cazzo il gioco è rivoluzionato con cambiamenti del genere. Interessante!
Al di là di SGIUN e SGIANG confermati
raccogliendo le notizie:
YUN
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- All Yun's specials are in there. Including Palm and Command Grab.
- Divekick is great, exactly like Rufus'
- His overhead (Toward and MK, can crossup a downed opponent).
- Ultra 1 looks like a few punches, then a Balrog Ultra 2 foot/ground stomp then a Makoto Ultra 1 punch into the air
- Ultra 2 was a few hits, then a Gen leg hurricane into the air, footstomps on their back back to the ground.
- Shoulder seemed to have worse range than you'd hope.
- Dragon Kicks seemed to trade quite a bit.
U1 You Hou, U2 Sorai Rengeki. Super is Genei Jin
U1 is 4-hit, last hit is a launcher. If the first hit connects cleanly, will go into animation. If not, Yun does the other attacks anyway. Very similar to Makoto's U2. Can follow up U1 with Zesshou (lunge punch), or GJ combos. Only if GJ is activated before U1. I tried to activate afterwards, could not get anything to connect in time. Short range, does not hit on any FADC'd moved.
U2 is a punch rush, if the final hit connects cleanly Yun goes into animation where he rides the opponent in the air like a skateboard, then kicks them down to the ground. Similar to Fei Long's U1. Does not combo from any FADC's. Short range.
Genei Jin - shadows, cancel recovery on all moves, everything juggles. Was able to get 40-50% off GJ combos mid-screen, 50-60% in the corner. Can be super-cancelled off Tetsu Zankou (shoulder check).
Kobokushi (palm move) - Jab is a fake, Strong/Fierce change the distance at which the opponent flies away. EX Nishou Kyaku (up kicks) will probably be good anti-air. Ultras do not combo off MK launcher.
IL GJ sembra figo, senza essere abusabile vista la lunghezza della barra. Potrebbe essere un personaggio assai divetente da usare.
YANG
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- Yang's command dash was in and crossed up like Ibukis.
- EX Slashs looked like a great move, crazy fast.
- Super was Seiei Enbu
- Ultra 1 was a fancy ass version of Gens Punch Ultra 1, (it looked f'in cool though)."
U1 Raishin Mahhaken, U2 Tenshin Senkyuu, Super Seiei Enbu
U1 Yang throws out a single attack - if it connects cleanly, animation follows. If not, the ultra ends there - similar to Makoto's U1. Animation is sort of like Gen/Guy's, but with Yang style. Close range.
U2 Yang rolls forward and goes up in the air with his rising kick. If Yang connects cleanly on the ground with the roll portion, animation kicks in. If not, Yun goes up in the air with kicks - looks like Yun's Nishou Kyaku. U2 will pass under fireballs. Seems to have some tracking properties - if U2 started while opponent is in the air, Yang will rise up with kicks where the opponent is for non-animation damage. Combos off FADC/MK Launcher for non-animation damage.
SE - Works similar to 3S. Doesn't seem nearly as useful as Yun's GJ of course.
sembra interessante anche lui
e ora comincia una serie di cambiamenti importanti, e secondo me GIUSTI nella maggior parte dei casi
(da ricordare che è un loke test e quindi non sono definitivi E potrebbero essercene tanti altri che non sono ancora venuti fuori)
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Ryu, Akuma:
If tatsu done in air at or before jump arc peak, becomes floaty and goes nowhere. Can no longer escape corner with air tatsu. Crossup tatsu still works.
Giustissimo, era davvero troppo facile e stupidamente comodo.
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Ken:
EX Tatsu can be blocked low. More recovery on jab SRK. Can follow up jab SRK AA with EX Hadouken, just like Ryu.
anche qui mi sento di concordare
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Chun:
No apparent changes noticed, except sweep doesn't seem to deal as much stun.
even more sgraved now?
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Guile:
Damage down, Sonic Boom does not build super meter.
Niente meter coi SB e il danno ri-abbassato lo rendono meno fortezza inespugnabile. Bene.
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Honda:
Damage down, U2 now HCBx2 motion. May be harder to combo into Hundred Hands.
manovre di de-sbadilamento. APPROVED.
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Bison:
U2 now charge motion, way more recovery
De-sbadilamento atto II. Approved again (la forza della U2 stava tanto anche nella motion, a carica... mm)
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Zangief:
Range on U2 increased, recovery also increased. EX Green Hand doesn't knock down.
giusto che la U2 sia un po' più utile, giusto che la mano verde sarcazzi non ti butti più a terra (CHE POI ERA COSI' NELLA BETA DI SF4 VANILLONE!!!)
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Seth:
Dhalsim J.FP gone.
OMFG questo cambia tutto. Ma davvero. Magari ora diventa un pg interessante, a questo punto un paio di miglioramenti in altri aspetti ci stanno.
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Cammy:
Normals easier to combo, but tiger-knee Canon Strike no longer possible. Can still Canon Strike normally, EX can still be tiger-kneed.
SI cazzo. Motion "scomoda" quanto si vuole, quella roba era troppo sgravata e BADILISSMA. Approved.
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Makoto:
EX Hayate armor break, slightly faster walk speed, axe kicks more like 3S.
Miglioramenti condivisibilissimi! Non so quanto basteranno però
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Dudley:
EX Ducking added - no armor. Moves the same distance as RH Ducking but recovers almost instantly. Crouch roundhouse different - faster? Not sure how but it is definitely different. J.RH knocks down air to air.
Cambiamenti più sottili, da vedere come si integrano
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Blanka:
Blocked Blanka Ball now recoils at half the distance, much easier to punish."
Giustissimo, però a sto punto mi auguro che gli diano qualcosa a 'sto poveraccio. Magari meno punibilità on hit
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HAKAN
6:18PM PST-Hakan's oil now stacks and he has a Kick follow-up to Oil. He can reportedly combo standing light kick into Oil.(Anonymous Location Tester)
6:27PM PST-Hakan's kick followup might be on Oil Slide. Waiting for confirmation, this was worded oddly.(Anonymous Location Tester)
6:51PM PST-Hakan can cancel 360K move now, reportedly with a crouch. (Anonymous Location Tester)
6:57PM PST-Hakan Slide Kick follow up seems to be auto oilup. (Anonymous Location Tester)
Oliate che si accumulano, DDT cancellabile e auto-olio dopo lo slide? MIOOOO!!! Sono miglioramenti eccezionali questi!
Edited by [Fugo] - 11/9/2010, 09:56