Added: 1 year ago
From: viperRX
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  • Hey, thanks for making this video :)

  • @SodaPOPSRK thanks for watching, you guys are the power to keep me posting stuff. We share what we got, we will be stronger than ever!

  • Really,,,, There must be something wrong cause hp spd seems to do at least 240 dmg or more. And from what i remember lp was never negative. Thanks for the fast reply. You are the man.

  • Really,,,, There must be something wrong cause hp spd seems to do at least 240 dmg or more. And from what i remember lp was never negative. Thanks for the fast reply. You are the man.

  • ThAnk you. Only 10 more dmg on lp spd. Regular grab has 160 and the spd 180. Shit. How about c.lk, other spd damage and regular green hand frames ? You should make a video for each character man. Thank you again. ps. A picture of that page would be nice :)

  • @DjEricDarkSide c.lk, other spd damage and regular green hand frames same. ^^

  • can you post zangief frame data please?

  • @DjEricDarkSide close LP improved from -2/+1 (on block / hit) to -1/+2 in AE. Far MK improved from -10/-7 to -10/-5, 2 frames better on hit in AE. The range on lp SPD increase to 1.75 which is massive, and damage increase from 170 to 180. The EX green hand does not knock down now, but the other properties are same. Hope this helps!

  • Thanks A LOT for this Gouken is my

    Main character and I'm beyond stoked about his changes just gotta get used to the new Congo's but I think the Bk throw damage scale is more than worth his new found combo-ability cause lord knows it was hard as hell to get good combos in clutch situations and ur English is just fine my friend!

  • That's very nice of you. Vega would be my character suggestion of choice. *nudge *nudge =P thanks

  • @Nomadpersian vega the dictator or claw?

  • @viperRX sorry should have specified, claw. Thank you.

  • @Nomadpersian cr. MK is 6 frames instead of 8 frames in SSF4, the damage of cr.MP decrease from 70 to 60, and also the damage for cr.HK (sweep) decrease from 110 to 90. The command move down forward HK, on block disadvantage is now -4 instead of -1 in SSF4. The ex rolling claw (46pp) has 2 frames better advantage on block and hit, now is 0/+4. The wall bounce air throw (28k) has increased range from 0.60 to 0.77. The super move throw range increase from 0.80 to 0.91

  • @viperRX Yeesh they nerfed him pretty badly. Well I appreciate it man. definitiveness good to know. I thought he got more stuff though. =(

  • Very good information to know appreciate it. Do you know where I could get access to that arcade edition frame data? I was wondering on any significant changes that haven't been mentioned on him.

  • @Nomadpersian thanks mate, I don't know where to search these on the web right now. but I did compare word to word, number to number, so if you want specifically on which one you want to see I will double check. You can also request to check on other characters ^^

  • Did standing medium kick change besides being 3 frames now? Recovery, hit frames?

  • Thank you very much for taking the time to walk through the changes with us.

  • FXXK just know ur english is ok wor Bro !

  • Been subscribed and watching your videos for a while but somehow missed this! Thanks for the info. Can't waaaait to try out AE edition gouken on my xbox:P Definitely going to improve my game with these buffs.

  • 我係AE鋼拳新仔... 想問如果連招應該用L, M定, H升拳?

    聽你咁講L依家唔郁; 但係M 同H個FRAME有咩差距? THANKS

  • @cfai84 巴打你好,中同重閃空剛衝波係同家用版一樣,冇分別的. 另外連招最好最好用M版.

  • hi bro, no problem at all. Down Hard kick is better in AE, start 7, continuous 11, recovery 15. It was 7, 10, 16 in Home edition. For Hozanto, LP and MP on block is -1 and -2 respectively, it was -2 and -4 in Home Edition. other Hozanto the same. Ultra 1 is 12 frame startup same as Home edition, the first 12 frames invincible. The sudden stop is same 17 frame recovery, but good news is the running slide is 1-28 frames invincible to all fireballs and 4 frames cancel instead of 10 frames

  • @viperRX Thank you for the info. I appreciate you taking your time. It's not easy getting this stuff right now. I wonder if there will be yet another frame data guide after June for Console release.

  • @viperRX did you mean the EX version of running slide is invicible, not normal one?

  • can u check out some things on guy? like frame startup for his down hard kick slide.

    Also the recovery after each lp mp hp ex hozanto (shoulder) on block.

    And the ultra 1 startup frames?

    In ssf4 his "sudden stop" is 17 frames after the run. Is that still 17 frames?

    I hope that's not too much and thank you.

  • i bought the magazine,

    was wondering if you can help me translate once i get it.

  • what is this magazine?

  • @jedimodus It is Arcadia game magazine, and once every new game came out they will do a special booklet for it. The retail price 1580 yen. We buy it online at Japanese Amazon.

  • @viperRX is there an english one?

  • @jedimodus I did not see one. If you are looking for frame data difference from Home Edition, I can make a video for you.

  • @viperRX yes please that would benefit us a lot.

    plus we would appreciate ur time for it as well.

  • @jedimodus for Ryu, there's only 2 difference between AE and Home Edition. First one is the close st. HK, it is -1 on block and +4 on hit, so you can link a super/ dragon punch after. Before, it was -3/+2. The next change is the Metsu Shoryuken Ultra, the invicibility frames increased to the first 10 frames, instead of 7 frames. That's all I can see.

  • @viperRX what about the normal shoryuken, i heard that the invincibility frame has increased for the Medium SRK

  • @jedimodus brother, my bad. The Medium SRK has first 5 frames invincible instead of 4 frames. ^^

  • how did u get those books?

    i want to read ryus frame data

  • your english isnt bad at all. the way the description sounded i figured itd be like bad lol. but anyway. how exactly does his backthrow work now? im abit confused on how it works or how it was nerfed to be exact.

  • @oShiiiNeo Backthrow startup still 5 frames, the height of the opponent after thrown is same as SSF4. However, everything connected after back throw count only 80% of original damage, e.g. Shin Shoryuken 500 x 80% = 400

  • @viperRX alright cool. i figured the backthrow actually scales now. i just wasnt positive. Thanks. Did they make any changes to denjin?

  • very good english. Btw is the other guide for SSF4 console edition?

  • @solidbeaver yes!

  • nice nice, Gouken is climbing the tier list a little bit more. Thanks !!

  • Awesome to hear about the flip parry. Your english is good man. Had no problems understanding.

  • Ya!!

  • @desora24 hehe yeah!

  • pretty good english as a HKer... :)

  • Good news Bro.

    I was always waiting for your translated Information of the AE Frame-Data.

    close hitconfirmed st.mp into cr.HP can be now linked ? does it mean it is a 1 frame link ?

  • @RuLeZ1988 yes, Bro! The timing is same as st.mp into a sweep.

  • Awesome! Thanks.

  • Very helpful thnx!!:)

  • @dicky75a  good to know it helped!

  • Very understandable english Viper ^^ Thanks for those info!

  • @majinj8c Let's get Gouken in AE and kick some ass, dude!

  • @viperRX After that vid I rewatch your match against Desora. I was thinking that you improved a lot since those rounds ^^

  • @majinj8c  Thanks buddy, but I lost a lot in the arcades. Haha

  • Were are you from?

  • @Argothman1 Hong Kong, a city in China

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