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Thread: Super Street Fighter 4

  1. #2481 SP
    Senior Member Florin85's Avatar
    Salut ,care vrea o bucata SSFIV AE ... dau la schimb sau vand , poate aveti cunostinte care ar vrea jocu asta , e pacat sa il tin asa pe raft .

  2. #2482 SP
    Senior Member Mr.KaKa's Avatar


    wow...
    RUN IT BACK! SoCal Regionals!

    Sambata asta daca cineva are chef de un offline!!
    Cu ocazia lansarii UMvC3 sa ne strangem sa discutam despre cat de OP este Wesker and such...

    Din ce am vorbit Team PLM suntem acolo, ar mai ramane Hydrarulz, Gatsu (best Haggar in the world) si Ady sa ne zica daca pot veni.

  3. #2483 SP
    Member Bozyblue's Avatar
    Nu va pot incurca la Umvc, deci have fun.

    ---------- Post added 24-11-2011 at 08:44 PM ----------



    Just EPIC!

  4. #2484 SP
    Member monstrul's Avatar
    Poongko face stream acum Totalheads

  5. #2485 SP
    Member monstrul's Avatar
    Godsgarden is up Godsgarden

  6. #2486 SP
    Senior Member Mr.KaKa's Avatar


    Wow superb! productia, atmosfera, meciurile...TOT!


    oga.jpg

  7. #2487 SP
    Junior Member VYP3R's Avatar
    thx for sharing mr kaka

  8. #2488 SP
    Member snk2's Avatar
    Change log complet pentru AE ver.2012 in format PDF:

    http://static.capcom.com/streetfight...t%20-%20US.pdf

  9. #2489 SP
    Senior Member Mr.KaKa's Avatar

    Abel

    • Crouching Hard Punch - Expanded hitbox upward to ease use as an anti-air move.

    • Tornado Throw - Changed damage from 150 to 160 for light, 170 to 180 for medium, and 190 to 200 for hard/EX versions.

    • Ultra 2 - Breathless - Made strike-invincible from start of dash to just before hit detection. Eliminated throw invincibility after start of dash.

    • Change of Direction - Second Low - Extended hit stun by 2F, giving a possible +9F advantage when completing EX Focus?Dash in the shortest possible time.



    Adon

    • Focus Attack - Adjusted position of hitbox to ease hitting of short opponents.

    • Close Standing Medium Punch - Shortened hitback and block push distances. Also made attacker have a -4F (dis)advantage when blocked.

    • Ultra 1 - Jaguar Revolver - Fixed issue whereby the move could slip around to the back of an opponent on the ground when hit up close. Increased the 3rd hit's knockdown distance when fighting airborne opponents.

    • Rising Jaguar - Made super-canceling possible on 2nd active frame of first hit for strong version. Slightly increased forward knockdown distance on first hit for the light, medium, and hard versions to fix Adon facing the wrong way on EX Focus -> Dash.

    • Jaguar Kick - Expanded body hurtbox downward to toe of lowered leg for light and medium versions. Made expanded part of hurtbox invincible to projectiles. Changed hard version's damage from 140 to 130.



    Akuma

    • Forward Throw - Increased Akuma's total frame count on a hit by 2F.

    • Ultra 2 - Demon Armageddon - Changed hit damage when canceling out of Ashura Senku from 400 to 421.

    • Demon Flip Punch (Hyakki Gosho) - Changed from an overhead attack to a mid attack.

    • Far Standing Hard Kick - Changed damage from 60 + 40 (100 total) to 50 + 30 (80 total). Shortened block stun by 2F on second block, giving the attacker a -2F (dis)advantage when blocked.

    • EX Demon Flip - Made EX Air Fireball cancelable from immediately after start of move.



    Balrog

    • Buffalo Headbutt - Increased damage from 100 to 120 for medium, 100 to 140 for hard, and 100 to 150 for EX version.

    • Ultra 2 - Dirty Bull - Increased damage from 300 to 399. Made easy command mode input the same as SSF4.

    • Dash Swing Blow (Overhead) - Shortened hitback distance when hitting opponents on the ground, and eased linking with crouching medium punch, etc.

    • Near Standing Hard Punch - Expanded hitbox downward, enabling contact at close range with Ryu, etc. when crouching.



    Blanka

    • Rolling Attack (Beast Roll) - Changed damage from 100 to 110 for light, 110 to 120 for medium, 120 to 130 for hard, and 110 to 120 for EX version. Made opponent get knocked down when hit connects within 2F of hard or EX version's active period. Made follow-up possible when hit connects within 2F of EX version's active period.

    • Rock Crusher (Toward + MP) - Lengthened hit stun by 3F on a max. focus hit, giving the attacker a possible +5F advantage on a hit. Shortened hitback distance on a hit and on a block.

    • Jungle Wheel (Back Throw) - Extended total frame count of Blanka's move by 1F on a hit.

    • EX Vertical Roll - Made opponent get knocked down on a hit, and made landing point closer to opponent when blocked. Lengthened landing stun on a block by 5F from 7F to 12F.



    Cammy

    • Hard Spiral Arrow - Changed active periods from (first hit) 2F + 17F to 7F + 12F. (Overall active period unchanged.)

    • Quick Spin Knuckle - Decreased distance all versions push back when blocked.




    Chun-Li

    • Yosokyaku (Head Stomp) - Made accessible from stick diagonally forward-down + medium kick as well as from stick down + medium kick.

    • Hard Spinning Bird Kick - Changed damage from 30 * 9 (270 total) to 40 + 20 * 8 (200 total). Made the move hit fully when canceled into from a near standing hard punch.

    • Ultra 2 - Kikoken - Changed startup from 10F to 9F.

    • Ultra 1 - Hosenka - Made hitboxes match SSFIV.

    • Kintekishu (Back + MK) - Lengthened opponent's stun when counter-hit by 3F, giving the attacker a +3F advantage on a counter-hit.

    • Tenkukyaku (MK during Kintekishu) - Expanded hitbox downward to make it easier to hit crouching targets.

    • Crouching Hard Kick - Increased stun from 100 to 150.

    • EX Lightning Legs - EX Hyakuretsukyaku - Increased amount of movement directly following the move's opening and extended attack reach.

    • Near Standing Hard Punch - Lengthened hit stun by 1F, leaving the attacker with a -2F (dis)advantage on a hit. Shortened hitback distance.

    • Crouching Light Kick - Expanded strike hitbox for deep hit.



    Cody

    • Increased both forward and backwards walk speed.

    • Hammer Hook (Toward + Hard Punch) - Increased hit and block stun by 2F. This gives the attacker a +3F advantage on a hit against a standing opponent, a -1F (dis)advantage against a crouching opponent, and a -4F (dis)advantage when blocked. Enabled execution even when holding a knife.

    • Standing Light Punch (With Knife) - Lengthened hit stun, giving the attacker a possible +6F advantage on a hit.

    • Standing Medium Punch (With Knife) - Changed from a 1-hit to a 2-hit attack. No change to action or damage.

    • Standing Hard Punch (With Knife) - Lengthened hit stun, giving the attacker a possible +3F advantage on a hit.

    • Crouching Medium Punch (With Knife) - Shrunk hurtbox on attacking arm.Also set hitbox active period to 4F. No change to overall frame count.

    • Crouching Hard Punch (With Knife) - Startup changed from 9F to 7F. Changes total frame count from 24F to 22F.

    • Jumping Light Punch (With Knife) - Increased length of hit detection.

    • Jumping Medium Punch (With Knife) - Expanded hitbox up and down.

    • Pick up Knife - Made transition to block possible during move.

    • Bad Spray - Changed from a 1-hit to a 2-hit attack. No change to overall damage.Also made second hit super-cancelable.

    • EX Zonk Knuckle - Increased forward knockdown distance somewhat.

    • Ruffian Kick - Expanded medium kick's hitbox forward slightly.

    • Angled Jumping Medium Punch - Expanded hitbox up and down.



    C. Viper

    • Ultra 1 - Burst Time - Changed damage from 480 to 441. Moved position of hitbox to make the move easier to hook in combos.

    • Ultra 2 - Burning Dance - Changed damage from 380 to 410.

    • Thunder Knuckle - Changed medium version damage from 120 to 110. Made throw-invincible until first active frame for hard version.

    • EX Thunder Knuckle - Changed EX version's startup from 27F to 25F. Lengthened Viper's stun by 2F on an EX version hit.

    • EX Seismic Hammer - Changed damage from 120 to 100. Eliminated throw invincibility.

    • Aerial Burning Kick - Changed normal damage from 100 to 90. Made follow-ups with Hard Thunder Knuckle or Burst Time possible after EX version fully hits.



    Dan

    • Air Dan Kicks (Dankukyaku) - Made EX Airborne Dankukyaku fully hit after EX Focus canceling a Koryuken. Changed hard version's damage from 50 + 40 + 30 (120 total) to 50 * 3 (150 total). Changed EX version's height restrictions, allowing it to be activated 1F earlier. Changed EX version's stun from 100 * 3 (300 total) to 100 + 75 + 75 (250 total).

    • Dan Kicks (Dankukyaku) - Changed hard version's damage from 50 + 40 + 30 (120 total) to 50 + 40 + 40 (130 total).

    • Super - Hissho Buraiken - Adjusted to fully hit when used up close against any character.

    • Ducking Taunt, Jumping Taunt - Made Super Meter bonus +70 on a hit and +30 on a block.

    • Close Standing Medium Punch - Changed startup from 6F to 5F. Takes the total frame count to 23F.

    • Close Standing Hard Kick - Shortened hitback distance on standing or crouching hit.

    • Crouching Hard Kick - Changed startup from 12F to 10F. Takes the total frame count to 33F.



    Dee Jay

    • Air Slasher - Abolished counter-hit hurtbox in place from projectile discharge to end of move for all versions. Hurtbox now exists until point of discharge.

    • Far Standing Medium Punch - Expanded hitbox to end of glove, and made cancelable into a special move.

    • Ultra 1 - Sobat Festival - Made canceling into this move possible on penultimate hit of Sobat Carnival Super Combo.

    • Double Rolling Sobat - Expanded hitbox along attacking foot for medium version's second hit only when first hit connected. Changed damage from 80 to 90 for light, 100 to 110 for medium, and 120 to 130 for hard version.

    • Close Standing Hard Kick - Made first hit do forcible stand-up damage when it connects with opponents on the ground. Expanded second hit's hitbox downward.Made attacker have a -2F (dis)advantage when second hit is blocked. Made second hit super-cancelable.



    Dhalsim

    • Standing Light Punch - Increased hit detection period from 1F to 4F. Increased hit stun by 1F, giving the attacker a possible +2F advantage on a hit.

    • Super - Yoga Inferno - Changed damage from 60 * 5 (300 total) to 75 * 2 + 60 * 3 (330 total).

    • Yoga Blast (Up Flame) - Shrunk mid-move hurtbox for medium and hard versions. Made follow-up with any move possible after a hard version hit. Shortened post-hit recovery by 10F for light and medium versions. Shortened post-hit recovery by 5F for hard version. Made quick-stand impossible on a hit for all versions. Made release-triggering impossible for light, medium, and hard versions.

    • EX Yoga Blast - Changed EX version's damage distribution to 90 + 50. No change to overall damage.



    Dudley

    • Victory Rose (Taunt) - Made EX Focus Attack possible. Added light attack hit/block effects and sound effects.

    • Thunderbolt - Made it easier to fully hit airborne opponents for all versions of the attack. Prevented quick-stand even when hitting airborne opponents for all versions. Shortened horizontal travel when jumping without changing final total horizontal travel. Delayed thunderbolt discharge and sound effect timing for EX version.

    • Ultra 1 - Rolling Thunder - Made second and subsequent hits also connect with airborne opponents.

    • Short Swing Blow - Shrunk size of lower-body hurtbox after throw-invincibility expires in medium and hard versions. Lengthened hit stun by 2F for medium and hard versions, giving attacker a possible +2F advantage on a hit.

    • Vertical Jumping Light Punch - Changed hitbox active period from 3F to 5F, and expanded its size. Changed startup from 8F to 6F, hit detection from 3F to 4F, and expanded hitbox size.

    • Angled Jumping Light Punch - Changed hitbox active period from 5F to 8F.

    • Angled Jumping Medium Punch - Changed hitbox active period from 3F to 5F.

    • Standing Hard Kick - Lengthened hit stun by 3F on a counter-hit, giving the attacker a possible +7F advantage on a hit.

    • Focus Attack - Lengthened block stun by 1F for hits charged to level 1. With the fastest possible Dash, this leaves the attacker with a -2F (dis)advantage on a hit or block.

    • Crouching Medium Kick - Changed startup from 10F to 8F, hit detection from 5F to 6F. Takes move's total frame count from 29F to 28F.

    • Jet Upper - Changed light and medium version's startup from 6F to 5F, and hard version's startup from 4F to 3F.



    El Fuerte

    • Propeller Tortilla - Made strike- and projectile-invincible from start until 13th frame.

    • Quesadilla Bomb - Made EX version's counter-hits lead to wall bounce damage. Reduced EX version's charge time from 390 to 210F. Shortened recovery by 10F when EX version or normal move hits at full charge.

    • Calamari Slide - Fixed issue whereby using a Hard Punch -> Calamari Slide combo against a crouching Balrog, etc. wasn't hitting the opponent.

    • Crouching Light Punch - Made all light version attacks rapid-fire cancelable.

    • Guacamole Leg Throw - Reduced landing stun from 13F to 10F.



    Evil Ryu

    • Increased Health and Stun ratings from 850 to 900.

    • Air Hurricane Kick - Airborne Tatsumaki Senpukyaku - Adjusted timing of trajectory break-point to be 3F behind the previous point when initiated with an angled forward jump. Enabled Airborne Tatsumaki Senpukyaku to be canceled out of a Senbukyaku at all strengths, and changed the characteristics from normal use.Set stun to 100 for light and medium versions when canceled into from a Senbukyaku.

    • Axe Kick (Ryusokyaku) - Increased hit stun by 1F for light version, giving the attacker a possible +1F advantage on a hit. Changed hard version's startup from 27F to 26F, damage from 140 to 130, and stun from 200 to 150. Also enabled follow-up against opponents that have been knocked back, as with the medium version. Inhibited quick-stand after a medium or hard version hit against an airborne opponent.

    • EX Axe Kick (EX Ryusokyaku) - Changed EX version's startup from 22F to 21F. Enabled further follow-up from a Senbukyaku -> EX Airborne Tatsumaki Senpukyaku combo with the medium version when at the edge of the screen.

    • Far Standing Hard Kick - Adjusted size and position of hitbox to match Ryu's.

    • Crouching Hard Kick - Changed damage from 90 to 100, and lengthened active hitbox period from 2F to 3F.

    • Super - Raging Demon - Changed damage from 350 to 370.

    • Far Standing Medium Kick - Slightly expanded hitbox forward. Also slightly increased amount of forward motion during startup. Reduced recovery by 1F, taking the total frame count from 26F to 25F.

    • Target Combo - Made 2nd hit a knockdown.

    • Far Standing Hard Punch - Made this move cause a knockdown on a counter-hit.

    • Ultra 1 - Metsu Hadoken - Time taken the charge the attack by holding down the button has been cut compared to before. This makes it easier to land repeated knee-crippling hits in a Focus Attack. Expanded hitbox downward in 1st active frame when executed as a charged attack at close range to an opponent.

    • Dragon Punch (Shoryuken) - Extended invincibility of medium version by 1F, making first 5F totally invincible. Changed hard version's damage from 90 + 60 (150 total) to 100 + 60 (160 total).



    E. Honda

    • Sumo Headbutt - Made upper body totally invincible from start until 14th frame for light version. Changed damage until 2nd active frame from 130 to 100 for light version. Made medium version from start until 10th frame projectile-invincible and totally invincible around the foot.

    • Hard Punch Hundred Hand Slap - Expanded final hit's hitbox forward, making it easier to connect with all characters.

    • Ultra 2 - Orochi Breaker - Changed easy command.

    • Ultra 1 - Ultimate Killer Head Ram - Made KO possible even when the move's first hit is double hit.

    • EX Oicho Throw - Changed EX version's stun from 50 + 50 (100 total) to 75 + 75 (150 total).



    Fei Long

    • Rekkaken - Set chip damage from first and second hits to 6 for light version. Set chip damage from first and second hits to 7 for medium version. Decreased distance of block push for second light/medium/hard hit. Reduced block stun for second light/medium/hard hit, giving the attacker a frame (dis)advantage of -8F for light, -10F for medium, and -12F for hard hits.

    • Flame Kick (Shienkyaku) - Changed light version deep hit damage from 120 to 110. Changed medium version deep hit damage from 140 to 120. Changed hard version damage from 100 + 60 (160 total) to 100 + 50 (150 total). Changed EX version damage from 100 + 50 + 50 (200 total) to 100 + 50 + 40 (190 total). Shortened first hit block stun by 1F for all versions.

    • Chicken Wing (Rekkukyaku) - Changed hard version damage from 40 + 40 + 60 (140 total) to 35 + 35 + 30 (100 total). Stopped hit connecting after cross up for all versions.

    • Crouching Medium Punch - Changed damage from 65 to 55.

    • Near Standing Medium Punch - Prevented first (hard/EX) Rekkukyaku canceled from near standing medium punch from hitting.

    • Near Standing Light PunchFar Standing Light Punch - Shortened hit stun by 1F, giving the attacker a possible +5F advantage on a hit.

    • Chokkarakusho (Toward + MK, Overhead) - Changed damage from 60 to 70.

    • Engekishu (Toward + HK) - Changed damage from 90 + 60 (150 total) to 80 + 50 (130 total). Made second hit super-cancelable.



    Gen

    • (Crane) Crouching hard Punch - Changed counter-hit damage to be the standard 1.25 times normal damage.

    • (Crane) Crouching hard Kick - Changed hitbox active period from 3F to 5F.

    • (Mantis) Ultra 2 - ****enketsu - Changed startup from 9F to 7F.

    • Gekiro (Up Kicks) - Given Super Meter a +10 bonus when medium or hard versions make it to the final hit. Made quick-stand impossible on final hit of hard version.

    • Jyasen - Varied number of hits when using EX version depending on punch button combination (light + medium or medium + hard or light + hard). Made EX version projectile-invincible until end of active period. Increased opponent's stun by 4F on the penultimate hit or block of the rolling portion of the attack for light/medium/hard version. Following the fastest possible EX Focus� -> Dash, this gives the attacker a +6F advantage on a hit, or a +2F advantage when blocked. Increased hit stun by 5F and block stun by 4F on the penultimate hit of the rolling portion of the attack for the EX version. Following the fastest possible EX Focus� -> Dash, this gives the attacker a +8F advantage on a hit, or a +2F advantage when blocked.

    • (Mantis) Focus Attack - Lengthened hit stun by 3F on a level 1 hit, giving equal frame advantage/disadvantage on a hit after completing the fastest possible Dash.

    • (Crane) Focus Attack - Lengthened block stun by 3F on a level 1 block, giving equal frame advantage/disadvantage on a block after completing the fastest possible Dash.

    • (Crane) Crouching Medium Kick - Made +1F advantage on a hit and -1F (dis)advantage when blocked. Shrunk mid-move leg hurtbox.

    • EX Oga - Changed damage from 100 to 150. Increased movement speed.

    • EX Oga (Far Kick) - Changed startup after wall bounce from 12F to 7F. Made follow-up possible on a hit.



    Gouken

    • Running Palm (Senkugoshoha) - Expanded light version's hitbox forward. Changed medium version's characteristics to match SSF4's light version. Changed hard version's characteristics to match SSF4's medium version.

    • Crouching hard Punch - Lengthened hit stun by 1F.

    • Ultra 2 - Denjin Hadoken - Made fireball speed variable by 3 steps by shaking (rotating) the stick before start of hit detection. Increased final damage by 45 for all charge levels. Unified charge time required to launch all versions of attack, regardless of Ultra Meter level.

    • Counter (Kongoshin) - Expanded counter hitbox for medium and hard versions. Set stun to 200 for all versions.

    • Near Standing Medium Kick - Fixed issue whereby simultaneous near standing medium kicks in Gouken-Gouken attacks would miss each other.

    • Sakotsukudaki (Toward + MP, Overhead) - Expanded hitbox downward. Changed hitbox active period from 2F to 4F. Shrunk hurtbox on upper arm. Aligned hit stop time with length of hard attack.

    • Near Standing hard Kick - Changed first hit active period from 2F to 5F.

    • Super - Forbidden Shoryuken - Changed startup from 11F to 3F.

    • Far Standing Medium Punch - Made Special Move cancelable. Lengthened hit stun by 1F, giving the attacker a possible +5F advantage on a hit.

    • Far Standing hard Punch - Changed hitbox active period from 3F to 5F.



    Guile

    • Sonic Boom - Abolished counter-hit hurtbox in place from projectile discharge to end of move for all versions. Hurtbox now exists until point of discharge.

    • Flash Kick - Changed deep hit damage from 100 to 110 for light, 120 to 130 for medium, and 130 to 140 for hard version.

    • Air Grab (Flying Mare) - Changed startup from 4F to 3F.

    • Back Air Grab (Flying Buster Drop) - Changed startup from 4F to 3F.

    • Spinning Back Knuckle (Toward + Hard Punch) - Changed damage from 90 to 100.

    • Reverse Spin Kick (Back/Toward + Hard Kick when near) - Made throw-invincible from 6th frame after start until landing. Increased hit stun by 1F, giving the attacker a possible +5F advantage on a hit.

    • Ultra 2 - Sonic Hurricane - Changed damage distribution to 90 + 30 * 4 + 90 and increased damage potential of follow-up. No change to overall damage.



    Guy

    • Increased backwards walk speed.

    • EX Hurricane Kick (EX Bushin Senpukyaku) - Expanded first hit's hitbox and increased active period from 1F to 2F to make the move easier to land.

    • Elbow Drop (Down + MP in the air) - Made attack activate not only from stick down + medium punch, but also from stick down-forward + medium punch or stick down-back + medium punch.

    • Bushin Izuna Otoshi (Flip Grab or Elbow Drop) - Reduced landing stun for all versions when additional button input was missed.

    • Grab Throw / Shoulder Throw - Expanded hitbox forward slightly.

    • Vertical Jump hard Punch - Expanded hitbox up and down.

    • Angled Jump hard Kick - Expanded hitbox up, down, and to the front, and expanded hurtbox accordingly.

    • Angled Jump Medium Punch - Expanded hitbox up, down, and to the front, and expanded hurtbox accordingly.

    • Ultra 1 - Bushin Goraisenpujin - Slightly increased movement amount prior to first hit.

    • Ultra 2 - Bushin Muso Renge - Expanded hitbox to the front. Made easy command mode input the same as SSF4.

    • Neck Flip - Prevented cross up over E. Honda, Chun-Li, Vega, Rufus, Cammy, Sakura, Adon, and Juri when executed close up and opponent is crouching.

    • Wall Jump - Sped up timing of follow-up input after kicking the wall.

    • Super - Bushin Hasoken - Expanded the final hit's hitbox, making it easier to fully hit.

    -----------------------------------------------------------------------------------------------------------------------------------------

    @snk you're still the bawss

    Dee Jay forums blowing the **** up:
    Deejay got absolutely nothing. He must have been S-Tier and we didn't adapt and level up our respective game.
    Deejay = DJ = Dan Jamaican

    All of his bad match ups got MEAN ASS buffs. I'm ecstatic.... to pick up KOFVIII and learn that game. I'M OUT BITCHES!!!!

  10. #2490 SP
    Senior Member Mr.KaKa's Avatar

    Hakan

    • Applying Oil - Made it possible to get oiled from start of round. Effect lasts approximately 10 seconds.

    • Vertical Jumping Light Punch - Changed hitbox active period from 3F to 8F.

    • Vertical Jumping Medium Punch - Changed hitbox active period from 2F to 4F.

    • Vertical Jumping Light Kick - Changed hitbox active period from 7F to 11F. Expanded hitbox and moved it upward.

    • Angled Jumping Light Punch - Changed hitbox active period from 6F to 8F.

    • Guard Position - Made move slide when executed from a dash or backstep while oiled.

    • Oil Dive - Adjusted trajectory and reach of hitbox to bolster hard and EX versions. Changed to fly over crouching opponents (not all characters) when the medium or hard version is executed at close range. Changed light version's startup from 14F to 9F, EX version's startup from 22F to 19F, and reduced max. power stun. Expanded hitbox downward for all versions.

    • Crouching hard Punch - Changed to a 2-hit attack. Also altered the total frame count, leaving the attacker with a -3F (dis)advantage on a hit, and a -6F (dis)advantage when blocked.

    • Standing Light Punch - Changed to a +4F advantage when blocked.

    • Flying Oil Spin - Adjusted light version's startup from 18F to 9F, and medium version's startup from 18F to 12F. Changed to fly over crouching opponents (not all characters) when the medium or hard version is executed at close range. Removed hurtbox around arm at startup.

    • Hakan Tackle - Contracted upper hurtbox downward at start of hit detection to match the rest of the active period.Contracted active period front hurtbox backward to match the situation immediately after detection starts.

    • Oil Slide - Changed to do 100 points of stun when the slide originates from an Oil Shower move. Made Super Meter bonus 30 when the slide originates from an Oil Shower move. Made effect of oil when the slide originates from an Oil Shower move last for 450F (approx. 7.5 seconds).



    Ibuki

    • Hammer Kick (Torward + Medium Kick) - Changed startup from 26F to 25F. Changes move's total frame count from 37F to 36F. Accordingly, Target Combo 7's startup is 25F.

    • Bonsho Kick (Torward + hard Kick) - Adjusted trajectory to facilitate hitting crouching opponents. Enabled a +1F advantage on a hit and a -3F (dis)advantage on a block. Enabled a possible +5F advantage for the attacker on a counter-hit.

    • Ultra 2 - Hashinsho - Made all hits connect with airborne opponents until locked animation sequence. Made first hit do forcible stand-up damage when it connects with crouching opponents.

    • Ultra 1 - Yoroitoshi - Made projectiles fully hit against airborne opponents. Made easy command mode input the same as SSF4.

    • Tsuijigoe (Command Jump) - Made move throw-invincible from start until 7th frame. Removed all hurtboxes apart from that over the head region from start until 12th frame.Made move super-cancelable from 10th frame after start onward.



    Juri

    • Close Standing Medium Kick - Expanded 2nd hit's hitbox forward to end of leg.

    • Fireball Kick (Fuhajin) - Changed damage from 30 to 50 for all versions when upward kick connects.

    • Pinwheel Kick (Senpusha) - Extended hit stun by 3F on first hit of light kick. Results in a possible +6F advantage for the attacker after the fastest possible EX Focus -> Dash. Extended hit stun by 3F on first and second hit of medium or hard kick. Results in a possible +6F advantage for the attacker after the fastest possible EX Focus -> Dash. Extended hit stun by 5F on second hit of EX version. Results in a possible +7F advantage for the attacker after the fastest possible EX Focus -> Dash. Extended invincibility of EX version during Feng Shui Engine to cover the period when the first hit's hitbox is up.

    • Ultra 1 - Feng Shui Engine - Enabled Super Meter to build up at 1/3 the normal rate for various attacks.

    • Focus Attack - Expanded hitbox downward.

    • EX Dive Kick (EX Shikusen) - Enabled change of trajectory with special kick button combinations (light + medium, medium + hard, or light + hard), but only during a Feng Shui Engine.

    • Close Medium Punch - Adjusted startup to 3F. Takes move's total frame count from 22F to 20F.

    • Dash - Increased travel during a Feng Shui Engine. Overall frame count is unchanged.



    Ken

    • 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.

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

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

    • Far Standing hard 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.

    • Thunder Kick (Toward + HK) - Overall length of feint move changed from 27F to 24F.



    Makoto

    • Health reduced from 1000 to 950.

    • Fukiage (Upwards Punch) - Adjusted all damage from 100 to 90 when executing light, medium, and hard versions, and from 140 to 120 for EX version.

    • Super - Tanden Renki - Made attack last 3 seconds longer than previously.

    • Standing hard Kick - Extended hitbox downward.

    • Target Combo 1 - Made the standing medium kick second hit super-cancelable.

    • Vertical Jump Medium Punch - Extended hitbox and hurtbox forward.

    • EX Karakusa (Grab and Choke) - Adjusted size of hitbox to match that of the light version.

    • Hayate Light Punch (Rush Punch) - Lengthened attack distance at level 3. Adjusted characteristics at level 4 to match level 4 hard punch. Added armor break property when charged to level 5. Made same follow-up conditions the same as the EX version when charged to level 5. Changed damage at level 5 to 190, and added voice hint to mark being charged to that level. Lengthened distance of travel at level 5.

    • Hayate Medium Punch (Rush Punch) - Adjusted characteristics at level 4 to match level 4 hard punch. Unified characteristics at level 5 across light, medium, and hard punches.

    • Hayate Hard Punch (Rush Punch) - Adjusted block stun at level 4 to give a -2F (dis)advantage. Unified characteristics at level 5 across light, medium, and hard punches.



    M. Bison

    • Double Knee Press - Changed light/medium/hard stun from 50 + 50 (100 total) to 100 + 50 (150 total). Lengthened hit stun by 1F on first hit for all versions, giving the attacker a possible +5F advantage when completing the fastest possible Double Knee Press -> EX Focus -> Dash.

    • Near Standing hard Kick/Far Standing hard Kick - Changed shallow hit damage from 80 to 90.



    Oni

    • Adjusted health from 950 to 1,000.

    • Goshoryuken (Dragon Punch) - Slightly increased forward knockdown distance on final hit to fix the character facing the wrong way on EX Focus -> Dash. Made quick-stand impossible following the first hit of the EX version.

    • Ultra 1, close range - Messatsu-Gotenha - Changed active period from 10F to 9F, and made the attack totally invincible until after the first active frame.

    • Ultra 1, aimed upwards - Messatsu-Gozanku - Made Messatsu-Gozanku cancelable on a Zanku Hadosho (Air Hadou Dash) hit.

    • Ultra 2 - Tenchi Sokaigen - Reduced damaged party's horizontal knockdown distance in order to increase ease of subsequent hitbox connection following a successful first hit.

    • Super - Raging Demon - Changed damage from 350 to 370 when executed on the ground. Changed from a throw hitbox to a strike hitbox that can only hit airborne opponents when the move is carried out in the air.

    • EX Hurricane Kick (EX Tatsumaki Zankukyaku) - Made additional adjustments to allow the move to fully hit.

    • Air Hurricane Kick (Airborne Tatsumaki Zankukyaku) - Changed EX version to make a sudden, vertical dive, only when canceled into from a Zanku Hadosho. Made EX version a 1-hit move, with damage of 140 and stun of 200 that does tailspin knockdown damage, only when canceled into from a Zanku Hadosho. Changed EX version landing stun to 22F, only when canceled into from a Zanku Hadosho.

    • Gankauchi(Back + Medium Punch) - Changed damage motion when hitting crouching opponents, making it easier to land a hit when canceling a special or other move from a Gankauchi.

    • Angled Jumping hard Punch - Changed active period from 4F to 5F.

    • Zanku Hadosho (Air Hadou Dash) - Expanded hitbox for light and hard versions.

    • Rakan Dantojin (Demon Slash) - Added hitbox for deep hit to light version. Extended projectile-invincible frames by 3F for medium version.



    Rose

    • Ultra 2 - Soul Satellite - Changed startup from 7F to 5F. Fixed issue whereby EX Soul Reflect could be triggered accidentally.

    • Near Standing Medium Kick - Extended hit stun by 1F, giving the attacker a possible +4F advantage on a hit.

    • Soul Spark - Changed Super Meter build-up from 20 to 30 for light, medium, and hard versions.

    • Soul Piede (Toward + HK) - Changed total action frames from 33F to 29F. Increased reach by moving hitbox forward. Shrunk active period hurtbox.

    • Crouching Medium Kick - Fixed issue whereby counter-hit damage was taken when attacked in any frame after hit detection started.

    • EX Soul Reflect - Made invincible to projectiles from start until 7th frame. Activated projectile return hitbox from 5th frame onward.

    • EX Soul Spiral - Changed damage from 100 to 120.



    Rufus

    • Ultra 2 - Big Bang Typhoon - Adjusted number of hits against airborne opponents to a maximum of 10.

    • Messiah Kick - Made light derivation combo on a medium hit.

    • Target Combo - Expanded second hit's hitbox downward to facilitate connecting with Blanka, etc. when crouching.

    • EX Galactic Tornado - Increased opponent's stun by 7F when hit by the suction part of the move.Gives attacker a possible +8F advantage when completing EX Focus?Dash in shortest possible time.



    Ryu

    • Ultra 2 - Metsu Shoryuken - Extended hitbox upward in 3rd active frame.

    • Fireball - Changed light/medium/hard 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.

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

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

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

    • Hard Punch 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.

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



    Sagat

    • Angry Scar - Changed Tiger Uppercut damage during an Angry Scar from 140 to 150 for light, 160 to 170 for medium, and 240 to 250 for EX version.

    • Crouching Medium Punch - Expanded strike hitbox for deep hit.




    Sakura

    • EX Fireball - Changed level 1 damage from 40 + 60 (100 total) to 60 + 60 (120 total). Changed level 2 damage from 50 + 70 (120 total) to 60 + 70 (130 total).

    • EX Hurricane Kick - Fixed issue whereby opponent could be passed through when hit in standing position after certain combos.

    • Sakura Otoshi (Jump Smash) - Increased command input difficulty, and made release-triggering (negative edge) impossible.



    Seth

    • Jumping hard Punch - Changed hitbox active time from 2F to 4F.

    • Forward Jumping Medium Kick - Made foot region invincible to projectiles from end of active period to landing.

    • Dragon Punch (Shoryuken) - Shortened block stun by 2F on second normal Shoryuken hit, leaving the attacker with a -3F (dis)advantage on EX Focus -> Dash. No change to first hit's block stun.

    • Ultra 1 - Tanden Stream - Made Seth become totally invincible at a certain point in the attack. Made fully hit when combo launched from crouching hard punch. Changed damage from 380 to 340.



    T. Hawk

    • Crouching Hard Kick has two more frames of blockstun if the first hit is blocked. During this move, T.Hawk's head is invincible to projectiles so he can avoid moves such as Sagat's High Tiger Shot.

    • Medium Tomahawk Buster is now completely unthrowable from the first frame onwards.

    • Heavy Body Press (Down + HP) and Heavy Shoulder (Down + MP) can be used during a neutral jump.

    • Thrust Peak (Down-Torward + LP) is now -4 on hit, up frum -5 on hit.

    • Changed EX Condor Dive to be completely projectile invincible until the move ends.

    • Changed Close Standing Hard Kick from 8 to 7 frames, thus shortening the overall frames of the move to 23. Now knocks down on hit, and can be followed up with EX Tomahawk Buster.

    • Fixed Ultra 2's command input to be easier (same as SSF4).



    Vega

    • Crouching Hard Kick damage increased to 110 from 90.

    • +1 more frame of hitstun on the opponent after a Cosmic Heel, making it -3 on block.

    • Ultra 1 knee hitbox improved to prevent the opponent from falling out. It's possible to juggle Ultra 1 from a Cosmic Heel.

    • Ultra 2 startup changed to 8 frames from 9.

    • Sky High Claw knocks down on hit now. EX version has an improved downward hitbox so that it can hit crouching characters.

    • Expanded the hitbox for Focus Attack.



    Yang

    • Crouching Light Kick has an expanded hurtbox once it becomes active and the damage was nerfed from 30 to 20.

    • Standing Light Kick's startup increased by two frames for a total of five. However, it keeps the original three-frame startup time during Yang's Super.

    • Crouching Medium Punch's damage reduced from 80 to 70, and now inflicts 60 damage during his Super.

    • Far Standing Medium Punch hitbox shrunk.

    • Jumping Medium Kick's hitbox shrunk.

    • Changed Target Combo 2 damage from 150 to 130, shortened the pushback distance of the second hit on block and lengthened the second hit's recovery by four frames to make it -7 on block.

    • Dive Kick has an increased hurtbox on the foot area, and the landing recovery has been increased by 2 frames. Stun inflicted by the move reduced to 50 from 100.

    • Senkyutai (Roll Kick) has had its hitbox reduced on all versions. Hard Roll Kick is only projectile invincible from the 5th frame onwards, and the Medium Roll Kick is no longer projectile invincible. After an FA -> Dash from a Roll Kick, Yang is at -4.

    • Byakko Soshoda (Palm Strike) had its meter gain reduced to 10 from 20. The total frame count for each version is 26(Light) 41(Medium) 45(Hard). These changes do not apply during Seiei Enbu. Hard Palm Strike now deals 140 damage instead of 150, 30 chip damage instead of 38, and 200 stun instead of 250. Hitbox active time decreased to 9 frames from 13.

    • Seiei Enbu lasts one second shorter than before. Chip damage set to 1/8 of normal damage.

    • Stun changed from 1000 to 950.

    • Removed invincibility when standing up from a facedown position.

    • Prevented special canceling between 24th and 25th frame of backdash.

    • Target Combo 3 is now super cancelable on the third hit, and the opponent is knocked down on the third hit as well.

    • Ultra 2 startup is 3 frames slower. The last hit of the non-cinematic Ultra 2 now does 90 damage.



    Yun

    • Changed Target Combo 2 damage from 60 + 40 + 50 (150 total) to 50 + 30 + 40 (120 total)..

    • Changed Target Combo 3 damage from 80 + 70 (150 total) to 65 + 55 (120 total) and made it super-cancelable off second hit.

    • Changed Target Combo 4 damage from 50 + 50 + 60 (160 total) to 50 + 35 + 48 (133 total) when executed from a far standing medium punch. Increased 2nd hit recovery by 2F, leaving attacker with a -6F (dis)advantage on a block.

    • Changed Target Combo 5 damage from 20 + 30 + 40 (90 total) to 20 + 20 + 32 (72 total).

    • Near and Far Standing Light Kick have an additional frame of blockstun, leaving the attacker at +2 on block.

    • Expanded Crouching Light Kick hurtbox upward after hitbox becomes active.

    • Changed Crouching Medium Punch damage from 60 to 50.

    • Dive Kick has an increased command input height restriction, and two more frames of ground recovery. Hit and block stun increased by two frames.

    • All versions of Zenpou Tenshin (Flip Grab) were slowed down to 11 frame startup each. EX Zenpou Tenshin now has a startup of 8 frames, and has lost its throw invincibility.

    • Changed division of hit detection period from 7F + 2F to 3F + 6F for EX Zesshou Hohou (Lunge Punch). Blockstun of the move shortened by two frames so that the attacker is now at -1 on block.

    • Kobokushi (Palm Strike) meter gain reduced to +20 meter on whiff, damage reduced from 160 to 140, stun reduced from 250 to 200, chip damage reduced to 30 from 40, active frames reduced from 15 to 10.

    • Palm Feint is now 25 frames overall, whereas the regular Palm Strike is now in motion for 45 frames.

    • (Nishokyaku) Light Upkicks now only has invulnerability covering up until the sixth frame.

    • Medium/Hard/EX Up Kicks travel less distance forward. Light/EX Up Kicks have three more frames of ground recovery.

    • Medium Up Kicks damage nerfed from 130 to 110.

    • Tetsuzanko (Shoulder) has a larger hurtbox during the middle of the move.

    • Hard Punch Shoulder's damage was reduced from 140 to 100, and the EX Shoulder had its damage reduced from 80+70(150) to 90+40(130).

    • Super - Gen'ei Jin - has had its active time shortened by one second, and Senbukyaku (Overhead) now does 80 damage instead of 85 during the Super.

    • Stun reduced from 1000 to 950.



    Zangief

    • hard Spinning Piledriver - Increased stun from 100 to 150.

    • EX Banishing Flat - Changed damage from 80 + 50 (130 total) to 90 + 50 (140 total). Increased stun from 50 + 50 (100 total) to 100 + 50 (150 total).

    • Crouching hard Kick - Shrunk mid-move hurtbox.

    • Crouching Light Punch - Expanded strike hitbox for deep hit.

    • Far Standing hard Punch - Made opponent get knocked down on a hit.

  11. #2491 SP
    Member snk2's Avatar
    Deejay = DJ = Dan Jamaican
    i lol'd

  12. #2492 SP
    Member Smileymike101's Avatar
    Dudley va fi tot bottom tier.Acum, cu buffurile ce le-a primit Hakan, ma astept ca Dudley sa fie oficial cel mai prost personaj din joc.

  13. #2493 SP
    Senior Member Mr.KaKa's Avatar
    Quote Originally Posted by VYP3R View Post
    thx for sharing mr kaka
    Wow esti pe bune omule?
    Chiar atat de ingust la minte in intelegerea jocului esti?

    Kindevu realizeaza in jocul asta mai multe decat vei realiza tu vreodata, doar stand pe buda....
    Oricum te-am etichetat si nu numai, eu dupa primele meciuri cand dai taunts dupa ce faci un combo usor cu Bipson pe care si o maimuta in moarte clinica il poate executa. (dar asta e alta problema, treaba ta lipsa de respect).

    Nici nu trebuie sa ma mai obosesc sa te expun, Seth Killian o face intr-un articol de pe SRK, dupa cum urmeaza:

    You can Lead a Scrub to Water, but you can't make 'em Think.

    In a disappointing development, it seems we have a new wave of scrubs announcing theyre not only too stupid to play well, but too stupid even to watch a video. As any player whose SF history predates this site can tell you, what you get here every damn week used to be considered solid gold. Not too long ago, people killed to see how the champs played, and spent hours hunting down terrible quality VHS dubs, then begging someone to send them a copy. Now, were spoon-feeding top quality SF to you every week, and it turns out youre too stupid even to swallow. Heres you:

    "Buh! He aint done no nuthin I caint do! Im the next durn Alex Valley! Yee-ha! (a hoe-down ensues)"

    What cousin Merle means, of course, is that he didnt see any *moves* he couldnt do, and perhaps (like in CVS) not even any combos he couldnt do. Does that mean he could play like that? Any non-idiot (or even a bonafide idiot, who has at least read this column) will know that special moves + combos do not equal SF. Theres more to the equation- a lot more.

    Since Im talking to morons, Ill try and speak clearly: You scrubs watch these videos wrong. In particular, you watch them *passively*. A lifetime of butt-widening, beer-bellifying NFL fandom (and the like) has led to these sorry habits. You see a match, and you just sit back and watch it like a sitcom. Youre not living it alongside the players, trying to think like they do, in real time- youre just soaking it up like the spineless sponge you are. To really appreciate whats going on, you need to feel the tension, and try and react as they do.

    The typical scrub match-evaluation goes like this: You watch the video all the way through, then think back to all the places where someone seemed to blow an advantage, miss something, etc. Now, the first identifying mark of the forum scrub (the modern, louder (though thankfully non-scented) descendant of the mall scrub) is that he always watches videos with respect to what they say about HIM and his precious l33t skeelz. Hes not watching to understand (if he did, he would hardly be the scrub he proves himself to be), hes watching to try and feel cool about himself, and maybe to find some simple trick or combo he can steal. He feels cool by trying to imagine *himself* playing the match, and thinking how well *hed* do against the best. Now mind, this isnt done by getting off their butts to actually *do* it- oh heavens no! (insert excuses about money/parents/gf/having a life/just being too cool/etc, here), but instead, by trying to insert themselves into some random match they saw (a related variant of the same scrub trick: the shockingly dumb transitive fest of "well, I can beat so and so, who once played a guy who once placed 19th in a Cali tournament, so technically, according to logimacality, that means Im pretty good." And he didnt even have to leave the mall to figure it out!).

    Because your scrubby motive is to always think the best of yourself, rather than understand the truth, a favorite evaluation trick is to pull some sequence entirely out of context. This works by ingeniously ignoring all the expectations, patterns, psychological advantages, and momentum that the other player had established, and just focusing on an isolated incident. What this does is to let the scrub get away with thinking "Sheeeucks! I coulda DPd that!", or whatever. Bzz. Not only do you fail to notice how much easier it is to think "I coulda DPd it!" when you ALREADY KNOW WHATS GOING TO HAPPEN (this is the special, scrubs-only variant of the psychic DP: the hindsight DP!), but the obvious fact is that you COULDNT have. If you could have, youd be winning tournaments too, instead of pouting at home and taking out your frustrations on training mode (scrubs at home will be reaching for that bag of excuses right about now, again).

    [.....]

    Back to the loud variety of scrub critics. How do I *know* they dont know what theyre talking about? They prove it themselves. Once again, I ask you to take a look at what *isnt* there. Whats missing from these jackasses is any actual contribution. Heres what you dont get: pointers on how (move x) would beat that poke for free. Or how so-and-so cant retaliate against this move, so you should shift your offense more towards that. And so on. To wit, what you dont get is something worth knowing- instead you get the empty opinions of someone whos proving he doesnt understand by speaking in the first place. Worse than nothing. If you show me an average match between two scrubs, I can tell you a million things theyre doing wrong. You no-name scrub critics, however, cant manage anything beyond the super limp- "uhm, you should, uh, roll more!", or the time-honored "jump in when he fireballs!". Those above the third-grade level might realize "Hey, I have nothing to say because, while not flashy, this is some really solid playing." But instead, the scrub has to convince himself hes a big man by publicly announcing that hes "unimpressed". If *he* were there, *he* would have won easily. How exactly? Um, no comment. All they can ever offer is empty, 20-20 hindsight. Does anyone need to be reminded they could probably win if they knew every move their opponent was going to make in advance? Then shut up.

    It all comes down to this: If youre too dumb to appreciate the invaluable resources youre getting handed, for free, with a little bow on it and cherries on top, at least try and refrain from showing it off. Before you post, take a moment to reflect. Collect yourself, breathe deeply, look in the mirror, and seriously consider: Am I a complete f*cking moron?

    Thanks in advance.
    Articolul intreg il gasiti AICI.

    Si ca sa fie clara treaba este vorba despre commentul sau la clipul mai sus. (attached)
    Attached Images Attached Images typical_scrub.png

  14. #2494 SP
    Member Aquashark's Avatar



  15. #2495 SP
    Senior Member Mr.KaKa's Avatar
    Cum arata SF4 in pre-pre-pre-pre-alpha stage?

    Well...
    sffir010.jpgsffir011.jpgsffir305.jpgsffir304.jpgsffir314.jpgsffir312.jpg

    Varianta 3D este

    Dimps Talks About the Visual Design for Street Fighter IV � Shoryuken




  16. #2496 SP
    Senior Member Mr.KaKa's Avatar


    New Youtube main page SUX!


    --------------------------------------------------------------------------------------------------

    iPlayWinner is hosting a special AE ver. 2012 tournament this Saturday at the SouthTown Arcade. The 32 man bracket features players such as EG Ricky Ortiz, col.CC Filipino Champ, ShadyK, LPN, Kineda, Crizzle, El Cubano Loco, Mr. Naps and more. The tournament starts at 8PM PST (not 6PM like IPW originally announced), with pre-show interviews and casuals beginning at 6PM. It’s going to be insane, so definitely check it out.
    http://www.twitch.tv/iplaywinner

  17. #2497 SP
    Senior Member Mr.KaKa's Avatar
    In seara asta incepe NEC va fi live pe Team Spooky probabil dupa ora 9.

    Players Info:
    teamspooky Team Spooky



    players/personalities at nec: li joe, eg justin wong, uvg noel brown, mcz pr rog, ufo fubarduck, team spooky crew, fc jago, bt ifc yipes,
    markman, filthierich, nyc fab, dieminion, and his first appearance on the east coast, clockwork many people i forgot, roof is gonna blow!

    YEAH!

    twitch.tv/teamsp00ky

  18. #2498 SP
    Junior Member VYP3R's Avatar
    pentru Domnul CaCa:

    1. Mi se rupe de "realizarile" lui Kindevu, de asta nu mai pot dormi eu noaptea. Stiu suficiente lucruri despre comunitatea SRK sa inteleg ca de la o adunatura mare de troli din anii '90 au ajuns o adunatura de troli mai mica, insa cu suficienti troli inca, citesti si tu 2-3 topicuri de acolo de un an sau doi de cand a aparut sf4 si ai impresia ca faci parte sau cum? Daca te intreb despre aceasta comunitate de acum 10 ani cu detalii te uiti ca .... in fine. Ideea mea era una simpla despre Kindevu, stie sa joace LOGIC! doar ca nu este fun de privit pe langa Poongko ce tot timpul este o incantare sa te uiti la meciurile lui. Era destul de clar ce am zis, ce te asteptai sa ma incante "down HP into ultra" sau "down HP into spin kick" ?? sry dar meciurile lui sunt plictisitoare

    2. Sa expui ce? prostia ta? ca a trebuit sa nu mai joc cu dictator ca sa castigi si tu? sa urc meciurile la rand sa vedem care e mai expus si care a castigat la rand in a row? Am dat taunt, UAU the option its in the ****ing game, si din cate stiu am dat mesaj (ASTA ai uitat sa mai postezi?) spunand clar ca am apasat din greseala taunt atunci, so who is the troll now ?? you are still salty wich is funny as hell... uite meciul in care am dat taunt, si nu e de mirare ca esti salty, de 3 ori la rand nici nu ai tinut block, stii ca poti tine spate pentru block nu?? Si ce bine ca eu nu am facut uber mega-complex combos dar tu ai facut .... wait ... inca invatai cum se tine block and ... you lost.... Ce chestie, tocmai asta am zis de multe ori, toti se cred mari destepti dar cand te uiti la scor "ala destept" 0 "ala care nu stie combos" 5 in a row sau orice alt scor dar in favoarea mea considerabil .... so ... go figure that one out CHAMP. Noroc ca tin meciurile ca altfel troli ca tine se cred prea destepti, learn to block first ok? ok

    Imediat dupa tauntul dat:

    mesajul ce am raspuns este la el clar in care am zis ca nu am vrut si am dat din greseala dar a uitat sa mentioneze asta

    Salty much?? avem si scuze, si eu sunt ciung si joc doar cu nasul.... ahem... da da




    "Mr.KaKa in his full glory (step1: learning how to block)" :





    now let the sh*tstorm come, i don't care!

  19. #2499 SP
    Member Bozyblue's Avatar
    Flame on!

  20. #2500 SP
    Senior Member Mr.KaKa's Avatar
    CrossCounterTV�s UMvC3, SSFIVAE Bar Fights Event Coming December 11th � Shoryuken


    Taking a page from boxing�s title bouts, this exhibition will feature multiple Ultimate Marvel vs. Capcom 3 and Super Street Fighter IV: Arcade Edition marquee matchups between various members of the community, including a face-off between Fingercramp�s premiere fighter Andre �Jago� Lambert and col.CC�s own Mike Ross. The event will also host a special preview of Capcom�s upcoming Street Fighter x Tekken, streamed in full by Team Spooky. The complete press release is available at Complexity Gaming.
    Si o veste mai trista din JP:

    Gama No Abura Announces the End of Nagoya Street Battle � Shoryuken

    We have some sad news coming out of Japan tonight. Gama no Abura, organizer and host of Nagoya Street Battles, has announced that the next installment of NSB will more than likely be the last. The last three years of tournaments have been a labor of love, but Abura feels he�s received very little in return for the hard work he�s put into these events. Emotionally drained and lacking any real willpower to continue, he�s decided to call it quits in order to take the pressure off himself and the others he�s relied on. While his efforts have mainly focused on Japan�s fighting game community, they�ve provided countless hours of entertainment to fans across the globe, and it�s upsetting to see such a passionate project end like this.
    oh and @ VYP3R (tal3nt lawl)

    Oh, the good times...
    Attached Images Attached Images yam-.png

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