mentioned in the previous blog entry.
• There were no changes to his Ultra 1 or Ultra 2.
Rose
• Due to her Ultra 2 (Orbs) losing invincibility, if you take hit right after activating it, the orbs will not appear. It's useless as an invincible move, but works well as a mix up when your opponent is getting up off the ground.
Ibuki
• As previously mentioned, the trajectory after throwing her Kunai has been altered, but there has been no change to recovery time. Also there's no change to her backdash.
Vivement le repport de la semaine prochaine : Zangief, Sagat, Dan et Dudley.
Hate de voir ça
Gouken
• Diagonal Jumping Medium Punch can be Canceled into a Hurricane Kick after the first hit now. This wasn't mentioned in the previous blog entry.
• There were no changes to his Ultra 1 or Ultra 2.
Rose
• Due to her Ultra 2 (Orbs) losing invincibility, if you take hit right after activating it, the orbs will not appear. It's useless as an invincible move, but works well as a mix up when your opponent is getting up off the ground.
Ibuki
• As previously mentioned, the trajectory after throwing her Kunai has been altered, but there has been no change to recovery time. Also there's no change to her backdash.
Vivement le repport de la semaine prochaine : Zangief, Sagat, Dan et Dudley.
Hate de voir ça

Les dés n'ont pas fini de rouler...
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Re: Super Street Fighter IV
• Standing Light Kick can now be Kara Canceled.zeus099 a écrit : Makoto
Normal Moves
• Crouching Light Kick has more range.
• Standing Light Kick can now be Kara Canceled.
• Crouching Hard Kick hit box extended, and the damage box has been lowered slightly, making it easier to use as an anti air.
• Crouching Hard Punch has slightly more active frames.
• Toward + Light Punch has a 3 frame startup (formerly 4 frames).
Special Moves
• EX Hayate (Dash Punch) now breaks armor and has a slightly faster startup.
• Fukiage (Upwards Punch) when the arm is fully extended, the hittable box from her chest up is now barely there, attack box extended, so there are now almost no cases where it trades or is stuffed. It still can't hit grounded opponents. The start up for all versions have been revised (I'd assume to be faster)
• EX Tsurugi (Axe Kick) is now similar to EX Cannon Strike in what height the technique can be executed at.
• Ultra 1 damage distribution has been change. It still does the same total damage, but because of the change, will do more when the scale kicks in.
• Ultra 2 has a faster startup time.
Other
• Makoto's stamina is now 1,000, which is the average stamina rating in the game.
• Forward and back dash are faster.
Hard Punch Hayate, Focus Attack Dash Cancel, Crouching Light Kick, now combos.
Le up que les fans de makoto attendent avec impatience sur console !!!!!!!!!!!
Ca va être comme le karakarakusa dans 3rd strike, donc même si la distance du coup simple n'est pas améliorée, au moins la version kara serait bien plus facile à placer que l'actuelle (








Avec ces modifs on peut très certainelent espérer que la miss sera encore plus efficace lors de la sortie/DLC arcade !!!
Je peux enfin respirer un peu




A la SWGA, si tu connais pas GUNDAM & Hard Gay, Foo !!TU SORS

PSN ID EUR: daiisuki_SWGA
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Re: Super Street Fighter IV
Une news positive sur Makoto et c'est mon Koko national qui ressurgit de l'ombre, le stick acéré entre les dents
N'empêche c'est toujours bon à prendre ce genre de modifs de gameplay.

N'empêche c'est toujours bon à prendre ce genre de modifs de gameplay.
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Re: Super Street Fighter IV
Fixeddaiisuki SWGA a écrit :Avec ces modifs on peut très certainelent espérer que la miss sera efficace lors de la sortie/DLC arcade !!!

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Re: Super Street Fighter IV
Ouais, ben c'est pas l'amélioration de ma Makoto qui me fera ressortir le jeu... 

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Re: Super Street Fighter IV
Oui c'est pluot çaCasey Wells a écrit :ou alors juste Ono qui nous envoie ses photos de vacances

C'est quand même un peu salaud de nous faire un petit teaser pour un truc qui au final n'aura eu aucun interet.
Mais on commence à y etre habitué, de toute façon les news devraient tomber sous peu, le jeu sortant dans assez peu de temps.
Les dés n'ont pas fini de rouler...
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Re: Super Street Fighter IV
Je crois plutot que c'est lié à un salon qui a lieu à Moscou où Ono doit faire une presentation....
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Re: Super Street Fighter IV
j'ai pas vraiment suivi les histoires de teaser et co mais ce serait pas un nouveau décor?
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