First impression of 2012 from Momochi, Itabashi Zangief and Wao
December 10, 2011 in di-AIR-y
A translation of a few Japanese top players’ first impression of SSF4AE 2012: Momochi, Wao and Itabashi Zangief.
HP SRK doesn’t reach as far as I thought it would. If only it has a little more range it will be easier to use. When it comes to anti air, I still MP SRK by instinct.
With the overall buffs including low forward and fireball, Ryu is totally viable in 2012. (Thought he was viable in AE as well, lol.)
I didn’t use U2 at all.
The last part of Hundred Hand Slap’s hitbox got extended. (This part I got a little confused on the translation…. I think he said Honda’s standing HK can stuff a lot of far jump ins.)
I tested a bit of Honda’s jab headbutt (he didn’t elaborate on it). I would rather use ex Headbutt as AA when I have meter(s).
I haven’t really tested the changes yet.
The MK version Ruffian kick reaches farther. Before distance where I thought it would hit never hits, but now it does, I am happy.
I will research more on the knife when console releases.
The dive kick is a bit different now. It seems like it can be easily crumpled by saving attacks (focus attacks).
Yun has to rely on ex moves more now due to various nerfs such as target combo 4 (mp > hp > b.hp), dive kicks, ex command throw, ex dash punch and more. Since none of these moves are abusive like it was in AE, it became more interesting.
Before Yun didn’t require too much effort in order to win, now he is actually not brain dead no more, therefore Yun players actually need to learn match ups/strategies.
However, even though he is generally nerfed, but he can still be strong if he is used in the right hand of the player. I think in 2012, if you don’t use Yun “properly” it is not possible to win without effort.
I also tried Fei Long, Akuma, Makoto, Viper and Blanka.
Fei Long, Makoto, Viper and Akuma, damage nerfed in general, but I think they are still at the top. They are slightly different but not THAT different.
Blanka’s huge change was the hard knock down UP BALL, it made such a huge difference that his game play will be played differently.
Well, it seems like there aren’t much changed, but in fact it is more balanced now.
Using Cody for now, but I will look into a sub character. (Ryu feels different now (I guess he meant viable), I will use him a bit more)
The game is more balanced now, feels pretty good.
But even though game is re-adjusted, it doesn’t give me the “new game” feeling. At least change/add some new stages, it doesn’t feel “new” at all. If you are not that familiar with this game, I guarantee you can’t find the difference between AE and 2012.
Zangief’s standing fierce causes a hard not down now, NOT BAD!
At first I thought it will swing my opponent to the corner, but in fact it lands right in front of you! Can do mix ups on their wake up! It became one of the most important normal for Zangief now. It can also catches back dash and back jump, feels very strong and worthy.
It allows me to change the way of approaching (attack), it can make both ultra works better now (I am not too sure about this part…he said something like changing ultra)
Another thing I want to talk about is his low jab’s buff. It’s so strong that it can beat Fei Long’s low fierce. Isn’t this buff a little bit too strong ^^ (LOL).
I feel that his ground game will be different (in a good way).
Hakan is a lot stronger than before and a lot of interesting moves. I used him for a bit, really fun.
One thing I am certain is that he is not going to be a “strong” character. But if people don’t know the match up, they might die without knowing what really happened.
To be honest, didn’t really look forward to this character. But the main buff, his low forward is back to longer an active frame, damage buff on SRK and Hadoken made him a stronger character overall. It seems like he is back to how he is suppose to be, a main character.
In AE he was a little bit off (weak). Hmm……….since he is the main character, I want him to be one of the most popular characters in the game.
The 3 different version fireball speeds is now very obvious, it’s like in Street Fighter 2, very interesting.
First character I tested. I wanted to see how strong this character can get. The overall buffs seem very promising, such as 50 extra Life, 20 extra damage on his SUPER. Especially the life buff, I don’t win by pixels anymore.
The kara SUPER usage increased by a lot, particularly how easy it is to land the SUPER, it feels great. But I always miss my kara and end up canceling the SUPER after I whiffed a jab. Needs more practice!
Not sure how the new adjustment of the air ex Tatsu works yet. Thought about using it against Dhalsim’s standing HK (the anti air KNEE), but tried several times and it didn’t quite work. Maybe it’s because I am doing it too slow or just mistiming it. If this theory actually works, it will make some of the ground anti air normal used with risks. This will make them hesitate with their AA, therefore it allows me to use HK Tatsu to get in. Moreover, I might be able to cancel into ultra 1? Finally there will be a use of ultra 1 in the air.
The EX SRK causes a hard knock down after it hits and it saved me several times. It seems like I can do various vortex after it gets hit.
Oni seems really strong; however it might be the fact that people are not familiar with the match up.
I tested the ROSE into FADC, seems really useful. It gives me the impression that it’s going to be used for offense. Some ROSE > FADC usage examples, forward throw opponent in the corner and then throw a ROSE > FADC, mix it up with overhead or hit low into combo. You can also hit confirm the ROSE and overhead into combo or ultra, it deals a lot of damage!
Anyhow, during an overhead combo if the ROSE hits, it will count as a “jab” hit stun on your opponent, as a result you can’t connect low jab afterwards.
However, if the combo is started from LOW, then it will connect. Therefore, from an overhead attack, give some thoughts of what you want to do. Nonetheless, using 2 meters to ROSE > FADC, I think it’s pretty worthy.
The jab /medium Jet Uppercut comes out a frame faster now which in a point is not good. After a jab rocket punch, it is harder to combo into it. If you following it at the fastest possible moment after the rocket punch, it will whiff and get ready to eat a full combo. And honestly, if it’s in the corner, use fierce version Jet Uppercut instead of jab/medium.
Low forward became longer along with the active frame. Especially in a mirror match, it became very noticeable. I always stand at a range that it will never hit in AE, but now standing at the right place I accidently get hit by it.
He is as strong as I expected, but still having a hard time against players who are familiar with the match up. It shows that I am not skillful enough with him.
If I want to make him my strongest main, I have to at least make all match ups 5:5….if only I can stick with using just one character………
Low roundhouse became 1 frame slower start up and 1 frame faster recover which made it good against the Chun Li match up. Now I don’t have to worry about getting hit by her reversal Ultra 1.
Basically he didn’t change….just sometimes my fingers itch and accidently try and combo into sweep off a jab.
It became much much easier when playing against Yang now; I think I can relax a bit until Yang can come up with some new mix ups.
Balrog’s head butt does so much damage.
I like how C.Viper can be thrown out of Ex Seismo.
Ryu users obviously increased.