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* Far Standing HP: Hitbox expanded in width and expanded downward | * Far Standing HP: Hitbox expanded in width and expanded downward | ||
* Far Standing HK: Leg hurtbox moved backwards and reduced in height | * Far Standing HK: Leg hurtbox moved backwards and reduced in height | ||
* | * Crouching MK: Damage increased to 70 from 60 | ||
* | * Crouching HK: Hitbox expanded forwards | ||
* LP/MP/HP Falling Sky: Upper body hurtbox moved downward and reduced in height. | * LP/MP/HP Falling Sky: Upper body hurtbox moved downward and reduced in height. | ||
* EX Falling Sky: Upper body strike invincibility added to 6~7F | * EX Falling Sky: Upper body strike invincibility added to 6~7F | ||
Line 22: | Line 22: | ||
* Breathless (UC2): Added | * Breathless (UC2): Added | ||
| | | | ||
* | * Crouching HP: Second hit's hit box reduced downward | ||
* Tornado Throw: Damage reduced to 150/170/190/190 from 160/180/200/200 | * Tornado Throw: Damage reduced to 150/170/190/190 from 160/180/200/200 | ||
* LK Marseilles Roll: Invincibility frames changed from Strike/Projectile 5~26F to Strike/Projectile Invincible 5~23F, Projectile Invincible 24~26F | * LK Marseilles Roll: Invincibility frames changed from Strike/Projectile 5~26F to Strike/Projectile Invincible 5~23F, Projectile Invincible 24~26F | ||
Line 32: | Line 32: | ||
* Breathless (UC2): More Recovery Frames when canceled out of by pressing Punch | * Breathless (UC2): More Recovery Frames when canceled out of by pressing Punch | ||
| | | | ||
* | * Crouching HP: Hit box returned to SSF4 state | ||
* Second Low: Hit Stun increased by 2F, now +1 on hit | * Second Low: Hit Stun increased by 2F, now +1 on hit | ||
* Tornado Throw: Damage increased to 160/180/200/200 from 150/170/190/190 returning it to SSF4 state | * Tornado Throw: Damage increased to 160/180/200/200 from 150/170/190/190 returning it to SSF4 state | ||
Line 50: | Line 50: | ||
* Soulless (UC1): Push box height increased upwards during forward movement | * Soulless (UC1): Push box height increased upwards during forward movement | ||
(New to Ultra SFIV Console Digital Release) | (New to Ultra SFIV Console Digital Release) | ||
* | * Crouching HP: Second hit's Hit box greatly expanded downward | ||
* EX Change of Direction: Startup reduced to 13F from 16F | * EX Change of Direction: Startup reduced to 13F from 16F | ||
* Second Low: Hit stun increased by 4F, now +5F on hit | * Second Low: Hit stun increased by 4F, now +5F on hit | ||
Line 59: | Line 59: | ||
* Hitting Abel during 1st active frame of Far Standing HK no longer grants a counter hit | * Hitting Abel during 1st active frame of Far Standing HK no longer grants a counter hit | ||
| | | | ||
* Close HK: Damage on active frames 5~6F increased to 70 from 30, stun increased to 100 from 50, Hit stun reduced by 3F | * Close Standing HK: Damage on active frames 5~6F increased to 70 from 30, stun increased to 100 from 50, Hit stun reduced by 3F | ||
| | | | ||
* No changes | * No changes | ||
Line 73: | Line 73: | ||
| | | | ||
* Wake-up Timing: Has been normalized so that Adon no longer gets up significantly faster than every other character in the game; 7F added to knockdown duration. | * Wake-up Timing: Has been normalized so that Adon no longer gets up significantly faster than every other character in the game; 7F added to knockdown duration. | ||
* Close Standing MP: Frame | * Close Standing MP: Frame advantage increased to +6F from -1F | ||
* Close Standing HP: | * Close Standing HP: Hit box expanded | ||
* Close Standing LK: Active frames increased to 4F from 3F | * Close Standing LK: Active frames increased to 4F from 3F | ||
* Close Standing MK: Frame advantage increased to +4F from +2F | * Close Standing MK: Frame advantage increased to +4F from +2F | ||
Line 81: | Line 81: | ||
* Crouching MP: Lower body hurt box reduced backwards towards Adon during active frames | * Crouching MP: Lower body hurt box reduced backwards towards Adon during active frames | ||
* Crouching HP: Startup reduced to 9F from 11F, frame advantage on hit increased to +4F from +2F | * Crouching HP: Startup reduced to 9F from 11F, frame advantage on hit increased to +4F from +2F | ||
* LK/MK/HK Jaguar Kick: Damage increased to 140 from 130 | * LK/MK/HK Jaguar Kick: Damage increased to 140 from 130 | ||
* MK Jaguar Kick: Push box expanded downward to prevent flying over opponents in some situations | * MK Jaguar Kick: Push box expanded downward to prevent flying over opponents in some situations | ||
Line 98: | Line 97: | ||
* Far Standing HK: Hit box expanded in height, Distance restriction increased to 1.35 from 1.1 | * Far Standing HK: Hit box expanded in height, Distance restriction increased to 1.35 from 1.1 | ||
* Crouching LP: Lower body hurt box reduced in width during active frames | * Crouching LP: Lower body hurt box reduced in width during active frames | ||
* Jaguar Crunch (F+MP Overhead): Lower body hurt box moved back and reduced in width on 20~26F | |||
* LK/MK/HK Rising Jaguar: Opponent meter gain on hit increased to 20x2 from 10x2 | * LK/MK/HK Rising Jaguar: Opponent meter gain on hit increased to 20x2 from 10x2 | ||
| | | | ||
* Close MP: | * Close Standing MP: Push back on hit reduced to 0.3 from 0.4, block stun increased by 2F, frame advantage increased to -4F from -6F* | ||
* | * Focus Attack: Hit box moved downward to prevent it whiffing vs some smaller crouching characters | ||
* Focus Attack: | * Jaguar Kick: Light and Medium versions Hurt boxes increased downward, though these expanded Hurt boxes are still Projectile Invincible | ||
* Jaguar Kick: Light and Medium versions | |||
* Jaguar Kick: Hard version damage reduced to 130 from 140 | * Jaguar Kick: Hard version damage reduced to 130 from 140 | ||
* Jaguar Revolver (UC1): Fixed a bug that would cause him to pass through opponents on the ground when connecting at point blank range | * Jaguar Revolver (UC1): Fixed a bug that would cause him to pass through opponents on the ground when connecting at point blank range | ||
* Jaguar Revolver (UC1): The third hit, when connecting on an airborne opponent, now knocks the opponent further back | * Jaguar Revolver (UC1): The third hit, when connecting on an airborne opponent, now knocks the opponent further back | ||
(Unlisted) | |||
* Close Standing MK: Push back on hit and block reduced to 0.3 from 0.5, hit stun increased by 1F, frame advantage increased to +5F from +4F | |||
* Close Standing HP: Pushbox moved backwards | |||
* Far Standing HK: Distance restriction reduced to 1.2 from 1.35, push box expanded backwards to prevent instances of passing through opponent | |||
* Jaguar Crunch (F+MP Overhead): Hurt box adjusted to on 26F to match other active frames. | |||
* Rising Jaguar: Airborne frames changed to 7F~ from 6F~ | |||
* Jaguar Revolver (UC1): Second hit's hit box expanded in height | |||
| | | | ||
* Close HK: | * Close Standing HK: Hit box slightly expanded horizontally and upward | ||
* Jaguar Crunch (Overhead): On hit against standing opponents now + | * Jaguar Crunch (F+HP Overhead): On hit against standing opponents now +3F from +4F | ||
* Rising Jaguar: 2nd hit of Light | * Rising Jaguar: 2nd hit of Light version on grounded opponents now floats higher upward and slightly more forward for more consistent follow-up Rising Jaguar juggle in the corner | ||
* Jaguar Kick: Medium version damage reduced to 130 from 140 | * Jaguar Kick: Medium version damage reduced to 130 from 140 | ||
* Jaguar Kick: Hard version damage reduced to 120 from 130 | * Jaguar Kick: Hard version damage reduced to 120 from 130 | ||
* Air Jaguar Kick: All versions chip damage reduced to 10 from 20, actual damage unchanged | * Air Jaguar Kick: All versions chip damage reduced to 10 from 20, actual damage unchanged | ||
* EX Air Jaguar Kick: 2nd hit now hits | * EX Air Jaguar Kick: 2nd hit now hits overhead | ||
* Jaguar Revolver (UC1): Forward movement from 2nd hit and on slightly shortened so it's easier to connect all hits on close opponents | * Jaguar Revolver (UC1): Forward movement from 2nd hit and on slightly shortened so it's easier to connect all hits on close opponents | ||
* Jaguar Revolver (UC1): Damage reduced to 480 from 510 | * Jaguar Revolver (UC1): Damage reduced to 480 from 510 | ||
* Jaguar Revolver ( | * Jaguar Revolver (UC1): First hit's Active Frames reduced to 6F from 7F | ||
* L, M and H Rising Jaguar --> EX Focus Cancel --> Forward Dash is now - | * L, M and H Rising Jaguar --> EX Focus Cancel --> Forward Dash is now -5F on block at best | ||
| | | | ||
(From Ultra SFIV Arcade Japan) | (From Ultra SFIV Arcade Japan) | ||
* Close HK: | * Close Standing HK: Hit box slightly expanded horizontally and upward | ||
* Jaguar Crunch (Overhead): On hit against standing opponents now + | * Jaguar Crunch (Overhead): On hit against standing opponents now +3F from +4F | ||
* Rising Jaguar: 2nd hit of Light | * Rising Jaguar: 2nd hit of Light version on grounded opponents now floats higher upward and slightly more forward for more consistent follow-up Rising Jaguar juggle in the corner | ||
* Jaguar Kick: Medium version damage reduced to 130 from 140 | * Jaguar Kick: Medium version damage reduced to 130 from 140 | ||
* Jaguar Kick: Hard version damage reduced to 120 from 130 | * Jaguar Kick: Hard version damage reduced to 120 from 130 | ||
* Air Jaguar Kick: All versions chip damage reduced to 10 from 20, actual damage unchanged | * Air Jaguar Kick: All versions chip damage reduced to 10 from 20, actual damage unchanged | ||
* EX Air Jaguar Kick: 2nd hit now hits | * EX Air Jaguar Kick: 2nd hit now hits overhead | ||
* Jaguar Revolver (UC1): Forward movement from 2nd hit and on slightly shortened so it's easier to connect all hits on close opponents | * Jaguar Revolver (UC1): Forward movement from 2nd hit and on slightly shortened so it's easier to connect all hits on close opponents | ||
* Jaguar Revolver (UC1): Damage reduced to 480 from 510 | * Jaguar Revolver (UC1): Damage reduced to 480 from 510 | ||
* Jaguar Revolver ( | * Jaguar Revolver (UC1): First hit's Active Frames reduced to 6F from 7F | ||
* L, M and H Rising Jaguar --> EX Focus Cancel --> Forward Dash is now - | * L, M and H Rising Jaguar --> EX Focus Cancel --> Forward Dash is now -5F on block at best | ||
(New to Ultra SFIV Console Digital Release) | (New to Ultra SFIV Console Digital Release) | ||
* | * Crouching LP: On hit now +6F from +5F | ||
* Air Jaguar Kick: Light and Medium versions damage versus airborne opponents reduced to 90 from 130 | * Air Jaguar Kick: Light and Medium versions damage versus airborne opponents reduced to 90 from 130 | ||
* Air Jaguar Kick: Hard version damage versus airborne opponents reduced to 100 from 120 | * Air Jaguar Kick: Hard version damage versus airborne opponents reduced to 100 from 120 | ||
* Air Jaguar Kick: Hard version upward | * Air Jaguar Kick: Hard version upward Hit box slightly reduced | ||
* Air Jaguar Kick: Medium version on block now - | * Air Jaguar Kick: Medium version on block now -2F from -1F when done at the lowest height and blocked on the first Active Frame | ||
* Air Jaguar Kick: Hard version on now - | * Air Jaguar Kick: Hard version on now -2F from 0F when done at the lowest height and blocked on the first Active Frame | ||
(Unlisted) | |||
* Close Standing HK: First hit given JP1 | |||
* Thousand Jaguar (SC): Final hit of non-mashed version hitbox expanded to match mashed version | |||
| | |||
* No changes | |||
| | |||
* No changes | |||
| | |||
* Close Standing MK: Fixed a bug where counter-hit damage was received after attack start-up ended | |||
* Far Standing HK: Can now only be used be used in air combos for the second hit only | |||
* Jaguar Varied Assault (SC): Fixed a bug where on air-hit Delayed Stand was not possible when the move did not connect | |||
| | |||
* No changes | |||
}} | }} | ||
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* No changes | * No changes | ||
| | | | ||
* | * Far Standing HK: Start up increased to 8F from 7F, Damage reduced to 60*40 from 50*60 | ||
* | * Crouching MP: Damage reduced to 60 from 70 | ||
* Crouching MK: Damage reduced to 60 from 70 | |||
* Crouching HK: Damage reduced to 90 from 110, stun reduced to 100 from 200 | |||
* LP Shakunetsu Hadoken: Stun increased to 200 from 100 | |||
* MP Shakunetsu Hadoken: Damage reduced to 35*35 from 50*50, stun reduced to 50*100 from 100*100 | |||
* HP Shakunetsu Hadoken: Damage reduced to 33x3 from 50x3, stun reduced to 35x3 from 50*50*100 | |||
* EX Shakunetsu Hadoken: Damage reduced to 47x3 from 60x3, stun reduced to 70x3 from 100x3 | |||
* LP Shoryuken: Damage reduced to 100 from 130 | |||
* MP Shoryuken: Damage reduced to 70*60 from 80*80 | |||
* HP Shoryuken: Damage reduced to 70*60*30 from 80*60*50 | |||
* Wrath of the Raging Demon (UC1): Damage reduced to 510 from 600 | |||
* Demon Armageddon (UC2): Added | |||
(Unlisted) | |||
* LP/MP/HP Shakunetsu Hadoken: Meter gain on startup reduced to 10 from 20 | |||
* Zanku Hadoken: Meter gain on startup reduced to 5 from 10 | |||
| | | | ||
* Back Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo | * Back Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo | ||
* Goushoryuken: Medium version given more invincibility from start to the 5th frame (previous unknown) | * Goushoryuken: Medium version given more invincibility from start to the 5th frame (previous unknown) | ||
* EX Tatsumaki Zankukyaku: Damage | * EX Tatsumaki Zankukyaku: Damage reduced to 35x5 from 40x5, stun reduced to 40x5 from 50x5, vacuum effect increased on hits 1~4 | ||
* Airborne Tatsumaki Zankukyaku: Now loses momentum when performed during the beginning of a forward jump to prevent escape from corners | * Airborne Tatsumaki Zankukyaku: Now loses momentum when performed during the beginning of a forward jump to prevent escape from corners | ||
* Demon Armageddon (UC2): Hitbox increased when performed out of a Teleport so that it can now hit crouching characters | * Demon Armageddon (UC2): Hitbox increased when performed out of a Teleport so that it can now hit crouching characters | ||
| | | | ||
* | * Far Standing HK: Damage reduced to to 50*30 from 60*40 | ||
* | * Far Standing HK: Frame advantage reduced to -2F from 0F when second hit is blocked | ||
* Forward Throw: | * Forward Throw: Recovery increased by 2F on successful throw | ||
* Hyakki Gosho (Demon Flip --> Palm Strike): No longer | * Hyakki Gosho (Demon Flip --> Palm Strike): No longer hits overhead | ||
* EX Zanku Hadoken: Can now be performed during the start of EX Hyakkishu (Demon Flip) | * EX Zanku Hadoken: Can now be performed during the start of EX Hyakkishu (Demon Flip) | ||
| | | | ||
* Close MK: Now forces stand on hit; startup reduced to | * Close Standing MK: Now forces stand on hit; startup reduced to 4F from 5F; Hitbox expanded downward | ||
* | * Crouching HK: Can no longer be cancelled into Wrath of the Raging Demon (UC1) | ||
* Zanku Hadoken: All versions done during back jump have recovery increased by 2F, to | * Zanku Hadoken: All versions done during back jump have recovery increased by 2F, to 18F from 16F for Light, Medium, and Hard versions and to 11F from 9F for EX version | ||
* EX Zanku Hadoken: Can now be performed during the start of Light, Medium, and Hard Hyakkishu (Demon Flip) as well | * EX Zanku Hadoken: Can now be performed during the start of Light, Medium, and Hard Hyakkishu (Demon Flip) as well | ||
* Goshoryuken: | * MP Goshoryuken: 2nd hit can no longer be EX Focus cancelled on block | ||
* Goshoryuken: | * HP Goshoryuken: 2nd and 3rd hit can no longer be EX Focus cancelled on block, invincibility reduced to `~5F from 1~6F | ||
* L, M and H Goshoryuken --> EX Focus Cancel --> Forward Dash is now -5F on block at best | |||
* L, M and H Goshoryuken --> EX Focus Cancel --> Forward Dash is now - | |||
| | | | ||
(From Ultra SFIV Arcade Japan) | (From Ultra SFIV Arcade Japan) | ||
* Close MK: Now forces stand on hit; startup reduced to | * Close Standing MK: Now forces stand on hit; startup reduced to 4F from 5F; Hitbox expanded downward | ||
* | * Crouching HK: Can no longer be cancelled into Wrath of the Raging Demon (UC1) | ||
* Zanku Hadoken: All versions done during back jump have recovery increased by 2F, to | * Zanku Hadoken: All versions done during back jump have recovery increased by 2F, to 18F from 16F for Light, Medium, and Hard versions and to 11F from 9F for EX version | ||
* EX Zanku Hadoken: Can now be performed during the start of Light, Medium, and Hard Hyakkishu (Demon Flip) as well | * EX Zanku Hadoken: Can now be performed during the start of Light, Medium, and Hard Hyakkishu (Demon Flip) as well | ||
* Goshoryuken: 2nd hit | * MP Goshoryuken: 2nd hit can no longer be EX Focus cancelled on block | ||
* Goshoryuken: 2nd and 3rd hit | * HP Goshoryuken: 2nd and 3rd hit can no longer be EX Focus cancelled on block, invincibility reduced to `~5F from 1~6F | ||
* L, M and H Goshoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best | * L, M and H Goshoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best | ||
(New to Ultra SFIV Console Digital Release) | (New to Ultra SFIV Console Digital Release) | ||
* Close MK: | * Close Standing MK: Distance restriction increased to 1.4 from 1.2 | ||
* | * Far Standing MK: Distance restriction increased to 1.4 from 1.2 | ||
* | * Far Standing HP: Damage reduced to 90 from 120 | ||
* EX Shakunetsu Hadoken: Startup reduced to | * Far Standing HP: Can now be canceled into Special Moves, Super, or EX Focus Attack | ||
* Tatsumaki Zankukyaku: | * EX Shakunetsu Hadoken: Startup reduced to 19F from 25F | ||
* LK Tatsumaki Zankukyaku: Hitbox expanded downward in height | |||
(Unlisted) | |||
* LK Tatsumaki Zankukyaku: Hitbox expanded in width | |||
* EX Tatsumaki Zankukyaku: 2nd hit's hitbox expanded in height | |||
| | |||
* No changes | |||
| | |||
* No changes | |||
| | |||
* Gohadoken: Startup reduced to 13F from 14F on all versions | |||
| | |||
* No changes | |||
}} | }} | ||
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* Dash Swing Blow: Medium version charge time reduced to 50 frames from 55 frames | * Dash Swing Blow: Medium version charge time reduced to 50 frames from 55 frames | ||
* Turn Punch: Charge time per level from Level 2-4 is now approximately 2 second per level (3 to 4 used to be 4 seconds) | * Turn Punch: Charge time per level from Level 2-4 is now approximately 2 second per level (3 to 4 used to be 4 seconds) | ||
* Violent Buffalo ( | * Violent Buffalo (UC1): Last hit can now be changed to straight punch by holding a punch button | ||
* Dirty Bull (UC2): Recovery reduced to 48F from 58F; grab range extended to 1.30 from 1.09; damage reduced to 250 from 399 | * Dirty Bull (UC2): Recovery reduced to 48F from 58F; grab range extended to 1.30 from 1.09; damage reduced to 250 from 399 | ||
* Dirty Bull (UC2): Changed back to 720 + PPP from HCB HCB + PPP | * Dirty Bull (UC2): Changed back to 720 + PPP from HCB HCB + PPP | ||
Line 246: | Line 289: | ||
* <del>Turn Punch: Level 3 on block is now -2 from -8; on hit is now -1 from -4</del> | * <del>Turn Punch: Level 3 on block is now -2 from -8; on hit is now -1 from -4</del> | ||
* <del>Turn Punch: Level 4 on block is now -4 from -12; on hit is now -2 from -8</del> | * <del>Turn Punch: Level 4 on block is now -4 from -12; on hit is now -2 from -8</del> | ||
| | |||
* No changes | |||
| | |||
* No changes | |||
| | |||
* Crazy Buffalo (SC): Fixed a bug where on air hit, Delay Stand was not possible on all but the last hit | |||
* Violent Buffalo (UC1): Fixed a bug where on air hit, Delay Stand was not possible on all but the last hit | |||
* Dirty Bull (UC2): Changed back to HCB HCB + PPP from 720 + PPP | |||
| | |||
* No changes | |||
}} | }} | ||
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* Close MK: Airborne frames increased from frames 3 through 4 to frames 3 through 5 | * Close MK: Airborne frames increased from frames 3 through 4 to frames 3 through 5 | ||
* Shout of Earth (UC2): Anti-air version first Hitbox now the same as second hit; no longer hits grounded opponents | * Shout of Earth (UC2): Anti-air version first Hitbox now the same as second hit; no longer hits grounded opponents | ||
| | | | ||
* Added | * No changes | ||
| | |||
* No changes | |||
| | |||
* Close MK: Fixed a bug where counter-hit damage was received after attack startup | |||
* Crouch MK: Startup reduced to 4 frames from 5 frames | |||
* Crouch MK: Advantage on hit reduced to 4 frames from 5 frames | |||
* Crouch MK: Pushback on block and on hit reduced | |||
| | |||
* No changes | |||
}} | |||
{{Changelist_StreetFighterIV|CViper|C. Viper| | |||
| | |||
* Added | |||
| | | | ||
* No changes | * No changes | ||
Line 361: | Line 425: | ||
* <del>Close HP: Damage increased to 100 from 90</del> | * <del>Close HP: Damage increased to 100 from 90</del> | ||
* <del>Thunder Knuckle: Light, Medium, and EX versions cancel recovery increased to 7 frames from 6 frames</del> | * <del>Thunder Knuckle: Light, Medium, and EX versions cancel recovery increased to 7 frames from 6 frames</del> | ||
| | |||
* No changes | |||
| | |||
* No changes | |||
| | |||
* Emergency Combination (SC): Command changed to QCF QCF + K from QCB QCB + P | |||
* Emergency Combination (SC): Fixed a bug where Delay Stand was not possible when the move did not fully connect | |||
* Burst Time (UC1): Fixed a bug where Delay Stand was not possible when the move did not fully connect | |||
| | |||
* No changes | |||
}} | }} | ||
Line 411: | Line 485: | ||
(Removed from Ultra SFIV Arcade Japan) | (Removed from Ultra SFIV Arcade Japan) | ||
* <del>Crouch HP: On block is now 0 from +2</del> | * <del>Crouch HP: On block is now 0 from +2</del> | ||
| | |||
* No changes | |||
| | |||
* No changes | |||
| | |||
* Spin Drive Smasher (SC): Fixed a bug for the medium version where Delay Stand was not possible if the last hit connected as counter-hit | |||
| | |||
* No changes | |||
}} | }} | ||
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(Removed from Ultra SFIV Arcade Japan) | (Removed from Ultra SFIV Arcade Japan) | ||
* <del>Spinning Bird Kick: Medium version now causes Soft Knockdown on last hit</del> | * <del>Spinning Bird Kick: Medium version now causes Soft Knockdown on last hit</del> | ||
| | |||
* No changes | |||
| | |||
* Forward Throw: Reduced throw escape window by one frame | |||
| | |||
* No changes | |||
| | |||
* No changes | |||
}} | }} | ||
Line 544: | Line 634: | ||
* Final Destruction (UC1): Forward movement during ultra freeze increased slightly | * Final Destruction (UC1): Forward movement during ultra freeze increased slightly | ||
| | | | ||
* | * No changes | ||
| | | | ||
* LK Ruffian Kick: Once again causes a hard knockdown when hitting an airborne opponent. | * LK Ruffian Kick: Once again causes a hard knockdown when hitting an airborne opponent. | ||
Line 557: | Line 647: | ||
* EX Criminal Upper: Projectile invincibility removed. Hurtbox on extended hand now appears 1F earlier. | * EX Criminal Upper: Projectile invincibility removed. Hurtbox on extended hand now appears 1F earlier. | ||
| | | | ||
* | * No changes | ||
}} | }} | ||
Line 618: | Line 708: | ||
(New to Ultra SFIV Console Digital Release) | (New to Ultra SFIV Console Digital Release) | ||
* L, M and H Koryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best | * L, M and H Koryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best | ||
| | |||
* No changes | |||
| | |||
* No changes | |||
| | |||
* Gadoken: Startup reduced to 13 frames from 14 frames on all versions | |||
| | |||
* No changes | |||
}} | }} | ||
Line 635: | Line 733: | ||
| | | | ||
* Added | * Added | ||
| | |||
* No changes | |||
| | |||
* Psycho Sting: Charge time reduced to 42 frames from 52 frames | |||
* DCM (UC2): Charge time reduced to 42 frames from 52 frames for the anti-air version | |||
| | |||
* Far LP: Can be cancelled into Rapid Dagger on whiff and chain-cancel | |||
* Crouch LP: Can be cancelled into Rapid Dagger on whiff and chain-cancel | |||
* Far MP: Startup reduced to 5 frames to 7 frames | |||
* Crouch HP: Can be cancelled into EX Focus, EX Red Focus, and Super Combo | |||
* Psycho Sting: Invincibility increased to 1-8 frames from 1-5 frames on all versions | |||
* EX Psycho Sting: Forward movement distance increased | |||
* EX Psycho Sting: Is now -1 on block after FADC forward | |||
* Rapid Dagger: Block and hit stun of the second last hit increased by 4 frames | |||
* Rapid Dagger: Block stun during rapid attacks increased to make it easier to connect as continuous block | |||
* EX Spiral Arrow: Damage reduced to 120 from 160 | |||
* EX Scramble: (LK+MK version) Changed the timing for follow ups upon disappearing to the 7th frame from the 13th frame | |||
* EX Razor Edge Slicer: Projectile invincible until the end of active frames | |||
* DCM (UC2): Anti-air version given higher priority when the inputs for both the ground and anti-air versions overlap | |||
| | |||
* DCM (UC2): Anti-air version now requires down-back charge to perform | |||
}} | }} | ||
Line 710: | Line 829: | ||
* Sobat Festival (UC1): Travels farther during the first two kicks | * Sobat Festival (UC1): Travels farther during the first two kicks | ||
* Climax Beat (UC2): Damage reduced to 460 total from 501 total; recovery after cinematic version reduced by 11 frames | * Climax Beat (UC2): Damage reduced to 460 total from 501 total; recovery after cinematic version reduced by 11 frames | ||
| | |||
* No changes | |||
| | |||
* No changes | |||
| | |||
* Stand HP: Knocks down on counter hit on crouching opponents | |||
* Double Rolling Sobat: Light version now invincible below the knee until the end of active frames | |||
* Double Rolling Sobat: Light version changed from -3 to -4 on block | |||
* EX Jackknife Maximum: First hit hitbox expanded downward | |||
* EX Machinegun Upper: Horizontal knock down distance on hit reduced | |||
| | |||
* No changes | |||
}} | }} | ||
Line 769: | Line 900: | ||
* <del>Stand MK: Changed to two hits; total damage increased to 70 total (40 + 30) from 60; stun damage total remains same at 100, but redistributed to 50 + 50</del> | * <del>Stand MK: Changed to two hits; total damage increased to 70 total (40 + 30) from 60; stun damage total remains same at 100, but redistributed to 50 + 50</del> | ||
* <del>EX Yoga Blast: On hit now causes Soft Knockdown instead of Hard Knockdown</del> | * <del>EX Yoga Blast: On hit now causes Soft Knockdown instead of Hard Knockdown</del> | ||
| | |||
* No changes | |||
| | |||
* Stand MK: Counter-hit yields proper hit advantage | |||
* Back + MK: Crouching opponents now get properly pushed back on hit | |||
* Yoga Catastrophe (UC1): Adjusted so that only one Yoga Catastrophe can be on the screen at a time | |||
| | |||
* Forward LK: Recovery reduced to 7 frames from 8 frames; advantage on hit increased to 3 frames from 2 frames | |||
| | |||
* No changes | |||
}} | }} | ||
Line 841: | Line 982: | ||
(Removed from Ultra SFIV Arcade Japan) | (Removed from Ultra SFIV Arcade Japan) | ||
* <del>Machinegun Blow: Light version on block is now -1 from -2</del> | * <del>Machinegun Blow: Light version on block is now -1 from -2</del> | ||
| | |||
* No changes | |||
| | |||
* Victory Rose: Counter-hit now yields proper hit advantage | |||
| | |||
* No changes | |||
| | |||
* No changes | |||
}} | }} | ||
Line 894: | Line 1,043: | ||
(Removed from Ultra SFIV Arcade Japan) | (Removed from Ultra SFIV Arcade Japan) | ||
* <del>Orochi Breaker (UC2): Startup reduced to 1 frame from 2 frames so it can no longer be escaped on reaction</del> | * <del>Orochi Breaker (UC2): Startup reduced to 1 frame from 2 frames so it can no longer be escaped on reaction</del> | ||
}} | | | ||
* No changes | |||
| | |||
* Stand HP: Adjusted the damage to 113 from 100 if the front part hits | |||
| | |||
* Crouch LP: Damage increased to 50 from 40 | |||
* Crouch LK: Damage increased to 40 from 30 | |||
* EX Hundred Hand Slap: Now automatically moves forward regardless of directional input | |||
* Super Killer Head Ram (SC): Fixed a bug where Delay Stand was not possible when only the first hit connected | |||
* Orochi Breaker (UC2): Input changed to HCB HCB + PPP from 720 + PPP; damage increased to 500 from 450 | |||
| | |||
* No changes | |||
}} | |||
{{Changelist_StreetFighterIV|ElFuerte|El Fuerte| | {{Changelist_StreetFighterIV|ElFuerte|El Fuerte| | ||
Line 954: | Line 1,115: | ||
* <del>Close LK: Active Frames increased to 2 frames from 1 frame; on block is now +2 from +3; can no longer be Special cancelled</del> | * <del>Close LK: Active Frames increased to 2 frames from 1 frame; on block is now +2 from +3; can no longer be Special cancelled</del> | ||
* <del>EX Quesadilla Bomb: Now Throw Invincible for frames 1-7</del> | * <del>EX Quesadilla Bomb: Now Throw Invincible for frames 1-7</del> | ||
| | |||
* No changes | |||
| | |||
* No changes | |||
| | |||
* Guacamole Leg Throw: Bug fixed on all versions where Delay Stand was not possible if the first hit traded | |||
| | |||
* No changes | |||
}} | }} | ||
Line 1,010: | Line 1,179: | ||
* Spinning Beat (SC): Now fully connects on airborne opponents | * Spinning Beat (SC): Now fully connects on airborne opponents | ||
* Brave Dance (UC1): Damage reduced to 440 total from 465 total | * Brave Dance (UC1): Damage reduced to 440 total from 465 total | ||
| | |||
* No changes | |||
| | |||
* No changes | |||
| | |||
* Hurtbox while crouching expanded | |||
* Special move priority changed: If Lynx Tail and Scratch Wheel inputs overlapped, Scratch Wheel will activate | |||
* Crouch LP: Hitbox expanded to the thigh area | |||
* Crouch MK: Hitbox and Hurtbox expanded to the tip of the foot | |||
* Jump HK: A bug fixed where counter-hit damage was taken after attack startup | |||
* Scratch Wheel: Light version startup reduced to 3 frames from 6 frames | |||
* Scratch Wheel: Hard version third hit hitbox expanded downward | |||
* Scratch Wheel: A bug fixed where counter-hit damage was taken after attack startup | |||
* Scratch Wheel: Light, Medium, and Hard versions now force stand on hit | |||
* Lynx Tail: Medium version first hit pulls the opponent on hit and on block | |||
* Lynx Tail: Hard version pulls in the opponent upon first hit on hit and on block; fixed a bug where Delay Stand was not possible on grounded opponents | |||
* Lynx Tail: Light, Medium, and Hard versions have Hitbox expanded upward and forward | |||
* Rhino Horn: Bug fixed for the medium version where counter-hit damage was not taken during startup and Elena would receive the damage in a grounded crouch tech | |||
* Rhino Horn: All versions first hit only hits on crouching opponents | |||
* EX Mallet Smash: Advantage on block reduced to -5 from -4 | |||
* Spin Scythe: Fixed a bug on all versions where during the motion, if the opponent dashed into Elena, the dash would pass through Elena | |||
| | |||
* No changes | |||
}} | }} | ||
Line 1,062: | Line 1,254: | ||
(New to Ultra SFIV Console Digital Release) | (New to Ultra SFIV Console Digital Release) | ||
* Stand MP: Bug where attempting to cancel into Special Moves using HP would result in a Target Combo fixed | * Stand MP: Bug where attempting to cancel into Special Moves using HP would result in a Target Combo fixed | ||
| | |||
* No changes | |||
| | |||
* No changes | |||
| | |||
* Health: Decreased from 950 to 900 | |||
| | |||
* No changes | |||
}} | }} | ||
Line 1,123: | Line 1,323: | ||
* Rekkaken: Light, Medium, and Hard versions 1st hit recovery increased by 1 frame | * Rekkaken: Light, Medium, and Hard versions 1st hit recovery increased by 1 frame | ||
* Rekkukyaku: Medium version 3rd hit Hitbox greatly expanded upward | * Rekkukyaku: Medium version 3rd hit Hitbox greatly expanded upward | ||
| | |||
* No changes | |||
| | |||
* Crouch MP: Adjusted damage on counter-hit to 82 from 78 | |||
| | |||
* Rekkashingeki (UC1): Non-cinematic last damage hit reduced to 140 from 165 | |||
| | |||
* No changes | |||
}} | }} | ||
Line 1,243: | Line 1,451: | ||
Crane Stance | Crane Stance | ||
* <del>Jyasen: On block, Light and Medium versions are now 0 from +3</del> | * <del>Jyasen: On block, Light and Medium versions are now 0 from +3</del> | ||
| | |||
* No changes | |||
| | |||
* No changes | |||
| | |||
Mantis Stance | |||
* Crouch MP: Damage increased to 70 from 60 | |||
* Hyakurenko: Light, Medium, and Hard versions recovery reduced to 17 frames from 18 frames | |||
* Zan'ei (SC): Damage increased to 300 from 250 | |||
* Shitenketsu (UC2): First hit locks the opponent into cinematic on air hit | |||
* Shitenketsu (UC2): Bug fixed where the move's properties changed when done as a reversal, cancelled from pre-jump etc. | |||
| | |||
* No changes | |||
}} | }} | ||
Line 1,303: | Line 1,524: | ||
(New to Ultra SFIV Console Digital Release) | (New to Ultra SFIV Console Digital Release) | ||
* EX Tatsumaki Gorasen: 7th and 8th hits which would whiff on Poison now connect | * EX Tatsumaki Gorasen: 7th and 8th hits which would whiff on Poison now connect | ||
| | |||
* No changes | |||
| | |||
* No changes | |||
| | |||
* Forbidden Shoryuken (SC): Fixed a bug where Delay Stand was not possible when the move did not fully connect | |||
* Denjin Hadoken (UC2): Stun value scaling when selecting Ultra Combo Double increased to 75% from 65% | |||
* Denjin Hadoken (UC2): Fixed a bug where under certain conditions, the stun value scaling was 100% | |||
| | |||
* No changes | |||
}} | }} | ||
Line 1,361: | Line 1,592: | ||
* <del>Flash Explosion (UC1): Startup reduced to 5 frames from 7 frames</del> | * <del>Flash Explosion (UC1): Startup reduced to 5 frames from 7 frames</del> | ||
* <del>Flash Explosion (UC1): If opponent is behind on activation, corrects to face the opponent</del> | * <del>Flash Explosion (UC1): If opponent is behind on activation, corrects to face the opponent</del> | ||
| | |||
* No changes | |||
| | |||
* No changes | |||
| | |||
* Flash Explosion (UC1): Invincibility time increased to 1-9 frames from 1-6 frames | |||
| | |||
* No changes | |||
}} | }} | ||
Line 1,430: | Line 1,669: | ||
(Removed from Ultra SFIV Arcade Japan) | (Removed from Ultra SFIV Arcade Japan) | ||
* <del>Ninja Sickle (DF + HK): Startup reduced to 9 frames from 11 frames</del> | * <del>Ninja Sickle (DF + HK): Startup reduced to 9 frames from 11 frames</del> | ||
| | |||
* No changes | |||
| | |||
* Stand HK: Fixed a bug where hitting another Guy on counter-hit was still possible after the active frames of the attack already ended | |||
| | |||
* No changes | |||
| | |||
* No changes | |||
}} | }} | ||
Line 1,492: | Line 1,739: | ||
* Step Knee (6 + HK): Now causes Hard Knockdown on hit even when not oiled | * Step Knee (6 + HK): Now causes Hard Knockdown on hit even when not oiled | ||
* Neutral Jump MP: Now causes Soft Knockdown on hit just like Diagonal Jump MP | * Neutral Jump MP: Now causes Soft Knockdown on hit just like Diagonal Jump MP | ||
}} | | | ||
* No changes | |||
{{Changelist_StreetFighterIV|Hugo|Hugo| | | | ||
* No changes | |||
| | |||
* Crouch LP: Recovery reduced to 6 frames from 8 frames; advantage on block increased to +2 from 0; advantage on hit increased to +5 from +3; can be chain-cancelled when oiled | |||
* Diagonal Jump MK: When oiled, hitbox expanded backwards to land cross-ups easier | |||
| | |||
* No changes | |||
}} | |||
{{Changelist_StreetFighterIV|Hugo|Hugo| | |||
| | | | ||
* N/A | * N/A | ||
Line 1,526: | Line 1,782: | ||
* Hammer Mountain (SC): No longer can be cancelled into Shootdown Backbreaker on block | * Hammer Mountain (SC): No longer can be cancelled into Shootdown Backbreaker on block | ||
* Gigas Breaker (UC1): Total frames increased to 49 frames from 39 frames | * Gigas Breaker (UC1): Total frames increased to 49 frames from 39 frames | ||
| | |||
* No changes | |||
| | |||
* No changes | |||
| | |||
* Dizzy motion hurtbox appears at the same time as the normal rising action | |||
* Stand LP: Recovery reduced to 7 frames from 11 frames; advantage on hit increased to +6 from +2; advantage on block increased to +2 from -2 | |||
* Stand MP: Fixed a bug that caused counter-hit damage to be taken after attack start-up | |||
* Crouch HK: Pushback moved backward | |||
* Moonsault Press: Hard version damage increased to 250 from 220; stun increased to 200 from 150 | |||
* Moonsault Press: Counter-hit damage before throw start-up removed | |||
* Giant Palm Bomber: Hurtbox from wrist to tip now projectile invincible until the end of active frames on all versions; pushback on hit slightly increased; the attack still occurs when erasing projectiles | |||
* Shootdown Backbreaker: Input recognition time adjusted to be the same as other moves so the move will less likely to come out by accident | |||
* EX Shootdown Backbreaker: Damage reduced to 160 from 180; horizontal travel distance during descent decreased | |||
* Ultra Throw: Counter-hit damage before throw start-up removed on all versions | |||
* Meat Squasher: Counter-hit damage before throw start-up removed on all versions | |||
* Hammer Mountain (SC): Fully invincible until the end of active frames of the first hit | |||
| | |||
* No changes | |||
}} | }} | ||
Line 1,537: | Line 1,812: | ||
| | | | ||
* New Target Combo added: Crouching Hard Kick -> Standing Hard Kick | * New Target Combo added: Crouching Hard Kick -> Standing Hard Kick | ||
* Stand LK: Startup reduced to 4 frames | * Stand LK: Startup reduced to 4 frames from 5 frames | ||
* Stand MK: Startup reduced to 5 frames | * Stand MK: Startup reduced to 5 frames from 6 frames | ||
* Kunai: Damage | * Kunai: Damage decreased to 30 from 50 | ||
* Kunai: When performed while jumping backwards, the | * Kunai: When performed while jumping backwards, the kunai now has a more vertical trajectory | ||
* Neck Breaker: Damage and stun | * Neck Breaker: Damage and stun reduced to 120/200 from 140/250 | ||
* Tsujigoe: No longer registers as a Counter Hit when struck out of it | * Tsujigoe: No longer registers as a Counter Hit when struck out of it | ||
| | | | ||
* Hammer Kick (F + MK): Startup reduced to 25 frames from 26 frames, including when done during Target Combo 7 | * Hammer Kick (F + MK): Startup reduced to 25 frames from 26 frames, including when done during Target Combo 7 | ||
* Bonsho Kick (F + HK): Hitbox increased to hit crouching opponents better | * Bonsho Kick (F + HK): Hitbox increased to hit crouching opponents better | ||
* Bonsho Kick (F + HK): Now +1 on hit and -3 on block ( | * Bonsho Kick (F + HK): Now +1 on hit and -3 on block (from -1 on hit, -5 on block), and Counter Hit gives her 4 extra frames of hitstun instead of the standard 3, making it +5 on Counter Hit | ||
* Tsuijigoe: 7 grounded startup frames are now Throw Invincible | * Tsuijigoe: 7 grounded startup frames are now Throw Invincible | ||
* Tsujigoe: Hurtboxes for the first | * Tsujigoe: Hurtboxes for the first 9 frames of Tsuijigoe removed except for her head area | ||
* Tsujigoe: Can now be canceled into Kasumi Suzaku starting from the 10th frame (previous unknown) | * Tsujigoe: Can now be canceled into Kasumi Suzaku starting from the 10th frame (previous unknown) | ||
* Hashinsho ( | * Yoroitoshi (UC1): Projectile version now causes Hard Knock-Down so that all 7 hits juggle | ||
* Hashinsho ( | * Yoroitoshi (UC1): Input made easier to perform (AE: each half circle required both diagonal inputs. AE2012: Only the first forward and the final back input are strict; all others can be achieved with any forward, and down, and any back input) | ||
* Hashinsho (UC2): Juggles more effectively for the first few hits against airborne opponents, but will still not go into full animation | |||
* Hashinsho (UC2): First hit now forces stand on crouching opponents | |||
| | | | ||
* Bug during block where El Fuerte's F + MK would pass over Ibuki fixed | * Bug during block where El Fuerte's F + MK would pass over Ibuki fixed | ||
Line 1,576: | Line 1,851: | ||
* EX Kazegiri: Startup invincibility increased by to 7 frames from 6 frames; 1st hit Hitbox on Active Frames 2-3 expanded, now more effective as an anti-air | * EX Kazegiri: Startup invincibility increased by to 7 frames from 6 frames; 1st hit Hitbox on Active Frames 2-3 expanded, now more effective as an anti-air | ||
(New to Ultra SFIV Console Digital Release) | (New to Ultra SFIV Console Digital Release) | ||
* Walk Speed: | * Forward Walk Speed: Increased to 0.045 from 0.04125 | ||
* Target Combo 6 (Close LP --> MP --> D + HK --> HK): Final HK now causes Soft Knockdown | * Target Combo 6 (Close LP --> MP --> D + HK --> HK): Final HK now causes Soft Knockdown | ||
* Target Combo 8 (Close HP --> D + HK --> HK): Final HK now causes Soft Knockdown | * Target Combo 8 (Close HP --> D + HK --> HK): Final HK now causes Soft Knockdown | ||
* Target Combo 10 (Crouch HK --> HK): Last hit no longer hits crouching opponents | * Target Combo 10 (Crouch HK --> HK): Last hit no longer hits crouching opponents | ||
* Raida: All versions Juggle Potentials have been increased by 1 (exact data unknown) | * Raida: All versions Juggle Potentials have been increased by 1 (exact data unknown) | ||
| | |||
* No changes | |||
| | |||
* No changes | |||
| | |||
* Far HP -> HP: Fixed a bug where the move could be cancelled on whiff | |||
* Yoroitoshi (UC1): Fixed a bug where Delay Stand was not possible on non-cinematic air hit | |||
| | |||
* No changes | |||
}} | }} | ||
Line 1,653: | Line 1,937: | ||
(Removed from Ultra SFIV Arcade Japan) | (Removed from Ultra SFIV Arcade Japan) | ||
* <del>Crouch MK: Startup reduced to 5 frames from 6 frames; recovery reduced to 16 frames from 17 frames</del> | * <del>Crouch MK: Startup reduced to 5 frames from 6 frames; recovery reduced to 16 frames from 17 frames</del> | ||
| | |||
* No changes | |||
| | |||
* No changes | |||
| | |||
* Close LP: Hitbox adjusted during Feng Shui Engine to be the same size as done when normally | |||
* Close MK: First hit forces stand | |||
* Close MK: Grounded and throw-invincible from frames 1 to 6 | |||
* Fuhajin: Hard version no longer connects on crouching opponents | |||
* Fuhajin: Rising kick super meter build reduced to 10 from 20; projectile attack super meter build increased to 30 from 20, 15 from 10 on block | |||
| | |||
* No changes | |||
}} | }} | ||
Line 1,719: | Line 2,015: | ||
* <del>EX Airborne Tatsumaki Senpukyaku: Now spins in place, just like Ryu's EX Airborne Tatsumaki Senpukyaku</del> | * <del>EX Airborne Tatsumaki Senpukyaku: Now spins in place, just like Ryu's EX Airborne Tatsumaki Senpukyaku</del> | ||
* <del>Shinryuken (UC1): Non-cinematic damage increased to 390 from 330</del> | * <del>Shinryuken (UC1): Non-cinematic damage increased to 390 from 330</del> | ||
}} | | | ||
* No changes | |||
| | |||
* No changes | |||
| | |||
* Crouch MK: Hitbox adjusted to be exactly the same as Arcade Edition version 2012 release | |||
* Air Tatsumaki Senpukyaku: Cannot be plinked with a P button to perform an escape manuever | |||
| | |||
* No changes | |||
}} | |||
{{Changelist_StreetFighterIV|MBison|M. Bison| | {{Changelist_StreetFighterIV|MBison|M. Bison| | ||
Line 1,774: | Line 2,079: | ||
(Removed from Ultra SFIV Arcade Japan) | (Removed from Ultra SFIV Arcade Japan) | ||
* <del>Stand MP: On hit now +2 from +3; on block now -1 from 0</del> | * <del>Stand MP: On hit now +2 from +3; on block now -1 from 0</del> | ||
| | |||
* No changes | |||
| | |||
* No changes | |||
| | |||
* Forward Throw: Fixed a bug that caused the throw escape window to be 1 frame longer | |||
* Double Knee Press: First hit pushback reduced to make EX Red Focus to connect easier | |||
| | |||
* No changes | |||
}} | }} | ||
Line 1,841: | Line 2,155: | ||
* EX Oroshi: Juggle Potential increased to 2 from 1 | * EX Oroshi: Juggle Potential increased to 2 from 1 | ||
* Abare Tosanami (UC2): Now while traveling to the wall, invincibility changed from fully invincibile to only Projectile and Throw Invincibile | * Abare Tosanami (UC2): Now while traveling to the wall, invincibility changed from fully invincibile to only Projectile and Throw Invincibile | ||
| | |||
* No changes | |||
| | |||
* No changes | |||
| | |||
* F + HK: Fixed a bug where Delay Stand was not possible | |||
* Abare Tosanami (UC2): Fixed a bug where Delay Stand was not possible on air hit when the move did not fully connect | |||
| | |||
* No changes | |||
}} | }} | ||
Line 1,913: | Line 2,236: | ||
* <del>Sekisei Jiraiken: Light version on block now -6 from -7</del> | * <del>Sekisei Jiraiken: Light version on block now -6 from -7</del> | ||
* <del>Sekisei Jiraiken: Medium version on block now -4 from -6</del> | * <del>Sekisei Jiraiken: Medium version on block now -4 from -6</del> | ||
| | |||
* No changes | |||
| | |||
* No changes | |||
| | |||
* EX Goshoryuken: Second hit can now be cancelled into EX Focus and EX Red Focus, even on hit | |||
* Rakan Dantojin: Light version damage increased to 120 from 110; stun increased to 150 from 130 | |||
* Air Raging Demon: Fixed a bug where Delay Stand was not possible on air hit trade | |||
| | |||
* No changes | |||
}} | }} | ||
Line 1,941: | Line 2,274: | ||
* Backflip: Backward movement distance reduced | * Backflip: Backward movement distance reduced | ||
* L, M and H Kissed by a Goddess --> EX Focus Cancel --> Forward Dash now -5F on block at best | * L, M and H Kissed by a Goddess --> EX Focus Cancel --> Forward Dash now -5F on block at best | ||
| | | | ||
* | * No changes | ||
| | | | ||
* N/A | * No changes | ||
| | |||
* Health: Reduced to 950 from 1000 | |||
* Hurtbox during standing and crouching hit-stun expanded | |||
* Fixed a bug where special moves could not be activated during pre-jump motion | |||
* Back Throw: No longer registers during negative edge input | |||
* Close HP: Fixed a bug where counter-hit damage was taken after attack start up | |||
* Stand HP: Fixed a bug where counter-hit damage was taken after attack start up | |||
* EX Aelous Edge: Easier to connect on point blank opponents | |||
* Whip of Love: Hitbox greatly expanded on all versions | |||
* Love Me Tender: Light, Medium, and Heavy version damage changed to 70*80 from 90*100; recovery on whiff increased to 19 frames from 16 frames | |||
* EX Kissed by a Goddess: First hit hitbox expanded | |||
* Poison Kiss (UC2): Throw range expanded | |||
| | |||
* No changes | |||
}} | |||
{{Changelist_StreetFighterIV|Rolento|Rolento| | |||
| | |||
* N/A | |||
| | |||
* N/A | |||
| | | | ||
* N/A | * N/A | ||
Line 1,977: | Line 2,328: | ||
* Mine Sweeper (SC): Damage increased to 350 from 300 | * Mine Sweeper (SC): Damage increased to 350 from 300 | ||
* Take No Prisoners (UC2): Startup increased to 7 frames from 6 frames | * Take No Prisoners (UC2): Startup increased to 7 frames from 6 frames | ||
| | |||
* No changes | |||
| | |||
* Close MP: Increased juggle potential EX Stinger -> close MP can combo | |||
| | |||
* Close HK: Stun reduced to 150 from 200 | |||
* Stand MP: Active frames increased to 5 frames from 3 frames | |||
* Stand HP: Second hit hitbox slightly expanded forward; super meter build reduced to 30*30 from 60*60 on hit; 15*15 from 30*30 on block | |||
* Diagonal Jump HP: Fixed a bug where counter-hit damage was taken after attack start up | |||
* Patriot Circle: Fixed a bug on all versions where when hitting certain counter moves, Patriot Circle would win | |||
* EX Patriot Circle: Moves slightly more forward before first hit completes start up | |||
* Stinger: Hitbox expanded downward on the first frame on Light, Medium, and Heavy versions | |||
* Mekong Delta Attack: Roll attack keeps the opponent grounded on counter-hit; advantage on hit increased to +2 from -2 | |||
* EX Mekong Delta Attack: Roll attack advantage increased to -5 from -10 | |||
* EX Mekong Delta Attack: All hits except the last results in a knockdown | |||
* EX Mekong Delta Air-Raid: First 10 frames after activation now strike-invincible and projectile-invincible | |||
* EX Mekong Delta Air-Raid: Additional attack advantage reduced to -5 from -3 | |||
* Mine Sweeper (SC): Fixed a bug where buffer input didn't register when done as a reversal | |||
| | |||
* No changes | |||
}} | }} | ||
Line 1,992: | Line 2,363: | ||
* Soul Reflect: Given more Active Frames for easier Projectile reflection (exact data unknown) | * Soul Reflect: Given more Active Frames for easier Projectile reflection (exact data unknown) | ||
| | | | ||
* Forward walking: Hurtbox expanded downwards to make feet vulnerable. | |||
* Aura Soul Spark (SC): Can no longer perform if a regular Soul Spark is still on the screen | * Aura Soul Spark (SC): Can no longer perform if a regular Soul Spark is still on the screen | ||
* Soul Satellite (UC2): Given a frame of startup, up to 1 frame from 0 frames, so that she can be struck before the orbs appear | * Soul Satellite (UC2): Given a frame of startup, up to 1 frame from 0 frames, so that she can be struck before the orbs appear | ||
Line 2,035: | Line 2,407: | ||
(New to Ultra SFIV Console Digital Release) | (New to Ultra SFIV Console Digital Release) | ||
* Soul Spiral: All versions Juggle Potential increased to 1 from 0 | * Soul Spiral: All versions Juggle Potential increased to 1 from 0 | ||
| | |||
* No changes | |||
| | |||
* Forward Throw: Reduced the throw escape window by 1 frame | |||
* EX Soul Spiral: Fixed damage on counter-hit to 163 from 160 | |||
| | |||
* EX Soul Spiral: Block damage increased to 33 from 30 | |||
| | |||
* No changes | |||
}} | }} | ||
Line 2,086: | Line 2,467: | ||
* High Attack: Juggle Potential increased to 2 from 1 | * High Attack: Juggle Potential increased to 2 from 1 | ||
* EX Messiah Kick: 2nd hit and after now given Juggle Potential (exact data unknown) | * EX Messiah Kick: 2nd hit and after now given Juggle Potential (exact data unknown) | ||
| | |||
* No changes | |||
| | |||
* No changes | |||
| | |||
* No changes | |||
| | |||
* No changes | |||
}} | }} | ||
Line 2,137: | Line 2,526: | ||
(New to Ultra SFIV Console Digital Release) | (New to Ultra SFIV Console Digital Release) | ||
* EX Hadoken: Startup reduced to 11 frames from 12 frames | * EX Hadoken: Startup reduced to 11 frames from 12 frames | ||
}} | | | ||
* No changes | |||
{{Changelist_StreetFighterIV|Sagat|Sagat| | | | ||
* No changes | |||
| | |||
* Close HK: Recovery increased to 17 frames from 15 frames; hit and block stun on standing opponents increased by 3 frames; hit and block stun on crouching opponents increased by 2 frames | |||
* Close HK: Second hit can now be cancelled into EX Focus, EX Red Focus, and Shinku Hadoken | |||
* Hadoken: Light version travel speed reduced; Hard version travel speed increased | |||
| | |||
* No changes | |||
}} | |||
{{Changelist_StreetFighterIV|Sagat|Sagat| | |||
| | | | ||
* Added | * Added | ||
Line 2,180: | Line 2,579: | ||
* <del>EX Tiger Knee: On block now 0 from -1</del> | * <del>EX Tiger Knee: On block now 0 from -1</del> | ||
* <del>Tiger Cannon (UC2): Air damage reduced to 309 from 384</del> | * <del>Tiger Cannon (UC2): Air damage reduced to 309 from 384</del> | ||
| | |||
* No changes | |||
| | |||
* EX Tiger Knee: Fixed a bug where the first hit would build super meter | |||
| | |||
* Forward Throw: Fixed a bug that caused the throw escape window to be 1 frame shorter than other normal throws | |||
* Tiger Canon (UC2): Air-hit damage increased to 303 from 255 | |||
| | |||
* No changes | |||
}} | }} | ||
Line 2,224: | Line 2,632: | ||
* Close MP: Pushback on hit reduced | * Close MP: Pushback on hit reduced | ||
* Stand HP: Can now be canceled into Special Moves, Super, or EX Focus Attack | * Stand HP: Can now be canceled into Special Moves, Super, or EX Focus Attack | ||
| | |||
* No changes | |||
| | |||
* No changes | |||
| | |||
* EX Shunpukyaku: First through third hits force stand on hit | |||
* EX Shunpukyaku: Pushbox expanded downward to prevent it from flying past the opponent | |||
* EX Hadoken: Projectile speed now changes according to the buttons pressed | |||
* EX Hadoken: Recovery after the attack reduced by 4 frames; total frames reduced to 44 frames from 48 frames | |||
| | |||
* No changes | |||
}} | }} | ||
Line 2,298: | Line 2,717: | ||
* Tenmakujinkyaku (at top of forward jump arc 2+HK) hurtbox slightly expanded; hit-stun increased by 1 frame | * Tenmakujinkyaku (at top of forward jump arc 2+HK) hurtbox slightly expanded; hit-stun increased by 1 frame | ||
* Hyakuretsukyaku: All versions damage increased by 10 (Light: to 130 from 120, Medium: to 140 from 130, Hard: to 160 from 150, EX: to 130 from 120) | * Hyakuretsukyaku: All versions damage increased by 10 (Light: to 130 from 120, Medium: to 140 from 130, Hard: to 160 from 150, EX: to 130 from 120) | ||
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* No changes | |||
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* No changes | |||
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* Health: Increased to 850 from 800 | |||
* Jump MP: Fixed a bug where counter-hit damage and stun were taken during the move's motion | |||
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* No changes | |||
}} | }} | ||
Line 2,359: | Line 2,787: | ||
(Removed from Ultra SFIV Arcade Japan) | (Removed from Ultra SFIV Arcade Japan) | ||
---* <del>Thrust Peak (DF + LP): Input changed to B + LP from DF + LP</del> | ---* <del>Thrust Peak (DF + LP): Input changed to B + LP from DF + LP</del> | ||
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* No changes | |||
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* No changes | |||
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* Forward throw: Fixed a bug that caused the throw escape window to be 3 frames shorter | |||
* Condor Spire: Light version start up increased to 15 frames from 11 frames; Medium version start up increased to 17 frames from 14 frames | |||
* Tomahawk Buster: Medium version changed to having 2 hits; first hit causes grounded hit-stun and forces stand; first hit now cancellable to EX Focus, EX Red Focus, and Super; Damage changed to 90*60 from 150; stun changed to 150*50 from 200 | |||
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* No changes | |||
}} | }} | ||
Line 2,414: | Line 2,852: | ||
(Removed from Ultra SFIV Arcade Japan) | (Removed from Ultra SFIV Arcade Japan) | ||
* <del>Flying Barcelona Special (SC): Now has a 0 damage attack added while flying to the wall</del> | * <del>Flying Barcelona Special (SC): Now has a 0 damage attack added while flying to the wall</del> | ||
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* No changes | |||
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* Rolling Crystal Flash: Fixed a bug on the medium version where Vega could not perform EX Red Focus on the last hit against a blocking opponent | |||
* Flying Barcelona Special (SC): Fixed a bug where regardless of which strength of attack was used to activate the attack, the height at which Vega grabbed the wall was the same | |||
* Flying Barcelona Special (SC): Fixed a bug where Vega would cling to the wall at a lower point if the knee hit on the way up | |||
* Flying Barcelona Special (SC): Changed to total invincibility when he jumps off the wall after activation | |||
* Flying Barcelona Special (SC): Fixed the issue to ease the difficulty of grabbing a cornered opponent with Rolling Izuna Drop | |||
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* Rolling Crystal Flash: Fixed a bug on all versions versions that caused the hit-stun time on counter-hit to be the same as normal hit | |||
* Rolling Crystal Flash: Fixed a bug on the Light, Medium, and Heavy versions that doubled the super meter build on the last hit | |||
* EX Rolling Crystal Flash: Fixed a bug that made super meter increase when Vega had no claw | |||
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* No changes | |||
}} | }} | ||
Line 2,486: | Line 2,938: | ||
* Torouzan: All versions Hitboxes increased downward, mitigating cases where it was difficult to connect on certain characters' crouching states | * Torouzan: All versions Hitboxes increased downward, mitigating cases where it was difficult to connect on certain characters' crouching states | ||
* L Senkyutai --> EX Focus Cancel --> Forward Dash is now -5 at best | * L Senkyutai --> EX Focus Cancel --> Forward Dash is now -5 at best | ||
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* No changes | |||
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* No changes | |||
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* Crouch MK: Fixed a bug that caused hit-stun time on counter-hit to be the same as on normal hit | |||
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* No changes | |||
}} | }} | ||
Line 2,552: | Line 3,012: | ||
* <del>Zenpou Tenshin: Light, Medium, and Hard versions grab range reduced to 1.00 from 1.10</del> | * <del>Zenpou Tenshin: Light, Medium, and Hard versions grab range reduced to 1.00 from 1.10</del> | ||
* <del>EX Zenpou Tenshin: Grab range reduced to 1.20 from 1.30</del> | * <del>EX Zenpou Tenshin: Grab range reduced to 1.20 from 1.30</del> | ||
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* No changes | |||
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* Zenpo Tenshin: Adjusted throw range during Super to match normal version | |||
* Zenpo Tenshin: Fixed the issue that caused Yun to be counter-hit after active frames of the throw have already ended | |||
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* Stand LP: Hit effect during Genei-Jin on air counter-hit changed from air reset to knock down | |||
* Tetsuzanko: Light version stun reduced to 100 from 200; super meter build adjusted to 20 from 30 on activation, 30 from 60 on hit, 14 from 30 on block | |||
* EX Zesshou Hohou: Advantage on block reduced to -1 from +1 | |||
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* No changes | |||
}} | }} | ||
Line 2,600: | Line 3,071: | ||
* <del>Banishing Flat: Light version on hit now -3 from -5</del> | * <del>Banishing Flat: Light version on hit now -3 from -5</del> | ||
* <del>Banishing Flat: Hard version on hit now -6 from -7</del> | * <del>Banishing Flat: Hard version on hit now -6 from -7</del> | ||
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* No changes | |||
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* No changes | |||
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* Banishing Flat: Light version horizontal travel distance reduced; pushback on hit increased | |||
* EX Banishing Flat: Forces stand on hit to always guarantee a combo into EX Red Focus | |||
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* No changes | |||
}} | }} | ||
[[Category:Street Fighter IV series]] |