Thursday, December 22, 2011

Timezone 1v1 SSF4 AE Dec 17th 2011

Okay, so this was the last tournament of the year, it was free entry and prizes were free gaming credit at timezone :) not bad considering it is FREE!!!
Got there at 12 PM and meet up with Kevin and another Andy Wong (use to work at timezone).
Anyways, Mason arrived at about 1 Pm then they started to do the brackets, they decided to split the players into two brackets and everyone plays everyione twice... top 4 players with the most wins go into another bracket to play each other off. Unfortunately the brackets was rigged by Mr Andy Wong which I didn't know until the tournament was finished lol.
He put me, Kevin into one bracket and also this Ryu player (Jacob)? Filipino guy in one bracket and Mason and himself into another bracket, (BASTARD).
Anyhow, me and Kevin made it out of our bracket and so did Mason and Andy Wong.
In the end it was Me and Kevin again facing off in the Grand Finals, I beat Kevin 3-0 taking 1st place.
Sadly I totally forgot about videoing the games lol!!!

Results:
1st: Andi (Zosla)
2nd: Kevin
3rd: Mason
4th: Andy Wong (WONG)

GGs ~~

Wednesday, December 21, 2011

xMas Damager Tournament

So I managed to get a few Vids for this, results are below.

Top 4:

1: Kevin - T.Hawk
2: Andi - Akuma
3: Mason - Sakura/ Akuma/ Guile?
4: Simon - Cody

Mason Akuma vs Kevin T.Hawk


Simon(iRumble) Cody vs Andi(zosla) Akuma.

Wednesday, December 14, 2011

SSF4 AE v2012 LIVE and complete change log

Hi all :)
been forever since I updated, got very very lazy and just forgot about this blog lol!!!
anyways, with the release of v2012, Capcom has release the so called complete log, you can view it here.
SSF4 AE v2012 change log


As for my recent events, I just came 2nd in our xMas Damager!!! me and my bad luck always losing right in the begining and having to fight my way up to the grand finals where I had to face off against, guess who.... Kevin!!! he is my training buddy and also one of the best SF4 players in NZ!!! 2 year NZ National Champ in SF4 series. Having to win 2 sets of such a player was very difficult, but losing to him was no shame, he is the greater player. I got him to shout dinner right after hohohoho!!!

Timezone Sf4 AE tournament coming this weekend as well before the year closes up!!! looking forward to play Kevin again!!!

Friday, August 26, 2011

Ryu's Option Selects

Hi Guys,
So recently I have been going back to my Ryu and trying to imrpove on what I already know, so good option selects against characters specific are listed below :)

Makoto.
Updated: Late option select sweep; Guile, Chun Li, Dudley, Guy, Gen, Fei Long.
Late option select tatsu: Ibuki.

Balrog:
sweep beats backdash and headbutt, gets hit by ex headbutt
cmk beats backdash (reset) and headbutt, and avoids ex headbutt

Chun Li:
mp dp beats backdash (range dependent), and EX SBK
late option sweep allows you to block EX SBK and catch backdash

C Viper:
mp dp beats backdash, HP thunder knuckle, and trades with EX Burn Kick

Dhalsim:
HK tatsu catches teleport and backdash. Can’t escape super though.

Dudley
sweep and mp dp catches his backdash, but I’m having difficulty avoiding the EX DP.
late option select sweep catches backdash, and can block EX DP.

E.Honda:
mp dp beats Headbutt, EX Headbutt, Buttslam and Ochio. Trades with EX Ochio.

Fei Long:
Late option select sweep catches backdash, and can block all flame kicks.

Gen:
Late option select sweep catches backdash, and can block flash kick.

Guile:
Late option select sweep catches backdash, and can block flash kick.

Guy:
Late option select sweep catches backdash, and can block EX Tatsu.

Juri:
mp dp beats backdash and EX Pinwheel

Ibuki:
mp dp catches backdash (one hit) but loses to Ex up kicks
HK tatsu catches backdash but loses to EX up kicks
Late option select HK tatsu catches backdash and can block EX up kicks.

Makoto:
Sweep catches backdash, and beats (counterhitting) the ex overhead punch.

M.Bison:
HK tatsu catches backdash, EX psycho crusher, and teleport. Loses to EX scissors, escapes ex devil’s
reverse and headstomp.
lp dp catches ex devil’s reverse, free ultra. Beats backdash, trades with EX scissors, excapes ex Psycho crusher.
mp dp beats ex scissors, backdash, escapes ex psycho crusher, beats ex devil’s reverse, escapes ex headstomp.
EX tatsu catches backdash, EX psycho crusher. (Very useful in corner against Bison’s who love psycho crushing out.) Escapes EX scissors, and the EX stomps.

Sakura
EX DP beats backdash and EX DP.
sweep/mp dp catches backdash but loses to EX DP.

Rufus
Ex DP beats backdash and EX messiah kick

Rose:
MP DP beats her backdash, EX Drill, and EX air grab.

Tuesday, August 23, 2011

SSF4 AE v2012 up coming changes~

Hi All,
Its been awhile :) yes I have been lazy + busy with work and moving to a new home. So I apologize for not updating as much, though not much has happened since xLan in regards to Street Figher.
Now with the upcoming SSF4 AE v2012, I will keep this updated with the latest changes.



Credit goes to SRK.


Translation of Super Street Fighter 4 AE v2012




Ryu
The biggest change is to his Metsu Shoryuken (Ultra 2), we made it much easier to use.

First, we improved its function as an anti air. The vertical hitbox is larger and it is easy to the the lock (full ultra) hit.

Also, if you manage to get a good read on your opponent and land a counter hit EX Fireball, you can combo into Ultra 2. You will only get the full ultra if the EX Fireball counter hit the opponent. For example, if you threw out a Crouching Medium Kick and it was focused you could then do EX Fireball ? FADC ? Dash ? U2. You could get upwards of 500 damage with this, giving you a chance to make a heavy comeback in one shot. If you are very close to your opponent, you could combo Ultra 2 off an EX Fireball without a focus cancel.

Other things

The effective frames for the "brake" on a rising Air Hurricane Kick has been reduced by 3 frames (from the front of the "brake" frames). When you use it on these frames, the trajectory of your Hurricane Kick will change (larger window for a "normal" air Hurricane Kick).
Solar Plexus Strike is now 40+60, giving you 100 points of damage.
You can combo into Crouching Hard Kick no matter what your opponent's character is from a Close Standing Hard Kick.
 



Chun-Li
• Head Stomps will come out when holding down-forward, not just down. They note that down-back doesn't work, though.
• Kintekishu (Back + Medium Kick) +3 advantage on counter hit, easier to hit confirm into the second hit.

• Her Sweep (Crouching Hard Kick) has 150 stun.
• Fireball startup is 9 frames, easier to use as anti air and in combos.

• They are fixing the bug where characters fell out of the Ultra 1 juggle in Arcade Edition.
 



Ken
• Target combo hits easier on crouching opponents, can also delay the inputs.
• EX Shoryuken damage 80+30+30+50, for 190 total. This did 180 damage in Arcade Edition.
 




E. Honda
• Light Punch Headbutt gets its upper body invincibility back.
• Medium Punch Headbutt loses invincibility, so it works the same way as Light Punch Headbutt did in Arcade Edition.
 




Blanka
• Each Rolling Attack (Beast Roll) gets an extra 10 in damage, so Light Punch 110, Medium Punch 120, Hard Punch 130, EX 120.
• For Hard Punch and EX Ball, if it hits on the second frame (same frame where Focus Attack cancel is possible), it causes a knock down. Will be easier to follow-up EX Ball with additional hits if Focus Attack Dash Cancelled.
• Charged Rock Crusher gives Blanka a +5 frame advantage, so he can do Rock Crusher, c.MK, Hard Punch Rolling Attack as a combo.
 



Zangief
• Light Punch Spinning Pile Driver does 150 stun. Up from 100 in Arcade Edition.
• EX Green Hand (Banishing Flat) damage 90+50 for a total of 140. Stun 100+50 for a total of 150. Damage in Arcade Edition was 130 and stun was 100.
• Adjusted the hitbox on Crouching Light Punch, so that it hits more easily off a jump-in against characters it formerly didn't.

• Hurtbox for Crouching Hard Kick reduced in height, making it easier to pass under certain attacks.
 



Guile
• Balance adjustments centered around the changes made to him from Super to Arcade Edition.
• The frames in which Guile could be counter-hit after Sonic Boom have been eliminated? (Not 100% sure).
• Air throws have 3 frames of startup now, this is down from 4 in Arcade Edition.
• Toward + Hard Punch does 100 damage, up from 90 in SSF4 AE.
• Can't be thrown out of upside down kick from the 6th frame until the last active frame.
 




Dhalsim
• Yoga Inferno (Super move) damage 75 x 2, 60 x 3 for a total of 330 damage. This did 300 damage in Arcade Edition.
• EX Yoga Blast damage 90 + 50. First hit gets 20 more damage, second hit 20 less, so if Dhalsim only gets the first hit he gets the better damage.
• Standing Light Punch active for 4 frames. But other frame info unaltered.
• Hurtbox on Yoga Blast reduced.
• Can follow up Yoga Blast with additional moves for combo.





Balrog
• Headbutt damage fixed back to Super, Medium Punch 120, Hard Punch 140 and EX 150.
• Ultra 2 damage is 399, up from 300 in Arcade Edition.
• Hit properties on Dash Overhead changed so that it can combo into Crouching Medium Punch on all characters.
• Close Standing Hard Punch hitbox extended downwards so that it hits crouching characters that it used to whiff on.
 



Sagat
• Angry Scar Tiger Uppercut damage increased: LP, MP and EX add +10 damage.
 



C. Viper
• Medium Punch Thunder Knuckle's damage reduced by 10, down to 110 damage.
• EX Thunder Knuckle startup reduced to 25 frames, but +2 recovery.
• EX Seismo's (Ground Pound) damage reduced by 20, down to 100 damage.
• Ultra 1 reduced to 441 damage, down from 480.
• Ultra 1 hitbox improved so it's easier to hit fully after Air Burn Kick and Hard Punch Thunder Knuckle.
• Ultra 2 damage increased to 410, up from 380 in Arcade Edition.
 




Vega
We thought that Claw players would only want a few more improvements, so we changed a couple of small things.
• Crouching Hard Kick damage increased to 110, same as SSF4.
• +1 more frame of hitstun on the opponent after a Cosmic Heel, making it -3 at worst.
• Sky High Claw causes a knockdown when it hits a grounded opponent.
• Ultra 1 hitbox after it hits on the way up increased drastically so that it doesn't unexpectedly miss. When he hits with the knee, the hitbox has been greatly expanded to prevent people from falling out.
• Ultra 2 startup changed to 8 frames. It had 9 frames of startup in Arcade Edition.
 



M. Bison
• Scissor Kick stun changed to 100/50 (150 total) on all strengths. Previously the Light and Medium Scissor Kicks did 100 stun.
• First hit causes 1 frame of extra hitstun, so if you Focus Attack Dash Cancel the first hit you can have +5 advantage at best.





Gouken
• The blog states Gouken has received the largest adjustments so far.
• Gouken's Denjin Hadouken (Ultra 2) has received many changes. It takes less time for Gouken to charge the Denjin Hadouken to full power.
• Denjin Hadouken's travel speed doubled. Also, 45 more damage added to all the "levels" of Denjin Hadouken charges.
• All of Gouken's Running Palms got altered. Hitbox size on Light Running Palm increased. Medium Palm Strike has been changed to be the same as Light Palm Strike in SSF4. Hard Palm Strike has been changed to be the same as Medium Palm Strike was in Super.
• Gouken's counters have a larger counter-box, so it will be easier to intercept attacks. Stun for each counter increased from 150 to 200.
• Active frames on cr.HP increased.
• The character-specific problem with cl.MP, cr.HP xx EX Running Palm not connecting has been fixed.
 




T. Hawk
• During Crouching Hard Kick, T. Hawk's head is invincible, so he can duck under things such as Sagat's High Tiger shots.
• The body press command normal (down + HP) can now be used during a neutral jump.
• Thrust Peak (Down-Torward + LP) has less frame disadvantage on hit.
• Medium Tomahawk Buster is now airborne at the beginning, which means the move is throw invincible.
• Condor Spire's command got changed for simplicity, but the blog does not say what was changed about the motion.
 




Dan
• Pushback from his close standing Standing Hard Kick has been shortened.
• Close Medium Punch now starts up in 5 frames. This was 6 in Arcade Edition.
• Crouching Hard Kick now starts up in 10 frames. This was 11 in Arcade Edition.
• The combo cl.HK, cl.MP, cr.MP xx EX Dankukyaku is now possible.
• Reduced the height limit on Air EX Dankukyaku (Dan Kicks), a.k.a., how high you needed to be before you could do it.
• Hard Kick Dankukyaku now deals 130 damage instead of 120.
• Dan's Jumping and Crouching Taunt build meter now. 70 on hit, 30 on block.
• Dan's Super Hissho Buraiken has been altered so that it's harder for characters to have hits whiff against them. However, the blog notes this buff won't work if you activate from too far away.
 




Gen
• Fixed an incorrect scaling with counterhit Crane crouching Light Punch.
• Increase the active frames of Crane crouching Hard Kick by 5.
• The final hit of MK Gekiro builds 10 more meter than before.
• Also the final hit of all Gekiros now perform untechable knockdowns.
• EX Jyasen now has three different versions. Activated with (LP + MP, LP + HP, MP + HP). The distance each travels and the damage each deals varies.
• EX Jyasen is completely projectile invincible from beginning to end.
• Iffy translation: Regular Jyasen now has 4 frames less recovery.
• Mantis Ultra 2 (Shitenketsu) has reduced startup from 9 to 7 frames.
 




Sakura
• Fixed the hitbox on the EX Hurricane Kick. cr.LK cr.LP cr.HP xx EX Hurricane will always work now.
• EX Fireball damage increased. Level 1 release now does 120, Level 2 release does 130.
 




Seth
• Tanden Stream damage reduced to 340.
• The damage from Seth's cr.HP into Ultra 1 has been altered in terms of overall damage distribution.
• Angled jumping HP now has four more active frames. Overall frame data in terms of startup and recovery were not changed.
• Neutral jump medium kick now has lower body invincibility.
• Sometimes when hitting someone with Seth's jumping Hard Kick, recoil would prevent Seth from comboing into Crouching Light or Medium Punch. This has been fixed.
 





Cammy
• Hard Kick Spiral Arrow's hit properties are back to how they were in SSF4 console (Note: In AE when you combo into Hard Kick Spiral Arrow, sometimes Cammy will go under your opponent and switch... which is especially bad when you've successfully pushed him into the corner).
 





Abel
• Crouching Hard Punch returned to Super status where you could use it as an anti-air.
• All Tornado Throws do 10+ more damage. Light: 160, Medium: 180, Hard/EX: 200
• You can FADC the second low hit of Change of Direction now. And that dashing forward afterwards and doing a cr.HP into Ultra works just as fine as if you had FADCed from the first hit. That leaves you at +9 after dashing forward.
 



Rufus
• If you use Ultra 2 as an anti-air, you get a bit more damage than before, 236.
• The follow up Light Kick (Flip) attack after doing an Medium Messiah Kick will combo now. It didn't combo before in Arcade Edition.
 





El Fuerte
• Invincibility returned on Tortilla.
• Reduced charge time on EX Quesadilla Bomb.
• EX Quesadilla Bomb on counter-hit does a wallbounce.
• Fixed the fact that some characters fell out of his RSF (Run Stop Fierce) loop due to recoil.
 





Akuma
• Demon Flip Punch attack no longer an overhead (Note: This was one of the few buffs in AE I think), so you can now block low for that.
• Forward throw recovery has had two more frames added after an opponent has been thrown.
• When you cancel a teleport into U2, the damage has been increased to 421.
 





Fei Long
• Recovery frames for the second hit of Rekkas (Light, Medium and Hard) have been changed. On block:
 Light: -8
 Medium: -10
 Hard: -12

• Second hit Rekkas have less pushback now, so it's easier to punish on block.
• For light and medium Rekka Kens, the second hit does half as much chip damage.
• Flame Kick's damage has been revised.
 Light: 120 -> 110 Medium: 140 -> 120 Hard: 160 -> 150 EX: 200 -> 190
• If you FADC a Flame Kick (any version) after the first hit, on block it is now -1.
• Hard Kick Chicken Wing's damage has been revised. It is now 35+35+30 for a total of 100.
• They've modified the hitboxes of all Chicken Wings in a way that they're less likely to cross-up (Translator's note: but still possible). Apparently previously you could perform "half a loop combo" against certain characters by doing close standing MP -> EX Chicken Wing. That won't be possible anymore.
• For both close standing and far standing LP, hitstun has been decreased by 1 frame. On hit it is now +5, so you can't combo into certain moves now.
• Crouching MP's damage has been reduced from 65 to 55.
• Damage for his overhead (Torward + MK) has been increased from 60 to 70.
 





Rose
• Soul Spark meter gain returned to 20 -> 30.
• Soul Satellite's (Ultra 2) startup frames reduced from 7 to 5.
• Soul Piede (Toward + Hard Kick) changed to Vanilla properties.
• Close Standing Medium Kick is +4 on hit, making it easier to combo into Crouching Light Punch, as well as making it possible to combo into Crouching Medium Punch.
• Fixed some bug with Crouching Medium Kick counterhits.





Yang
• Target Combo 2 130 damage, -7 on second attack.

• Standing Light Kick's startup increased to 5 frames, but has the original startup time during Sei'ei Enbu (Yang's Super). This move had a 3 frame startup in AE.
• Crouching Light Kick's damage reduced from 30 to 20. Upward hurtbox extended.
• cr.MP from 80 to 70 damage, 60 during Sei'ei Enbu
• (Far) st.MP hitbox pushed backwards, thus has shorter range
• diagonal j.MK hitbox changed, landing cross-ups is not as easier as before
• Raigekishu (dive kick): all versions have an addition hurtbox rectangle when activated, 2F extra landing recovery; stun from 100 to 50
• Senkyutai (roll kick): up until 5F, HK no longer has projectile-invincibility, MK has no projectile-invincibility at all
• All versions of Senkyutai (including EX) have about half size horizontal hitbox, all are 4F worse on guard
• EX Zenpou Tenshin has less reach, loses throw invincibility from the 8F onward
• Tourou Zan (mantis slashes): final hit of LP, MP, HP damage to 60; EX version now a true blockstring for all hits
• Byakko Soshoda (palm): MP, HP meter gain on whiff from 20 to 10, two extra frames to LP, MP, HP
• HP damage from 150 to 140, chip to 30, stun from 250 to 200; MP, HP have 4 less active frames
• Sei'ei Enbu is a second shorter, does less damage from chip
• Raishin Mahaken (UC1) from 480 to 450 at full UC meter
• Tenshin Senkyutai (UC2) is 3F slower, from 440 to 410 at full UC meter; the last hit of the non-cinematic version does 90 damage




Cody
• Walk speed both forwards and backwards has been increased.

• Hammer Hook (Toward + Hard Punch) has been heavily revised in terms of frame advantage. If Hammer Hook lands on a standing opponent, then Cody is at +3 frame advantage. If he hits a crouching opponent with it he gets +1 frame advantage. If the move is guarded, Cody is at -4 frame disadvantage.
• This might be a typo in the blog, but they say: cr.LK xx MK Ruffian Kick is now possible. But that was already possible.
• Bad Spray is now Super cancelable — up to the first two hits. Because of this new property, you can now FADC Bad Spray.
• Bad Spray FADC into Final Destruction (Ultra 1) is now possible.
• Medium Ruffian Kick has had a hitbox size increase in the forward direction.
• EX Zonk Knuckle's range on the first hit was increased.
• The blog notes that EX Zonk Knuckle -> FADC -> into Final Destruction (Ultra 1) is a little easier now.
• Cody can now block during his Knife Pickup animation.
• Knife Standing Light Punch active time increased to 6 frames.
• Knife Standing Medium Punch is now a two-hit move.
• Knife Standing Hard Punch has had its active frames increased by 3, making it a total of 6 active frames.
• Iffy translation: Knife Crouching Medium Punch had a 4-frame property change to either its startup or recovery on block.




Yun
• Target Combo 2 120 damage

• Target Combo 3 120 damage
• Target Combo 4 130 damage, -6 on block for second hit
• Target Combo 5 70 damage
• cr.LK has an upward extended hurtbox
• cr.MP damage from 60 to 50
• Higher high restriction for Raigekishu (dive kick), for LK, MK, and HK (all versions)
• +2 extra frames of hit, block stun on Raigekishu
• Senpukyaku (i'm assuming overhead) from 85 damage to 80 during Gen'ei Jin
• LK, MK, HK Zenpou Tenshin slowed to 11F, EX to 8F
• No throw invincibility on EX Zenpou
• EX Zesshou (lunge) hit distribution changed from 7/2 to 6/3, -1 on block
• MP, HP Kobokushi (palm) meter gain to +20
• LP Koboku is 25 frames total, MP, HP 45 frames total
• MP, HP Koboku damage from 160 to 140, stun from 250 to 200; chip damage for MP, HP to 30
• Active frames for MP, HP Koboku to 10
• Nishoukyaku (up kicks): LK only has invincibility up (and including) the first active frame
• More landing recovery on all versions (including EX)
• MK Nishou from 130 damage to 110
• Tetsuzanko (shoulder): HP damage from 140 to 100, EX from 80+70 to 90+40 (130 total); during the projectile invincible parts of the move, Yun's hurtbox against physical strikes is expanded
• Gen'ei Jin is a second shorter, does less damage




Guy
• The hitbox on Guy's Neutral Jump Hard Punch has been increased in size.

• Angled jump Medium Punch and angled jump Hard Kick have also received expansions to their hitboxes.
• The blog notes that when it says hitbox size increase, it mostly means they extended the bottom for each one.
• Guy's ground throw range has been increased. The blog says that it's now the same as Ryu's.
• Elbow Drop (command normal version) can now be activated with the joystick in the down-back position.
• If you choose not to perform an attack after the Izuna Flip, there is less recovery time on the ground.
• EX Hurricane Kick got a hitbox adjustment so that the opponent gets juggled into all of the hits easier.




Dee Jay
• His Far Standing Medium Punch is now special cancelable.

• The amount of time that a "Counter Hit" can be registered on Dee Jay after he fires an Air Slasher has been decreased.
• Double Rolling Sobat (Dread Kicks) got a damage increase. Light 80 -> 90, Medium 100 -> 110, Hard 120 -> 130.
• Dee Jay can now cancel out of Sobat Carnival (Super) into Sobat Festival (Ultra 1). This makes him, according to the blog, the only other character besides Dan who can cancel a Super directly into Ultra. If you land both it does 570 damage.




Hakan
• Hakan gets oiled from the start of the match.

• Neutral Jump Light Kick hitbox is bigger.
• Neutral Jump Light Punch is active 8 frames.
• Neutral Jump Medium Punch is active 4 frames.
• Jumping Light Punch is active 8 frames.
• Crouching Hard Punch now hits twice.
• Toward + Medium Punch has a smaller vulnerability area.
• Hakan now slides when you do Guard Position (Command Crouch) from a dash; applies to both forward and back dashes.
• Oil Slide does more stun; if you input Oil Shower follow-up, the slide does 100 stun. If you do the Body Press follow-up, 150 stun total during the press. This means you won't miss your combo chances if you stun an opponent with the slide.
• Oil Dive's trajectory and reach revised, buffing Hard Kick and EX.
• Medium and Hard Oil Dive, when whiffing a crouching opponent, will go past your opponent to make punishing him harder.
• Light Kick Oil Dive has a faster startup, Medium Kick has the old LK startup, Hard Kick has the old MK startup.
• Dive won't whiff against shorter characters if they're standing.
• Hakan's Super activates faster, has an improved grab hitbox and, like Oil Dive, Medium and Hard versions can pass over crouching opponents. LK and MK Oil Spin (Super) have a faster startup.


Adon
• Close Standing Medium Punch is now at -4 frame disadvantage on block. This was -6 in Arcade Edition.

• Close Standing Medium Kick is +2 on hit, and +3 on block. This was -1 on block and +4 on hit in AE, so it's a big change.
• Adon's focus attack's hitbox size was increased so that it won't whiff on certain characters while crouching.
• All versions of Rising Jaguar got a horizontal hitbox increase on their first hits. This will prevent accidental cross-unders after an FADC of Rising Jaguar.
• Also, there is now one extra frame in Rising Jaguar where it can be FADCed.
• Ultra 1 hitbox adjusted so that it's less likely to whiff against standing opponents at close range.


Evil Ryu
• Health and stun both increased to 900.

• Far Standing Hard Kick has a bigger hitbox.
• Sweep starts up in 6 frames now.
• Target Combo's standing Hard Punch will knock the opponent down and away on counter-hit. Also the damage on this move was buffed.
• You can now cancel the Hop Kick into a Hurricane Kick. This includes EX.
• One more frame of invincibility on Medium Dragon Punch.
• Hard Axe Kick now has 26 frames of startup and can be comboed into. Damage and stun on the move has been reduced to 130 and 150, respectively. This attack did 140 damage and 200 stun in AE. It started up in 27 frames before.
• Landing the Axe Kick as part of an aerial juggle causes an untechable knockdown.
• Raging Demon damage increased by 20, doing 370 damage now.
• The amount of time to charge Ultra 1 to full power has been decreased. As an example, you can now land a fully charged Ultra 1 after a Level 2 Focus crumple. A combo example; EX Hadouken -> Level 2 FA crumple -> Full Ultra 1 animation.


Dudley
• Standing Hard Kick is now +7 on counter-hit. The blog notes that if you land a counter-hit standing Hard Kick and cancel into Light Ducking, you'll still be at +4.

• Neutral jump Light Punch got a hitbox size buff.
• Neutral Jump Hard Punch startup changed to 6 frames, and the hitbox was extended in size. It previously started up in 8 frames.
• Angled jumping Light and Medium Punch have had their active times lengthened.
• Dudley's Level 1 Focus Attack has an extra frame of blockstun, when it's guarded. This means that if you dash forward after a Level 1 Focus Attack is guarded, Dudley is now at -3.
• Short Swing Blow has had its hurtbox on Dudley's lower body reduced.
• EX Thunderbolt does not flash yellow until it comes down from the sky.
• Thunderbolts will now strike more hits on airborne opponents.
• You can now Super Cancel Dudley's rose taunt. This also means that you can FADC it.
• Dudley's Ultra 1 will now strike more hits against an airborne opponent. [Translator's note: The blog might be talking about making Dudley's Ultra 1 and Ibuki's Ultra 2 so that they juggle non-cinematic like Yun and Yang's do.]


Oni
• Stamina increased from 950 to 1000.

• EX Dragon Punch leads to an untechable knockdown if the first hit connects.
• EX Hurricane Kick is more likely to give you the full hits (though it sounds like you still might get some hit whiffs).
• Light Kick Rush Slash has lower extended hitbox, easier to hit low stance or crouching characters.
• Raging Demon's damage increased from 350 to 370, regardless if it's ground or air.
• With Ultra 1, when you aim it upwards, it's 9 frames on startup, this previously started up in 10 frames. From 0 frame to the second active frame (inclusive), is completely invincible (so from 0 frames to 10 frames).


Juri
• Faster dash during Feng Shui Engine (Ultra 1), further reach.

• Close Medium Kick 2nd hit has a larger hitbox, less likely to whiff when the 1st hits.
• Focus Attack hitbox revised, will hit smaller characters, when crouching, etc.
• Fuhajin (Fireball) kick attack damage to 50.
• Senpusha (Pinwheel): LK is has 5 frame extra advantage on first hit; MK, HK have 5 frame extra advantage on 1st, 2nd hit; EX has 5 frame extra advantage on 2nd hit.
• Senpusha -> FADC -> Kaisen Dankairaku (Ultra 2) now possible.
• EX Senpusha has an extra frame of invincibility during Feng Shui Engine for the first hit.
• EX Shikusen (dive kick) trajectory can be changed by the kick buttons used during Feng Shui. LK+MK: Same trajectory as before; MK+HK: Same as normal MK version, LK+HK: Same as normal HK version; LK+MK+HK has the same trajectory as before.
• Juri now gains 1/3 meter during Feng Shui Engine, improved from no meter gain.


Ibuki
• Bonsho Kick (Toward + Hard Kick) is now +1 on hit, -3 on block and +5 on counter-hit. It also has a different movement trajectory, will hit crouching opponents more easily. This attack used to be -1 on hit and -5 on block in AE.

• Hammer Kick (Toward + Medium Kick) startup time reduced by one frame, it now starts up in 25 frames.
• Tsujigoe (Command Jump) is throw invincible until Ibuki is airborne, from activation until 12 frames and has a smaller hurtbox, making low attacks are easier to dodge; can Super cancel from an earlier timing than before.
• At point-blank range you can Tsujigoe to dodge a throw and hit the opponent with Kasumi Suzaku (Super).
• Yoroi Toshi's (Ultra 1) fireball release after a whiffed grab will now combo into full hits if it lands on an airborne opponent.
• Yoroi Toshi's fireball will also fully connect against a backdashing opponent, if your spacing is correct.
• Ibuki's Ultra 2 has been altered so that it juggles airborne opponents. The blog had a hard time explaining this one, but basically after a Level 2 Focus Attack, and allowing the opponent to crumple, all hits of Ultra 2 will still land. This might be the non-cinematic juggle like Yang and Yun can do.


Makoto
• From 1000 to 950 health (back to SSF4 value).

• Fukiage (Upwards Punch) damage for LP, MP, HP reduced by 10, it does 90 damage now. EX went from 140 to 120
• EX Karakusa (Grab and Choke) has less range.
• Standing Hard Kick has a lower extended hitbox.
• Target Combo 1's Standing Medium Kick can be cancelled, like the normal version.
• Tanden Renki (Super Combo) is 3 seconds longer.
• Neutral Jumping Medium Punch has a forward extended hitbox and hurtbox.
• Hayate (Dash Punch) have improved properties on charge.
• Hayate changes: Light Punch Lv3, Lv4 and Medium Punch Lv4 have further forward movement, all Lv4 strengths are -2 on guard
• All Lv5 Hayate strengths break armor, further forward movement, from 170 to 190 damage.
• Can tell when you reach Lv5 charge timing by Makoto's voice.

Monday, July 25, 2011

xLan 2011 - SSF4 AE Tournament

Where should I start, this years xLan came by a week after the nationals. With the prize pool this year being reduced to $200 ($500 last year + trophy) not many entered, also the entry fee was like $70...
Anyways, I was sponsored by Giga Internet Cafe, so I went with no hesitation :) Thank You Giga!!!
There wasn't many noticeable players except for iRumble (Seth) and Massi4h (Akuma, Sakura and Sagat) who gave me a hard time. iRumble litterly raped me during our casuals as I had always wanted to play against Seth and learn the matchup, it was difficult against him but I manage to pull it off in the Semi Finals. Massi4h on the other hand was trying to counter pick me during the winners Final and then again in the Grand Finals after beating iRumble in the Losers Final.
First set of the first game he wanted double blind, thinking I would use Yun and so he chosed Sagat, but instead I chose Akuma. (Fail), lolz.
Anyways, I end up taking down with having to reset the bracket and won, here is the game footage.
Funny as hell!!! :)

Part 1:

Part 2:

Monday, July 18, 2011

SSF4 NZ National 2011

Yes guys, last weekend was the time of the year for our NZ nationals.
This year I haven't prepared at all for it haha, I was lazy and also busy at work :P and thanks to WOW.... dammit!!!!
Anyways, this year Kevin (DevilStar) and Simonfish did not attend, Kevin had a new born child a week before this event and had to fly back overseas, as for Simonfish.. he was also lazy and had work, sif!!!
I didn't do really well :( only manage to make it to top 3 and as expected, I had to face Gankatron's Boxer (my worst matchup) and lost, I think I came somewhere top 8? lowest in any NZ tournament I've been so far.

Well Top3 are as below
1: Cr8zyK1LL3r
2: Gankatron
3: Jacksmash


Congrats to them^^
Cr8zyK1LL3r  will be leaving NZ after this tournament and back to Vietnam, I wish him the best and thanks for being my training buddy for the last 3 years for SF4!!!


Video is not the best... I had to record it from a distance... ill update with a better version when the official video is out.


Cr8zyK1LL3r   and Me

Friday, June 24, 2011

TimeZone 2v2 Tournament

Hi everyone :)
Haven't updated for awhile now, but I'm alive ^^

Now, because of the recent Volcanic activities, the trip to Melbourne for Shadoloo Showdown has been cancelled for many of the NZ players... luckily I didn't buy my ticket!!! :D Bad luck to the guys who has.

Anyways, last weekend we had a 2v2 at Timezone Queen Street here in Auckland for Supper Street Fighter 4 AE. It is our first 2v2 Tournament for AE, some really good games during the timezone tourny, there was 6 teams? can't remember...
Was hoping more guys would turn up from here to be honest...anyways!!!
One character rule, no same char on team and round robin.

Teams and Placing are as follow:
1: Devilstar (Yun) + zosla (Akuma)
2: Fong (Boxer) + Jacksmash (E.Ryu)
3: Crazykiller (Yun) + Simonfish (Abel)
4: iMagneto (Bison) + Tekken guy (iBuki), I think he won xLan last year for Tekken 6~~


And a few other random team...don't know them.

I only manage to get a few vids in as I was too concentrated in playing and everyone was busy as well :(
Well, enjoy.
Quarter Final - Zosla (Akuma VS Crazykiller (Yun)


Yes, I got carried in grand final :P with Devilstar beating Jacksmash and Fong :)

Grand Final - Fong (Boxer) VS Devilstar (Yun)

Tuesday, June 7, 2011

SSF4 AE, Cody ( ibuki ) vs JackSmash( E.Ryu)

Check this new video of Cody vs Jack from last Sunday at Timezone, they had about 6-10 matches and here is one of them^^

Video request welcome :)

Friday, May 27, 2011

Some training vids as promise.

Okay, here are some videos from a few weeks ago.
After playing against Yun for the last few weeks, I feel I can not do anything to fancy during a match, because ONE mistake and it's GG.
Check out the vids and leave some comments^^

Cr8zyK1LL3r (iBuki) v Kevin (Yun)



Kevin (Yun) v Zosla (Akuma)

ChocoBlanka Vs Amiyu Gen

Now we all seen how this girl beat the famous Mago last year, it is very interesting to see a female player to be playing at such a high level in SSF4. Here is a video of her during a tournament for charity for Japan disaster, my new hero hahaha.



Now for some news about my training in the last month :).
It has been tough, lots of money spent at the arcades playing against the best in SSF4 AE.  My Akuma and Fei long has improved a lot, from option selects, to safe jump and plenty of different matchups including Yun and Yang. Our problem in NZ here is that we don't have many good players, only a hand full in which is limiting the amount of matchup experience and how much  as a community we can improve. Now days, some have even given up in trying, some have moved on to MvC3, others just don't have the will to move forward. Though I hope those that are still holding on and wanting to improve will get together and play more often, help each other out and improve as a community. I have a couple of videos from training recorded on my iPhone, decent quality but trying to get sound after I transfer them to my PC... so I'll post them up as soon as I can get this sorted lol.

Thursday, April 14, 2011

Getting into Gear :)

wow, I've been lazy lately lol.... actually I've been really busy at work and always forget to update :P
Well here is what I've been doing for the last 2 weeks :)

April 6,
Had a company function where we went out together to a pool hall (Billiard). Company held a competition there, 2 on 2, had lots of Food and Drinks :P yummmm :) :) :)
We just played round robin and the team with the most points at the end is the champion, so of course if you know me I am pretty good hehehehe, my partner and I went through everyone and not lost a single game and became the Chpaions of the night.
Prize was a cap (hat) and a pool Trophy, its the small one to the left haha.



And so for the last weekend, I spent time eating and more eating :) because when my Friend from Vietnam comes back.. its time for SSF4 training!!! wooohooo.










okay, thats all for now :)

Will update more when the SSF4 training starts :P

Sunday, March 20, 2011

BK TImeZone SSF4 AE Tournament

Okay, first of all it's currently 5 AM in the morning...zzZzZZzzzZZzz so if there are any typo... I'll fix it up later :)
Now YESTERDAY TimeZOne held a small casual tournament for the first time for SSF4 AE, some who attended includes, Mason, Kevin, Jack and a Very good Yun player (Tony) that's an apprentice of Kevin's.
I love playing in the Arcades, the feel is SOOOOO much better than console for some reason lol...
I couldn't get any Videos but have some pictures^^ as the tournament wasn't anything too serious, but next time I'll definitely try and take some videos :)

As for Placing, it came down to the following.
1st Place: Me, zosla
2nd Place: Kevin, Devilstar
3rd Place: Yun player (Tony)

Great day, lots of fun, was very intense final with me against Kevin, my Akuma put both Jack and Kevin to losers bracket, I was top in winners bracket. Jack lost to Yun player (Tony) in losers bracket and Kevin came top in losers bracket beating the Yun player (Tony). In the grand final, it was best out of 3 games and best of 3 rounds, Kevin took the first set, using his Gief vs my Akuma.
Second set, I use Fei Long vs his Gief, 2-0 to me and won. :)

Long night tonight, went to Primo for some clubbing as they had a uniform party, damn soo many cute girls^^ will upload some photos tomorrow and maybe some videos hehehe.

Mason playing the Yun player, Mason hates this matchup.. he lost hahaha.

 Here is Kevin on the left and young Jack on the right
.

Wednesday, March 2, 2011

Ryu vs Gouki aka Akuma



General Notes:
In general, I think this is a 6:4 or at least a 5.5:4.5 in Akuma's favour but that is just my personal perspective as I believe I lack plenty of skills and experience. Akuma has a very scary vortex, one of the best in the game and as a Ryu player, you must understand what you can and can not do during certain situations after he knocks you down. On knocked down, a good Akuma player will start their vortex mix ups along with mind games, this is where things starts to get hard for the Ryu player, to avoid this... DON"T GET  KNOCKED DOWN :) it's hard, I know, but to win you must keep that in mind. The match up revolves from zoning at the right distance, punishing air fireball where and when you can, build meter asap and don't try to pressure him too much after a knock down. Keep a good lead and slowly chipping away his HP. Push forward by walking after Akuma has Ultra 1 with Neutral jump, if Ultra 2 then watch out when you fireball, don't be predictable. Once you get him in the corner, stay just after mid screen and start to pressure from there, do not let him out by giving space or getting knocked down.

CREDITS: Air-Ryu for using some of his information from his guide.

Countering Akuma's special moves:
Fireball:Same as how you would counter any other fireball character, Tatsu or Super/ Ultra 1
Ex Version: Same as normal version with two hits knock down on the second hit.


Air Fireball:If you can bait this out or see it coming, use the following: Sweep trade, EX SRK beats it clean, Super/ Ultra 1 (sometimes trade).
Ex version:Similar to the normal version, but with 2 fireballs, you can EX SRK or block the first fireball and focus dash forward for the second linking into a punish combo.

Red Fireball:Hurricane kick. If you're to counter with Super or Ultra 1, make sure you do it just before the fireball hits you, the distance is crucial for this to hit Akuma.
Ex Version: I think its the same as normal? don't see much differences here...
Shoryuken:One word, you can't beat Akuma's SRK... the only thing to beat this is your EX SRK.
Ex Version:Don't even try on this one.

Hurricane Kick: Punish this the same way you punish other shoto's Tatsu.
Ex Version: Punish this the same way you punish other shoto's Tatsu.

Demon Flip Dive Kick: Depends on distance and timing, normally you can SRK trade, or EX SRK beating it clean, or jump up air to air attack is recommended. On wake up this is a different story, it depends on situation which will be explained later.
Ex Version: Same as normal, but the distance will be on point towards Ryu.

Demon Flip Palm:SRK can beat this clean, any jump air attack.
Ex Version: Same as normal.

Demon Flip Throw:SRK can beat this clean, any jump air attack.
Ex Version: Same as normal.

Super:This move is dangerous... if this comes out from point blank distance, you have to JUMP before the animation comes out, or else its unblock able. You will need to anticipate this...

Ultra 1:Once Akuma has Ultra 1, it very dangerous to jump in, the fire ball bait into Ultra can be easily cause a win to a lost for you. Always have a stock EX gauge on jump in during this situation so if you do fall for this, you can easily EX Tatsu to avoid it. Best way is just slowly walk in and pressure him.

Ultra 2:Watch your fireballs at mid range, teleport into Ultra 2 is deadly. So try baiting this and you should be fine. In AE Ultra 2 will also hit crouching Characters and be teleport cancelling will make the target bigger which lets Akuma hit them


Footsie and Ground game:

Full screen:
Throw fireballs and play your zoning game, slowly push him to the corner if you can, watch out for his EX demon flip once he has meter. Watch those air fireball and punish them with sweep.

Half screen
I think at this range, it is in Akuma's favour as he has more arsenal than Ryu when it comes to Footsies. All Akuma players will try and get a knock down with his infamous sweep... If you can see the sweep coming, a Lv2 focus will crumble him or focus dash in and BnB. Do watch out for the double kick as it will break your focus most the time, also be vary of this sweep cancel into Ultra/ Super, don't be predictable on those focus.
As for the far standing double kick, if you block it, the second hit will whiff so punish accordingly. If he has super or Ultra stocked then punish with MP SRK as it will beat the Ultra and super.


Sweep distance and closeup
This range is any body's game. Just try not to let him knock you down, learn to block, counter and read the Akuma player.


Mind games and Option Select:

There is not much OS you can do for this match up, it really depends on the Akuma player's play style. But if it's a good Akuma, then you're better off just slowly chip of the damage on ground. But I do recommend crossup Tatsu > super, your cross up is usually safe against most of his wake up.. unless its an auto correct Ultra1...if he SRK, your Cross up will beat it, if he teleports back you can sweep after the Tatsu, if he teleports forward, you're safe and situation resets. Mix this up with normal jump in OS Tatsu once in a while, this will keep him guessing and hence hesitate their options to do things. Just take this game slowly, push Akuma to the corner, it will make your life MUCH easier.


Ryu's Wakeup options after getting knocked down:

One thing I find hard when learning this match up is on a knock down from Akuma, what options do you as Ryu player have against his vortex? in order to understand this, there are certain conditions Akuma must meet in order to do so. The following will tell you what Akuma can do after each situation, hence will help you have an idea of what you can do, thus increasing your chances of winning by knowing these and how to avoid them.

Dive Kick:
-After a sweep
-In the corner, he will jump in very close up and pretend to cross you up but
instead a dive kick comes down for a front attack.


Crossup Tatsu:
-After a sweep
-Demon flip throw then double dash forward.
-Normal Forward throw then double dash forward.

note: Ryu's crouch mid kick will go under this if timed correctly on wake up.


Crossup Air Fireball:
Usually after you get demon flip thrown or palm and sweep, you have a few
options here.
1, stand and block the air fireball which makes it easier and harder to cross up.
2, focus out of it but this is risky.

Demon Flip Throw and Palm:  
- Any untechable knock down the delay demon flip throw or palm.

                    
Demon Flip Dive Kick:
-Sweep > Demon slip dive kick, this can trade with a MP SRK or EX SRK beats it clean.
-Combo into LP SRK > FADC > 3 hit fireball and if you quick wake up, the demon dive kick will beat everything you got, EX SRK will Whiff.
-Back throw > Demon flip Dive Kick will beat everything you got, EX SRK will
Whiff but you can forward dash to get out, though this is risky.
-Back throw, instant Demon Flip Dive Kick (Will beat all of your wake up
moves but however you can dash forward to get out, though I believe this is
risky, better to just block it.
-Forward throw, Demon Flip Dive Kick can be dash forward out off or MP SRK
trade.
-After a Demon Flip throw or palm > Demon  Flip Dive Kick is trade able with
MP SRK.



In the Corner:
First off all, don't get cornered :)
But if you do, in SSF4 AE, after Akuma do an untechable knock down he can dash forward twice and jump forward MK, this is an UNBLOCK ABLE. If you see this coming, focus dash forward, everything else will lose or whiff. (Learn it the hard way from Mr Tokido....) -.-


Monday, February 28, 2011

More video of Cr8zyK1LL3r (Ibuki)

Just had these uploaded over the weekened, more recent video's of my friend's ibuki.
It's looking pretty good now, just some more tonening up and she is be another strong character for him^^
Cody... you're going to love the mirrior match!!! xD
Enjoy.



Feel free to leave comments.

Friday, February 25, 2011

NZ player Cr8zyK1LL3r's in Vietnam

Cr8zyK1LL3r is now in Vietnam. He Main Viper, Ryu and now learning iBuki. This video is a while back now so I am sure he has imrpoved significantly. He is now involved in many online tournaments in Asia region, playing against Hong Kong Fighters, Taiwan Fighters, Korean Fighters, Singapore Fighters and Japanese Fighters. I am proud to have such a friend and am honor to have him letting me upload his video.
Enjoy.


All your friends in NZ are waiting for you to come back to NZ!!! see you in MAY =)

Monday, February 21, 2011

My Thoughts on MvC3

First of all, I have to say this game looks good :) game system is ok too... but I find the Combo's pretty easy to perform...The feel this game gives me is that it is A LOT more easier to learn than SSF4 but that is just my perspective. I havent played very much, I spent about 30 min on the game and got bored, went back to SSF4 LOL. Maybe sometime along the way it might prove to me that this game is worth putting time into, but for now I must train hard for the upcoming tournament in March as I have been VERY lazy... too much drinking and partying lol...  But one problem, I have no training buddy!!! if anyone is reading this and is keen, please leave comment or some sort of contact :)

Tuesday, February 15, 2011

Tokyo Trip

Hi all,
I just got back from Hong Kong and Japan last week and have been very busy with life and work, so it has been awhile since I've updated this blog :(
Anyways, much has changed for me in the last month but I am trying to get myself back into the Street Fighter mood... life has just been too depressing lately.


Here we have the front entrance for Safari Ikebukuro Tokyo Japan, this is where ALL of the top Japanese SSF4 AE players hang out, I got my ass handle by them haha. Even if I was in good shape it would of still been very hard as their average player is considered very strong if we compare them with the NZ SSF4 AE Scene. My winning ratio was about 20% :(


Here is the famous Taito Station in Shinjuku, this is around the corner from my hotel, Prince Hotel. Lots of pretty girls.... and I mean LOTS~!!! but one thing I never understood was at the highest level (level 5) was for girls/girls and girl/guy only.... single were not allowed... WTF



Here is the famous Daigo and Tokido.

Daigo and Mago


One thing I realize is that to daigo, Mago and Tokido, they actually lose quite often at teh arcades, it really makes me think seriously about the Japanese SSF4 AE player level, too strong.


Here is the new Gundam Extreme VS, so damn good!!! too bad I am not that great at it :(



This is at the Daibuddha, Kamakura, this place has about 13 temples/ Shrines.... its HUGE, you have to actually take 2-3 days to complete the whole area...
Anyways, this trip would of been great if it wasn't for some stupid people ruining it, made me lose 7 KG's from 64 KG to now... 57 KG. -.-

Friday, January 21, 2011

SSF4 AE, Cody ( Ibuki ) vs Kevin ( Zangief )

I manage to get ONE of the Video's from TimeZone yesterday !!!! WOOT :)
Here it is, hope you enjoy, NZ's best ibuki and Zangief :) Quality ain't the best because the iPhone camera is not good.... hope you guys like it.




Today at Timezone

Today stayed at Timezone while waiting for traffic to go home.
Saw Kevin, Cody, Andy (not me) and Calab. It was really fun playing both Kevin's Yun/ Gief and Cody's Ibuki (scary vortex). Anyways recorded some matches using my iPhone... but I can not transfer them to my PC :( very gutted.
I'll put some match tips and tricks in another post targeting specific character.

I got home and played a few console SSF4 and recorded a match before my camera run out of battery lol...

The Chun Li is Skullator from NZ.


Thursday, January 20, 2011

Some old Vids of my gameplay

Got better internet connection at last... but nothing compared to Japan....
Anyways, playing NZ and OZ players with no lag now :) very happy!!!!
Today I'll share some of my old random vids. 

This one was taken December 2009, 1P HumanBomb vs 2P Zosla, Vinilla SF4. I actually Lose to HB many times :(:(:( he is really good, I learn a lot from HB.


This is NZism Nationals 2010 - $40 Money Match - 1P Weazzeyeff vs 2P Zosla Part 1,
Me and Weazzey always had grudges, this time we sorted it out :) and we both happy now hoho.

NZism Nationals 2010 - $40 Money Match - 1P Weazzeyeff vs 2P Zosla Part 2


More Vids will be posted as I get my camera out tomorrow (Thursday) for some SSF4 AE action :)

sleepy now.....zzZzZZzZzzz

Monday, January 17, 2011

Fei Long SSF4 AE Changes.

Fei Long SSF4 AE Changes.

Normal Moves• Close and Far Standing Light Punch have an extra frame of advantage, making it +6 now.
• Close Standing Medium Kick has a 4 frame startup.
• Additional frame advantage on many moves.

Specials
• Less recovery on EX Rekka on hit and on guard.
• No invincibility on his Hard Flying Kick (Chicken Wing).

Other
• Is considered to be mid-air right after the invincibility frames of his backdash end.
• Crouching Medium Kick still cannot be Canceled, earlier reports said this might happen.


I see that he has some nice buff one his normal moves. The only downside is the HK ChickenWing losing invisibility :( but I guess you can't have everything. Apart from these I don't see a big difference from SSF4 to SSF4 AE for Fei.