cambios de ssfiv ae en el último número de arcadia:
Hakan
※ After Oil Slide you can do Kick follow up to get more oil instead of damage. After the oil is applied you still have some time for wake up games.
※ Oil Shower does not get “overwritten”, but gets overlapped. The longest time you can have oil is for 30 seconds.
※ Stand Jab -> Crouch Jab or Stand Short Kick -> Jab Oil Slide works as a combo.
※ Anti-air is Standing Fierce and Forward+Light Punch.
Honda
※ Ultra 2 can be jumped after the blackout
※ Jumping MP has been weakened via hitbox modification.
※ Jab headbutt has lower body invincibility
※ Headbutt does max damage on start up, so you’ll do minimum damage if you launch yourself from full screen.
M. Bison
※ Ultra 2 combo command has been changed, but damage upped to 450.
※ Super combo has projectile invincibility.
※ Heavy kick does 110 damage up close, 80 at the tip.
Akuma
※ Ultra 2 hitbox has been increased. You can now do Stand Fierce -> Teleport -> Ultra 2 on crouching opponents.
※ Invincibility frames on MP Shoryuken has been increased.
※ Air Hurricane Kick trajectory has been changed.
Zangief
※ EX Green Hand is +1 on hit, and does not knock down.
※ You can move Ultra 2 around now.
※ Jab SPD range and damage has been increased.
Dudley
※ EX Ducking has been added, all moves that come out of EX Ducking are very fast.
※ Crouching MK can be linked.
※ Foward+MK comes out faster.
※ EX Short Swing blow reels back less.
Deejay:
* Charge time on air slasher reduced.
* short Jack Knife Maximum has strike invencibility on startup (and juggles into Roundhouse JKM on AA)
* Slide length increased (cr.hk)
* Dash properties changed (input priority... to ease his dash buffering, which was horrible, hence how hard it was to do U2 after a dash)
* Something about his far.mk changed, but I have yet to understand what. I believe it's 5 startup instead of 6 now, but they mention how you can followup with it after a weak move (probably jab) which doesn't make any sense because you could already do that before (cr.jab is +6, and c.mk was active on 6th... 1 frame link, already possible)
* Double Rolling Sobat's frame advantage increased to allow for followups after FADC.
Seth:
* Stamina: 800, stun: 900
* J.HP doesn't "zoom in" anymore (lol, gotta love Japanese people)
* Hyakuretsu damage increased (lame
, it was fine as it was!)
* Tanden Stream: can get hit by projectiles after starting (odd translation, since I have no clue what Tanden Stream is...)
* Tanden Storm: pursuit property (will always hit properly as anti-air with fulls hits, basically), and is invencible to strikes on startup.
Sakura:
* Decreased recovery on close MP
* Far.mp is cancelable (either that, or they mean you can link it after close mp... either way, meh)
* Improved hitboxes on far mk (neato)
* Improved backdash (like most chars... ground frame gap removed prolly)
* Hadouken's charge time reduced (I like this one a lot... Ky okizeme shenanigans)
Guile:
* Reverse Sobat (close f or b+HK) now completely avoids crouching moves (comment on how it rapes ground game with a little "bow before this buff" smiley) think cr.techs being hit on counterhit (ouch), and linked into c.mp (easier link) xx sonic boom, backfist. Yeah. Nasty. (to be honest I have no idea if it "was" invencible, or if it IS invencible now... take it with a grain of salt.
* Sonic Hurricane damage nerf
* Air throw 4f startup up from 3f.
Dhalsim:[LIST][*]Normals damage revisioned (some must have been nerfed, other buffed, some left untouched)[*]Backdash buff (same as always, I suppose)[*]Something about his cr.strong having a stronger pushback (retarded if true), and being able to do it twice in a row (safely, I suppose). Iffy.
T.Hawk:
* J.MK is cancellable into EX Condor Dive (I believe that's what it says)
* Back jump no longer has projectile invencible hitboxes (it used to??)
* U2 hitbox and startup improved.
Sagat:
* Uppercut does 120 damage now
* Angry Scar changed to kick buttons
* 2nd hit of st.lk does 30 damage (St.lk does 10-30 instead of 30-10 now.)