Super Street Fighter 4 Arcade Edition 2012 Changes — final

Ryu’s changes

Crouching Medium Kick
Hit detection extended from 3F to 5F.

Solar Plexus Strike
Changed damage from 40 + 50 (90 total) to 40 + 60 (100 total).

Near Standing Heavy Kick
Equalized normal hit and counter-hit frame advantage.

Heavy Shoryuken
Made this a 1-hit move. Set damage in 1st and 2nd active frames to 160, and in 3rd to 14th active frames to 60. Made from start to 4th frame totally invincible. Made mid-air follow-up impossible. Removed possibility for EX Focus Attack and super canceling.


Changed light/medium/heavy version damage from 60 to 70. Chip damage is the same as SSFIV AE, at 15.
Changed follow-up restrictions when a counter-hit is landed with the EX version so that follow-up is possible with any move.

Airborne Tatsumaki Senpukyaku
Adjusted timing of trajectory break-point to be 3F behind the previous point when initiated with an angled forward jump.

Metsu Shoryuken
Extended hitbox upward in 3rd active frame. [br] [br]

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Target Combo

Expanded hitbox for second hit downward to facilitate connecting with crouching targets.
Increased startup of near standing medium punch from 8F to 20F to allow a delay when canceling into a Target Combo.

Crouching Heavy Kick
Total frame count unchanged, but startup altered from 7F to 8F.

Far Standing Heavy Kick
Changed startup from 12F to 11F. Shortened attack recovery by 4F, giving a +1F advantage on a hit and a -3F (dis)advantage when blocked.

EX Shoryuken
Changed damage from 70 + 30 + 30 + 50 (180 total) to 80 + 30 + 30 + 60 (200 total).

Thunder Kick
Overall length of feint move changed from 27F to 24F. [br] [br]

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For the rest of the changes visit Capcom Unity [/wpcol_1half] [wpcol_1half_end id=”” class=”” style=””]  [/wpcol_1half_end]



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Paul M Harrison is an entertainment journalist, novelist, and blogger, and a specialist in the theory of storytelling. Paul Harrison can be contacted via his personal website or on Twitter or Facebook.

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