Tanda de cambios de esta semana sacada directamente de eventhubs...copy-paste power:
Zangief
Normal Moves
• We increased his range on Far Standing Hard Punch.
Special Moves
• We buffed his damage on Light Punch and Hard Punch Spinning Piledrivers, and increased range on Light Punch Spinning Piledriver.
• EX Banishing Flat, when it hits a grounded opponent, will no longer knock down.
• As a result, it is impossible to go onto wake-up offense after EX banishing flat, but it's within Light Punch Spinning Piledriver's range so please utilize it wisely.
• There are no changes to either Lariat.
Ultra 2
It is possible to alter Siberian Blizzard's traveling distance by putting in a forward/backward input between Ultra freeze and start-up.
For forward direction, it can travel much further than before, so it's easier to grab backdashing opponents.
While the ground recovery on whiff has increased, we see it as a buff considering its possibility on controlling the distance.
Overall
The major changes are the EX Banishing Flat (Green Glove) and Light Punch Spinning Piledriver range. It became necessary, not just for Zangief players, but for the opponents as well to alter their spacing, so please research thoroughly in SSF4 Arcade Edition.
Sagat
Normal Moves
• The total damage is increased on Standing Light Kick when both hits get connected.
• As before, only 1st hit is Special Cancelable.
Special Moves
• Tiger Uppercut's damage is increased when connected at the 1st or 2nd active frames.
• There has been many complaints about Angry Scar that it comes out when unintended, so we changed its command to Kick buttons instead.
Overall
As there were huge changes in transition from vanilla Street Fighter 4 to SSF4, there are no changes in Arcade Edition to anything besides damage and command adjustments.
Being appropriate for his name as the King, he retains the potential to be a top class in SSF4 Arcade Edition.
Dan
Normal Moves
• Close Standing Light Punch's startup is changed to 3 frames. This was 4 frames in SSFIV.
• Crouching Medium Punch's startup was changed to 5 frames, was 7 frames in SSFIV.
• Close Standing Light Kick, Close Standing Medium Punch, Close Standing Hard Kick, Far Standing Light Punch, Crouching Light Punch, and Crouching Medium Kick's recovery time was reduced, so there are new combos available.
• For example, Far Standing Light Punch into Crouching Medium Kick will combo along with Crouching Medium Punch 2x.
• Neutral Jumping Hard Punch has pursuit property, and will slam opponents down to the ground when hit.
Special Moves
• Medium and Hard Dan Kicks damage distribution got adjusted.
• Hard Dan Kick's total damage was decreased.
• Koryuken (Dragon Punch) will give air reset on trade, this is likely on Dan, not the opponent.
Ultra 2
• Haoh Gadoken's invincibility was decreased to 8 frames after Ultra freeze. As a result, if it can be stuffed, and projectile will not come out when that happens.
Overall
Normals are enormously buffed, so it became interesting in a close range brawl. This character is for pros, but this could be the one step forward for Saikyo!
Dudley
Normal Moves
• Crouching Medium Kick's active frame window was increased to 5 frames, was 3 frames in SSFIV.
• Standing Hard Kick's recovery time was reduced. While it hasn't changed on hit, the frame advantage is 0 on block, so the risk is reduced and therefore it's easier to utilize. Previously, this was -3 on block.
• Jumping Hard Kick will slam down opponents to the ground if they're hit in airborne state, so it's better as an anti air option.
Unique Attacks
• We changed Toward + Medium Punch's startup to 7 frames, and increased hitbox as well, so it is possible to hit some characters out of their low attacks. The startup on this was 9 frames in SSFIV.
• Toward + Hard Kick's hitbox was buffed, so it is possible to connect from further away than now.
Special Moves
• A new special, EX Duck, is added in, it's different from regular versions. EX Duck has upper body invincibility during movement, and canceling into follow-ups is possible from the 3rd frame.
• Light Punch or Light Kick into EX Duck into Ducking Straight/Upper is possible now.
Others
• Jet Upper Focus Attack Dash Cancel on block has frame advantage of -2.
• Also, we fixed cases where a throw wouldn't connect on some dizzied opponents.
Overall
We made situations on where he had difficulty to be less severe, and made the changes for Dudley to have more variety of chances.
We think the brand new EX Duck will become an important tool with new combo possibilities, so you can look forward to him.
Dan top tier señores
con esto y lo de makoto es el renacer de los low.
Saludos.