Capcom Announces Ultra Street Fighter 4 at EVO (2014)

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Guile

- Hurtbox on wakeup has been reduced.

- Air grab hitbox increased.

- Crouching light punch is now +5 on hit instead of +4.

- Crouching medium kick now has a bigger hitbox and a bigger hurtbox.

- Reverse Spin Kick (Toward + Heavy Kick when close) now has a larger hitbox downwards.

- Light, Medium, Heavy and EX Flash Kicks now all have 1 more frame of invincibility.

- Light, Medium, Heavy and EX Sonic Booms are now counter-hittable between frames 1-20.

- Flash Explosion (Ultra 1) startup is now 5 frames instead of 7 frames. Damage is now 450 instead of 510. If your opponent ends up behind you, it will autocorrect. The second kick is now slightly slower, making it easy to hit against airborne opponents. Invincibility is now during frame 1-6 instead of 1-10.

- Sonic Hurricane (Ultra 2) now does 330 damage instead of 300. It will now hit all of its hits if used against an airborne opponent within a combo.

Guy

- Walk speed slightly increased.

- Far standing light kick now has a larger hitbox upwards.

- Far standing heavy kick now has 7 frames of startup instead of 8. Now has 5 active frames instead of 3. Now has 16 frames of recovery instead of 17. Now has a larger hitbox.

- Crouching medium punch can no longer be used as an anti-air.

- Izuna Otoshi (Elbow Drop) now has a larger downwards hitbox.

- Sickle Kick now has 9 frames of startup instead of 11.

- Target Combo's second hit now has a larger downwards hitbox.

- Heavy Hozanto (Shoulder Slam) now has 28 frame startup instead of 30.

- Run->Sudden Stop now has 16 frames recovery instead of 17.

- Run->Neck Flip now has a larger downwards hitbox.

- EX Run->Neck Flip will now knock down airborne opponents.

- EX Bushin Senpukyaku (Hurricane Kick) startup changed to 2 frames from 4. The 2 frame start up might be a typo in the patch notes. Hitbox increased, easier to pull opponent in.

- Bushin Goraisenpujin (Ultra 1) second hit's range increased, will now be easier to combo to.

Hakan

- Standing hard punch: Hitbox increased above his head to increase anti-air capabilities

- Crouching light kick: Recovers faster (9F->8F)

- Crouching middle punch: Can special cancel, super cancel, and focus cancel out of this attack

- Jumping middle kick: Hitbox increased to cross up much more consistently

- Toward + Middle Punch: Disadvantage after block reduced (-5F->-4F) and disadvantage after hit reduced (-2->0)

- Airthrow: Damage increased (140->150)

- Light/Medium/Hard Oil Rocket (unoiled): Throw distance increased (0.97->1.05)

- EX Oil Rocket (unoiled): Throw distance increased (0.97->1.2)

Ibuki

- Guard: El Fuerte bug that resulted her in not being able to block his Toward + MK has been fixed.

- Crouching light punch: Start up is faster (4F->3F).

- Target Combo 4: Hitbox extended downward on second hit to hit crouching opponents more consistently.

- Hammer Kick: Hitbox extended downward to hit crouching opponents more consistently.

- Hammer Kick: Advantage on block reduced (3F->2F).

- Backhand Punch: Second hit can be canceled into specials, high jump, focus attack and red focus attacks.

- Light, Medium, Heavy Tsujigoe (Command Jump): Recovery reduced by 6F.

- Light, Medium, Heavy, EX Tsumuji (Spin Kicks): Hitbox extended downward to hit crouching opponents better.

- Medium Tsumuji (Spin Kicks): Recovery increased by 1F (3F->4F).

- EX Kazegiri (Dragon Kick): Invincibility increased (6F->7F).

- EX Kazegiri (Dragon Kick): Hitbox increased to hit airborne character more consistently (on frames 2~3).

Juri

- Close standing light punch: Hitbox increased to hit crouching opponents more consistently

- Close standing medium punch: Feng Shui version has been adjusted to match non Feng Shui version

- Close standing middle kick: Feng Shui version has been adjusted to match non Feng Shui version

- Far standing middle punch: Can cancel into special moves

- Far standing light kick: Start up reduced (5F->4F)

- Far Hard Kick: Feng Shui version has been adjusted to match non Feng Shui version

- Crouching middle kick: Starts up faster (6F->5F)

- Crouching middle kick: Reduced recovery (17F->16F)

- Kasatsuchi (counter): Takes white damage when opponent’s attack is countered

- Light, Medium, Heavy Shikusen (Dive Kick): Cannot be performed when jumping backwards

- Shikusen (Dive Kick): 2nd and 3rd attack hitboxes have been enlarged and adjusted to hit more consistently

- EX Shikusen (Dive Kick): Follow up attacks only come out if one of the K buttons is pressed

- EX Shikusen (Dive Kick): Attack trajectory affected by which two buttons are pressed to perform the attack (LK+MK = close, MK+HK = Middle, LK+HK = far)

- EX Fuhaijin (Fireball Kick) : MK+HK version can now hit crouching opponents

- EX Fuhaijin (Fireball Kick) : LK+HK version damage has been increased (50*50->60*60)

- EX Senpusha (Pinwheel Kick) : Invincibility increased (1F~6F->1F~7F)

- EX Senpusha (Pinwheel Kick) : Disadvantage after guard increased (-14F->-15F)

- Feng Shui Engine (Ultra 1): Invincibility on start up reduced (1~4F->1~2F)

- Kaisen Dankairaku (Ultra 2): Hitbox has been extended horizontally

Ken

- Movement speed slightly increased.

- Close standing medium kick has had its downward hitbox increased, and is now easier to hit crouching opponents with.

- Crouching medium kick recovery has been reduced from 16 frames to 13 frames. Hitstun changed to +2 frames from -1 frame. Blockstun changed to -1 frame from -4 frames.

- Crouching heavy kick startup changed to 7 frames from 8 frames. Recovery changed to 19 frames from 21 frames.

- Lightning Kick (Forward + Heavy Kick) changed to ±0 frames on block, from -1 frame.

- Light, Medium and Heavy Fireball damage increased to 70 from 60.

- EX Fireball damage increased to 50+50, from 50+40.

- Medium Shoryuken now launches on the first hit.

- Heavy Shoryuken can no longer be FADC'd on second hit if the opponent blocks it, damage increased from 70*40*30 to 70*50*30

- Light, Medium and Heavy Shoryuken are all now -5 frames on block when FADC'd into a forward dash.

- Heavy Hurricane Kick now has 6 frames startup instead of 7 frames.

- Light, Medium and Heavy Airborne Hurricane Kick trajectory changed when done while jump is heading upwards.

- EX Airborne Hurricane Kick trajectory changed.

- Shinryuken (Ultra 1) non-animation damage increased by 60.

- Guren Senpukyaku (Ultra 2) has slightly better range when activated.

 
Makoto

- Forward/Neutral throw: Throw range increased (0.9->0.95)

- Back throw: Throw range decreased (0.9->0.85)

- Standing hard punch: Hit stun increased on crouching opponents by 1F to match hit stun on standing opponents

- Crouching heavy kick: Stun damage increased (100->200)

- Jumping middle kick: Hitbox increased to increase cross up ability

- Light/Medium/Heavy Karakusa (Grab and Choke): increased recovery when it misses (4 frames added)

- EX Fukiage (Upwards Punch): Can now hit standing opponents

- EX Fukiage (Upwards Punch): Now jump cancellable on hit (and only on hit)

- EX Fukiage (Upwards Punch): Damage decreased (120->80)

- EX Fukiage (Upwards Punch): Stun damage decreased (200->100)

- Light/Medium Tsurugi (Axe Kick): Disadvantage after block increased by 2F (when performed at the lowest point in the air, the minimum frame disadvantage is -3F)

- Seichusen Godzansuki (Ultra 1): Damage decreased (480->440)

- Abare Tosanami (Ultra 2): Projectile invincibility added from jumping off the wall to upon landing back onto the ground

M. Bison

- Far standing medium punch startup is now 6 frames, instead of 8 frames. It is now +2 on hit instead of ±0. It is now -1 on block instead of -3. It now has 12 frames recovery instead of 11. It is now special, super and focus cancellable.

- Crouching heavy punch now has 10 frame startup instead of 12.

- Hell Attack (j.MP) can now be combo'd from even if the jumping medium punch does not hit, but only the Hell Attack.

- Teleport now has 47 frames recovery instead of 42.

- Light Double Knee Press is now -1 instead of ±0 frames on block. Now does 60+40 damage instead of 60+30.

- Medium Double Knee Press now does 60+60 damage instead of 60+50.

- Heavy Double Knee Press now does 70+70 damage instead of 70+60.

- EX Double Knee Press now does 70+80 damage instead of 70+70. Is now projectile invincible during frames 1-19 instead of 1-12.

- Head Press now has 20 frames startup instead of 22.

- EX Devil's Reverse now moves slightly faster.

- Light, Medium, Heavy Psycho Crusher are now able to combo into against airborne opponents.

- EX Psycho Crusher now does 75+60 damage instead of 75+75.

- Psycho Punisher (Ultra 2) now does 420 damage instead of 450 damage. Now only requires 40 frames of charge instead of 55.

Oni

- Crouching heavy kick: Starts up faster (9F->8F) and recovers faster (24F->23F).

- Toward + Medium Kick: Attack comes out faster. (Startup changed 13F->11F)

- Focus attack: Hitbox extended horizontally.

- Light Gouhadou: recovers faster (54F->52F).

- Medium Gouhadou: recovers faster (61F->59F).

- Heavy Gouhadou: recovers faster (69F->67F).

- Light Sekisei (Demon Palm): Disadvantage after block reduced (-7F->-6F).

- Medium Sekisei (Demon Palm): Disadvantage after block reduced (-6F->-4F).

- Medium Sekisei (Demon Palm): Removed invincibility frame.

- Heavy Goushoryu: Full and hit invincibility reduced (1~8F->1~5F and 9~10F->6~7F).

- Light/Medium/Heavy/EX Goushoryu: Focus attack cancel possible on first hit on hit/block (previously it was up to two hits on hit, and up to one hit on block).

- Light/Medium/Heavy Goshoryu: Disadvantage on guard after a focus dash cancel forward increased (-5F on block).

- Light Rankan (Demon Slash): Damage reduced (120->110).

- Light Rankan (Demon Slash): Stun reduced (150->130).

- EX Rankan (Demon Slash): Disadvantage after block reduced (-10F->-9F).

- Heavy and EX Rankan (Demon Slash): Hurtbox before the attack becomes active has been shrunk to the same size as the throw-hurtbox.

- Meido Gohadou (Ultra 1): Damage increased on non animation version (350->375).

- Meido Gohadou (ground Ultra 1): Starts up faster (11F->9F).

- Meido Gohadou (air Ultra 1): Starts up faster (14F->11F).

- Tenchi Sokaigen (Ultra 2): command change (41236x2+PPP->63214x2+PPP).

Rose

- Forward Dash is now 20 frames instead of 21.

- Close standing medium kick now has a larger downward hitbox.

- Crouching light punch now does 30 damage instead of 20.

- Crouching light kick now does 40 damage instead of 30.

- Crouching medium punch now does 70 damage instead of 60.

- Light Soul Spiral now has a slightly larger hitbox forward.

- Light, Medium and Heavy Soul Spiral now do 110 damage instead of 100.

- EX Soul Spiral now does 130 damage instead of 120. Now does 200 stun instead of 100. Is now strike and projectile invincible during frames 1-13 instead of 1-11. Is no longer throw invincible.

- Medium Soul Spark now has 20 frame startup instead of 22.

- Heavy Soul Spark now has 27 frame startup instead of 29.

- Illusion Spark now has 10 frame startup instead of 12.

- Ultra 2 command is now QCB QCB+3 kicks instead of punches. Recovery increased to 4 frames from 2.

Rufus

- Forward throw damage reduced to 135 from 150.

- Far standing medium punch is now special, super, focus and red focus cancelable.

- Far standing medium kick now has 2 active frames instead of 1.

- Target Combo is now -8 frames instead of -5 after the second hit.

- Light Messiah Kick can now connect with airborne combos.

- Messiah Kick (Medium Followup) now has 22 frames recovery instead of 19.

- Messiah Kick (Heavy followup) now has 19 frames of recovery instead of 17.

- EX Messiah Kick will not fly over the opponent's head anymore. It now has 13 frames of invincibility instead of 16.

- Spectacle Romance (Super) now has a bigger hitbox in front of Rufus' fist from the second hit.

- Space Opera Symphony now does 420 damage instead of 460.

- Big Bang Typhoon now does 360 damage instead of 420. The way it sends airborne opponents flying has been adjusted.

Ryu

- Crouching Medium Kick is now -2 instead -3 on block.

- The first hit of Jumping Medium Punch is now cancellable into Airborne Tatsu (EX as well)

- Light, Medium and Heavy Airborne Tatsu can now be used in combos

- EX Airborne Tatsu: Hitbox, as well as "vacuum effect" increased. Easier to land all hits now.

- Light, Medium Shoryuuken are now -5f frames on block when FADC'd into a forward dash.

- When you do "EX Shoryuken (first hit), Focus Attack Dash Cancel," you can combo into anything except a throw.

- Metsu Shoryuken (Ultra 2): One more frame of invincibility added

Sagat

- Close standing light kick is now special, focus, red focus and super cancellable on the second hit.

- Tiger Knee now makes the opponent stand when it hits.

- EX Tiger Knee is now ±0 frames on block instead of -1.

- Light, Medium, Heavy Tiger Uppercut are now all -5 after doing a FADC->forward dash.

- Tiger Destruction (Ultra 1) now does 340 damage instead of 395. Its forward distance has been decreased. If it hits an airborne opponent in the corner it will give full hits.

- Tiger Cannon (Ultra 2) will now give full hits against airborne opponents. Damage against airborne opponents is now 309 instead of 384.
 
Sakura

- Far standing medium punch now has a larger hitbox.

- Angled jump heavy punch now has a larger hurtbox.

- Light, Medium, Heavy and EX Airborne Shunpukyaku (Hurricane Kick) have had their falling trajectory changed.

- EX Shunpukyaku (Hurricane Kick) is now +2 on block instead of +4. It is now easier to hit crouching opponents with it.

- Light, Medium, Heavy and EX Sakura Otoshi now have a larger hitbox.

- EX Sakura Otoshi timing for followup attacks changed to 12 frames from 15.

- Shinku Hadouken can no longer hit opponents behind Sakura.

Seth

- Triangle jump distance traveled has been lowered.

- Far standing heavy punch is now -5 on hit instead of -11. It is now -8 on block instead of -15.

- Angled jump medium kick can now crossup.

- Angled jump heavy kick can no longer crossup.

- Yosokyaku (head stomp) now has 4 active frames instead of 3.

- Tenmakujinkyaku (Dive Kick) hurtbox slightly increased.

- Medium Hyakuretsukyaku (Spin Kicks) now does 100 stun instead of 150.

- Heavy Hyakuretsukyaku (Spin Kicks) now does 150 stun instead of 200.

- Light, Medium, Heavy and EX Piledrivers now all do 150 stun instead of 200.

- Light, Medium and Heavy Shoryuken can no longer be focus cancelled during 2nd hit if opponent blocks. Shoryuken->FADC->Forward dash is now -5 frames.

- Medium and Heavy Shoryuken invincibility duration reduced to 5 frames from 7.

- Light, Medium and Heavy Tanden Engine can no longer be cancelled into from regular moves.

- Tanden Stream now has 55 frames of recovery instead of 66. Its pushback on block has been increased.

- Tanden Typhoon now easier gets full hits on airborne opponents. It now has 70 frames of recovery on block instead of 89.

T. Hawk

- Walk speed slightly increased.

- Close standing medium punch pushback on hit and block slightly reduced.

- Far standing heavy kick hurtbox slightly increased. Is now -5 frames on block instead of -7.

- Crouching medium kick is now special, super, focus and red focus cancelable.

- Thrust Peak command changed to b+light punch instead of df+light punch.

- Condor Spire command changed to DP+Kick instead of Reverse DP+Punch.

- Light Condor Spire is now -2 on hit instead of -5. Now has 11 frame startup instead of 20.

- Medium Condor Spire now has 14 frame startup intsead of 20.

- EX Condor Spire forward hitbox slightly increased.

- Light Tomahawk Buster now has 4 frames of startup instead of 5. Recovery is now 27 frames instead of 28.

- EX Tomahawk Buster can now be focus canceled.

- Light Mexican Typhoon range increased to 1.55 from 1.5.

- Raging Slash command changed to HCBHCB+Kicks from HCBHCB+Punches. Hitbox slightly increased.

Vega

- Crouching Heavy Punch now has 4 active frames instead of 2.

- Pick up the mask command is now down+2 punches.

- Light, Heavy and EX Rolling Crystal Flash FADC is now +5 instead of ± 0 when opponent blocks.

- Medium Rolling Crystal Flash FADC is now +3 instead of ±0 when opponent blocks.

- Bloody High Claw (Ultra 1) upwards hitbox (during activation) increased.

- Splendid Claw (Ultra 2) now has 7 frames startup instead of 8 frames.

- Flying Barcelona Special (Super) now hits while jumping up towards the wall (but does 0 damage). The damage on the move has been changed to 100+100+100 from 100+100+200. Vega now only loses the Super gauge as soon as the move is activated, instead of when he starts jumping off the wall.

Yang

- Movement: Yang walks faster

- Close standing light kick: Starts up faster (5F->4F)

- Close standing middle kick: Hitbox increased to hit crouching opponents more consistently

- Far standing middle punch: Can be special, super, focus cancelled

- Far standing light kick: Starts up faster (5F->4F)

- Crouching light kick: damage increased (20->30)

- Forward/back jumping middle kick: hitbox has been adjusted to be a middleground between the AE and AE2012 versions of this move

- Light/Medium Mantis Slash: Damage increased on third hit (60->65)

- Heavy Mantis Slash: Damage increased on third hit (60->70)

- Light Kick Senkyutai: Hitstop increased on first hit only (8F->12F) (Note: this is so that the move's first hit hitstop properteries are consistent on hit and on block at 12F)

- Light/Medium/Heavy/EX Command grab: Does one point of damage

- Tenshin Senkyutai: Starts up faster (7F->6F)

Yun

- Far standing middle punch: damage increased (50->60)

- Crouching middle punch: damage increased (50->60)

- Heavy Nishikyaku (Dragon Kicks): On 1~7F, the move's invincibility properties have been changed to lower-body invincibility

- Heavy Nishikyaku (Dragon Kicks): Yun is considered airborne from 7F of this move

- Command grab: Throw distance decreased (1.1->1.0)

- EX Command grab: Throw distance decreased (1.3->1.2)

- Light/Medium/Heavy/EX Command grab: Does one point of damage

Zangief

- Close standing light kick is now special, focus, red focus and super cancellable.

- Far standing medium punch hurtbox increased. Hurtbox now appears in front of him from the first frame.

- Far standing medium kick is now -3 frames on hit, instead of -7 frames. -7 frames on block, instead of -10 frames.

- Angled jump heavy punch hurtbox slightly increased.

- Light Spinning Piledriver range changed to 1.70 from 1.75.

- Light Banishing Flat now has 8 frames startup instead of 11 frames. Hit advantage is now -3 frames instead of -5 frames. It is now -8 frames on block instead of -7 frames.

- Medium Banishing Flat now has 11 frame startup instead of 13 frames. It is now -6 on block instead of -8.

- Heavy Banishing Flat now has 14 frames startup instead of 16 frames. it is now -6 on hit instead of -7, and -7 on block instead of -9.

 
Ultra Street Fighter IV retail release dated for August 7 in Japan; Edition Select mode playable online

April 17, 2014 • By KarbyP

usfiv_decapre_screenshot_01

This week’s issue of Famitsu magazine has revealed that the full retail version of Ultra Street Fighter IV (PS3/X360) will be released in Japan on August 7, 2014.

In Japan, first-print editions of the game will receive the 2014 Challenger’s Pack, which are a set of costumes for USF4′s five new characters designed by Udon Entertainment, the studio behind the officially-licensed Street Fighter comics. In the US, the Challenger’s Pack is a pre-order bonus at certain stores.

You can see the 2014 Challenger’s Pack costume designs in the image gallery embedded below.

But before you check out the images, note that each USF4 newcomer also has a default and an alternate costume in the game. According to Famitsu, you will need a Street Fighter X Tekken save file in order to unlock the new characters’ alternate costumes, although there may be other methods of unlocking the costumes (not pictured here).

challengers pack 2014 05

challengers pack 2014 04

challengers pack 2014 03

challengers pack 2014 02

challengers pack 2014 01

On top of the retail version’s release details, Famitsu magazine’s feature on USF4 this week also took a brief look at several of the new features in the game: Online Training mode, Edition Select mode, and a new “Network Simulation” feature.

We won’t go over Online Training mode since it’s pretty self-explanatory. This was a mode that Capcom previously implemented in Street Fighter X Tekken.

Edition Select mode now playable online

[youtube id="OOhECaPwsho" width="600" height="350"]

What’s really interesting to us is that Edition Select mode, which Capcom announced and showed off previously, will now be fully playable online.

This was something that the fans have been clamoring for ever since the mode was first announced back in March, and it looks like Capcom has finally heeded their call on that.

Network Simulation

Famitsu magazine also detailed a new Network Simulation feature for USF4, which appears to work exactly like the Lag Simulation option in Ultimate Marvel vs. Capcom 3.

Turning Network Simulation on will allow you to introduce some amount of input lag into the game’s offline modes. This is useful for practicing your combo timings for online situations where lag is unavoidable.

usf4 c

Before Ultra Street Fighter IV hits retail shelves in Japan on August 7 (release dates for other countries are likely to vary), a digital upgrade version of the game for existing Super Street Fighter IV owners will also be available in June.

In Japan, the standard PS3/X360 retail package of the game will be sold for 3,990 yen excluding tax (or 4,309 yen with tax). On top of the standard edition, there will also be a Collector’s Pack — exclusively for the PS3 — that will retail for 4,990 yen excluding tax (5,389 yen with it).

We’re not quite sure what the Collectors’ Pack will include at the moment, or if this PS3-exclusive edition will be available in regions outside of Japan.Ultra Street Fighter IV retail release dated for August 7 in Japan; Edition Select mode playable online

April 17, 2014 • By KarbyP

usfiv_decapre_screenshot_01

This week’s issue of Famitsu magazine has revealed that the full retail version of Ultra Street Fighter IV (PS3/X360) will be released in Japan on August 7, 2014.

In Japan, first-print editions of the game will receive the 2014 Challenger’s Pack, which are a set of costumes for USF4′s five new characters designed by Udon Entertainment, the studio behind the officially-licensed Street Fighter comics. In the US, the Challenger’s Pack is a pre-order bonus at certain stores.

You can see the 2014 Challenger’s Pack costume designs in the image gallery embedded below.

But before you check out the images, note that each USF4 newcomer also has a default and an alternate costume in the game. According to Famitsu, you will need a Street Fighter X Tekken save file in order to unlock the new characters’ alternate costumes, although there may be other methods of unlocking the costumes (not pictured here).

challengers pack 2014 05

challengers pack 2014 04

challengers pack 2014 03

challengers pack 2014 02

challengers pack 2014 01

On top of the retail version’s release details, Famitsu magazine’s feature on USF4 this week also took a brief look at several of the new features in the game: Online Training mode, Edition Select mode, and a new “Network Simulation” feature.

We won’t go over Online Training mode since it’s pretty self-explanatory. This was a mode that Capcom previously implemented in Street Fighter X Tekken.

Edition Select mode now playable online

[youtube id="OOhECaPwsho" width="600" height="350"]

What’s really interesting to us is that Edition Select mode, which Capcom announced and showed off previously, will now be fully playable online.

This was something that the fans have been clamoring for ever since the mode was first announced back in March, and it looks like Capcom has finally heeded their call on that.

Network Simulation

Famitsu magazine also detailed a new Network Simulation feature for USF4, which appears to work exactly like the Lag Simulation option in Ultimate Marvel vs. Capcom 3.

Turning Network Simulation on will allow you to introduce some amount of input lag into the game’s offline modes. This is useful for practicing your combo timings for online situations where lag is unavoidable.

usf4 c

Before Ultra Street Fighter IV hits retail shelves in Japan on August 7 (release dates for other countries are likely to vary), a digital upgrade version of the game for existing Super Street Fighter IV owners will also be available in June.

In Japan, the standard PS3/X360 retail package of the game will be sold for 3,990 yen excluding tax (or 4,309 yen with tax). On top of the standard edition, there will also be a Collector’s Pack — exclusively for the PS3 — that will retail for 4,990 yen excluding tax (5,389 yen with it).

We’re not quite sure what the Collectors’ Pack will include at the moment, or if this PS3-exclusive edition will be available in regions outside of Japan.
 
16_usf4costumes01.jpg


First in-game look at Decapre, Rolento, Elena, Hugo, and Poison's alternate costumes in Ultra Street Fighter 4, 2nd wave of costumes also shown

DreamKing23

Posted by DreamKing23

36 minutes ago

Comments

31

submit to reddit

Famitsu, a Japanese gaming publication, posted in their magazine the first in-game look at Decapre, Rolento, Elena, Hugo, and Poison's alternate costumes in Ultra Street Fighter 4. Each of these outfits was designed by UDON, and just yesterday, we saw the Decapre's costume design for the first time.

If you look closely at the image below, you can see that there are in-game screenshots showing a 2nd wave of alternate costumes for Rolento, Poison, Elena, and Decapre. It appears as though Rolento is donning his plumber getup from Street Fighter X Tekken, and Poison is also getting one of her SFxT outfits.

Players will be able to use these costumes if they have save data from Street Fighter X Tekken on their hard-drives. Decapre's costume isn't actually a new design, but rather, Cammy's SFxT alternate outfit. These costumes will also be available in the arcade version of Ultra Street Fighter 4.

You can check out the scan below, courtesy of Kurushii.First in-game look at Decapre, Rolento, Elena, Hugo, and Poison's alternate costumes in Ultra Street Fighter 4, 2nd wave of costumes also shown

DreamKing23

Posted by DreamKing23

36 minutes ago

Comments

31

submit to reddit

Famitsu, a Japanese gaming publication, posted in their magazine the first in-game look at Decapre, Rolento, Elena, Hugo, and Poison's alternate costumes in Ultra Street Fighter 4. Each of these outfits was designed by UDON, and just yesterday, we saw the Decapre's costume design for the first time.

If you look closely at the image below, you can see that there are in-game screenshots showing a 2nd wave of alternate costumes for Rolento, Poison, Elena, and Decapre. It appears as though Rolento is donning his plumber getup from Street Fighter X Tekken, and Poison is also getting one of her SFxT outfits.

Players will be able to use these costumes if they have save data from Street Fighter X Tekken on their hard-drives. Decapre's costume isn't actually a new design, but rather, Cammy's SFxT alternate outfit. These costumes will also be available in the arcade version of Ultra Street Fighter 4.

You can check out the scan below, courtesy of Kurushii.

 
vagrant-718;6960835 said:
Arcade opening mad lazy

Cs Capcom all about the budget these days lol

Apparently edition select is still offline only, kind of a bummer. They really need to make it available online

 
Cammy looks the same to me, 1.50 momochi did delay wake up to avoid the back throw set up, her c hp to c mk link being 1 frame tighter showed, kindevu dropped it like 4 times
 
21_usf4trailer.jpg



The English version of Capcom's latest Ultra Street Fighter 4 trailer has just hit the internet.

In it, we get to see a recap of all newly added characters, a quick rundown of each of the new features, (such as Red Focus, online training, Ultra Combo Double), and more.

Be sure to check it all out after the break.

USF4 Japanese players impressions 2

Kazunoko

"Umehara-san's (nesica) card (registered player name) became 「ウメハラ (「Umehara) (^^;)

*Someone took his alias so Umehara had put 「 in front of his name.

Bon-chan

"Was using Evil Ryu and met a Rolento player who rolled me entire match. Was about to go and look at his face after I lost but then he came to me and said good game. It's [hint at Kazunoko]. That makes sense.

Kazunoko

"[I wonder who did such terrible thing to Bon-chan!]"

Acqua

"I wish the developers had put more time on Elena."

"I think Evil Ryu is strongest among Dougi characters (characters in judo uniform such as Ryu or Ken). He lost okizeme but still has raw power"

"It's still tough for Yang to be top tier."

Tsukimiya (Guy player)

"If I meet Guy users, I'd use Ryu, Akuma, Yun, Zangief, and Honda."

Several players

[Complaint about button malfunction such as pushed (normal) Focus but Red Focus came out]

Uryo

"I even lost to CPU Hawk."

Wao

"Condor Spire!"

Tonpy (Viper player)

"Condor Condor Condor Spire!"

Itabashi Zangief

"Too bad, I did 0 Spire today. I want to do around 1,000 Spires tomorrow."
 
lol @ Elena's ending, Akuma selfie

Rolento, Poison and Elena's endings from Ultra Street Fighter 4's Arcade Mode

22_usf4endings.jpg


The animated endings for the new characters in Ultra Street Fighter 4 are starting to make their way onto the interwebs.

Three out of the four playable cast had their endings uploaded, although all were via shaky cam footage.

You can find animated sequences for Poison, Elena and Rolento after the jump. Hugo's ending wasn't available at the time this story was published.


 
Guile's health dropped to 950, Dhalsim loses 2-hit st.MK, Vega gains jump LK cross-up - top players detail changes found in latest USF4 console build

We've saved the best for last. Now that Northwest Majors VI and Stunfest have concluded, it's time to dig into all of the great discoveries -- the changes for characters other than Decapre -- that top players have found in the second-last console build of Ultra Street Fighter 4 that was on location test at the two tournament venues.

Filipino Champ goes through the changes for Sim in this latest version, with Saunic chiming in as well.

And VRyu Sensei and Air have been instrumental in finding out as many of the changes as they could for the fighting games community.

Hit the jump to see all of the changes discovered so far.

If you spot any discoveries we missed, let us know in the comments and we'll update this story accordingly.

Filipino Champ:

Sim is diff in this version of USF4 than the arcade build. No more 2 hit MK, all his dmg is back to 2012 but ST.F gets whopping 5 dmg lol fml

Ex upflame is back to causing Hard Knockdown and fireball into U1 works again..but he gets 2 good buffs: you can link st.strong juggle after ex yoga flame.

You can do combos like db.fierce > b.fierce > ex flame then juggle a st. Strong midscreen or B.RH if cornered.

Overall i think he is the same (as the) 2012 version but delayed wakeup helps him for sure.... I'm sorry guys I'm done using Sim, he is my backup now.

Saunic:

Dhalsim EX Flame now jugglable after, but cr.HP to Headbutt still not working as a standard.

Guile's health nerfed to 950 , CH on sonic boom's start-up.

Finally Viper's HP Thunder Knuckle FADC is -5 on block too.

VRyu sensei:

Makoto U2 startup is NOT invulnerable. Wtf!?!? It's not invulnerable on startup.

Makoto MK tsurugi still -3 on guard.

Yun seems very powerful. Better damage and seems faster.

Guile seems not having autocorrect anymore on U1 (Air said that Guile's U1 still autocorrects).

Guile has 950 life now.

Ken can cancel his Hp shoryu on 2nd hit (guard). Didnt test more things yet. I wont be able to check 1-2 frame change though.

Poison cannot cancel her sweep.

Poison can do LP > LP rekka, crMK > MP rekka from max range (according to KeFFi, cr.MK xx MP Rekka whiffs from a lot of ranges in the arcade version).

Zangief - (responding to a question from Ultra David, about if Gief's lp/mp hand xx ex red focus combo?) Only EX hand => Red Focus works.

Dhalsim can do crHP > headbutt > flame

Ibuki: Can juggle after target crHK>HK (kd state -- can follow-up with any normal, but leads to knockdown instead of a reset). No recovery after hop jump (dp+p)

Viper is -5 after hp TK fadc on guard

Hugo: Claps are easier to combo. Hp palm > ex palm > mp palm > lp palm > crLK > lariat (VRyu Sensei didn't test this, but Dawgtanian told him this was possible).

Command throw > ex palm *2 > u2

CCG Air:

Combofiend says Vega and Guy are top tiers in USF4? Also, the USF4 at nwm6 is the 2nd last build of console's release.

Guy's ex tatsu back to 4f startup. Not cancelable

Guy's st.hk and st.lk are really good now

Guy can now do close st.mp "counter hit" -> down forward hk flip kick into ultra into the cornerhttp://fb.me/1dguTYwHJ

Rolentos roll on block is prob -6 now. i think both ex and normal

Rose can now do hp reflect combo into spiral without fadc.

Poison's rekka is -2 on block and her flip kick is +1 on block.

Ryu's ex fireball comes out faster now, not sure by how many frames. But i think its a new change after the arcade usf4 version

Vega can cross-up with jump LK (Air previously thought that jump MK was the move that can cross-up -- this has been corrected; our thanks to Haztlan for pointing out in the comments).

And I think Guile's U1 is not 5f no more lol...it doesnt punish a -5 move when I did a reversal :)

Sakura: She is nerfed overall (no details).

Ken can fadc on 2nd hit of HP SRK now (according to VRyu Sensei, this is only possible on guard).

Guile's U1 still auto corrects (VRyu Sensei said it doesn't seem to auto-correct, although he could be wrong).

Juri's forward jump hp knocks down again.

Juri crouch short cannot combo into crouch mk no more. Cheap s*** gone.

Chun-Li's regular spinning bird kick doesnt knock down anymore.

[Updates from comments]

Dieminion:

Played Guile in Ultra. 950 life from 1000, and can no longer auto correct Ultra 1 like in the arcade currently. Counter-hit on Sonic Boom's start-up.

DeeJay is amazing! Safe LK sobat, EX machine upper hit invul, far st.LP> st MP link (nor sure if it exsists already) knee shot more hitstun.

 

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