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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 | ||
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* Breathless (UC2): Added | * Breathless (UC2): Added | ||
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* | * 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 | ||
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* Breathless (UC2): More Recovery Frames when canceled out of by pressing Punch | * Breathless (UC2): More Recovery Frames when canceled out of by pressing Punch | ||
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* | * 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 | ||
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* 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 | ||
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* 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 | ||
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* 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 | ||
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* No changes | * No changes | ||
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* 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: Hit box expanded | * 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 | ||
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* Jaguar Revolver (UC1): Second hit's hit box expanded in height | * Jaguar Revolver (UC1): Second hit's hit box expanded in height | ||
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* Close HK: Hit box slightly expanded horizontally and upward | * Close Standing HK: Hit box slightly expanded horizontally and upward | ||
* Jaguar Crunch (F+HP 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 version on grounded opponents now floats higher upward and slightly more forward for more consistent follow-up Rising Jaguar juggle in the corner | * 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 (UC1): First hit's Active Frames reduced to | * 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 | ||
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(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 version on grounded opponents now floats higher upward and slightly more forward for more consistent follow-up Rising Jaguar juggle in the corner | * 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 (UC1): First hit's Active Frames reduced to | * 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 Hit box slightly reduced | * 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) | (Unlisted) | ||
* Close Standing HK: First hit given JP1 | * Close Standing HK: First hit given JP1 | ||
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* No changes | * No changes | ||
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* Close MK: Fixed a bug where counter-hit damage was received after attack start-up ended | * Close Standing MK: Fixed a bug where counter-hit damage was received after attack start-up ended | ||
* Far HK: Can now only be used be used in air combos for the second hit only | * 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 | * Jaguar Varied Assault (SC): Fixed a bug where on air-hit Delayed Stand was not possible when the move did not connect | ||
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* Crouching MK: 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 | * Crouching HK: Damage reduced to 90 from 110, stun reduced to 100 from 200 | ||
* LP Shakunetsu Hadoken: Stun | * 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 | * 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 | * HP Shakunetsu Hadoken: Damage reduced to 33x3 from 50x3, stun reduced to 35x3 from 50*50*100 | ||
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* 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 | ||
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* | * 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) | ||
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* 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 | |||
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* No changes | * No changes | ||
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* No changes | * No changes | ||
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* Gohadoken: Startup reduced to | * Gohadoken: Startup reduced to 13F from 14F on all versions | ||
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*No changes | * No changes | ||
}} | }} | ||
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* 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 | ||
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* 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 | |||
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* 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 | ||
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* 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 | ||
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* 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) | ||
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* 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 | ||
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* No changes | * No changes | ||
}} | }} | ||
[[Category:Street Fighter IV series]] |