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* No changes | * No changes | ||
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* Health reduced to 1050 from 1100 | |||
* Far MK: Can no longer hit crouching | * Far MK: Can no longer hit crouching | ||
* Far HP: Hitbox expanded in width and expanded downward | * Far HP: Hitbox expanded in width and expanded downward | ||
* Far HK: Leg hurtbox moved backwards and reduced in height | * Far HK: Leg hurtbox moved backwards and reduced in height | ||
* Crouch MK: Damage increased to 70 from 60 | |||
* Crouch HK: Hitbox expanded forwards | * Crouch 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 6~ | * EX Falling Sky: Upper body strike invincibility added to 6~7 frames | ||
* | * Tornado Throw: Damage reduced to 160/180/200/200 from 180/200/220/200 | ||
* EX Wheel Kick damage changed to 60*120 from 120*60 | * EX Wheel Kick damage changed to 60*120 from 120*60 | ||
* | * Soulless (UC1): Damage reduced to 333~500 from 374~551 | ||
* | * Breathless (UC2): Added | ||
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* Crouch HP: | * Crouch HP: Second hit's hitbox reduced downward | ||
* Tornado Throw: Damage reduced | * Tornado Throw: Damage reduced to 150/170/190/190 from 160/180/200/200 | ||
* Marseilles Roll: | * LK Marseilles Roll: Invincibility frames changed from Strike/Projectile 5~26 frames to Strike/Projectile Invincible 5~23F, Projectile Invincible 24~26 frames | ||
* Soulless (UC1): Damage reduced to 300 | * MK Marseilles Roll: Invincibility frames changed from Strike/Projectile 5~29 frames to Strike/Projectile Invincible 5~25F, Projectile Invincible 26~29 frames | ||
* Breathless (UC2): Damage reduced to 293 | * HK Marseilles Roll: Invincibility frames changed from Strike/Projectile 5~31 frames to Strike/Projectile Invincible 5~27F, Projectile Invincible 28~31 frames | ||
* Breathless (UC2): | * Soulless (UC1): Damage reduced to 300~450 from 333~500 | ||
* Breathless (UC2): Damage reduced to 293~431 from 320~480 | |||
* Breathless (UC2): Startup increased to 0+10 frames from 0+8 frames | |||
* 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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* Crouch HP: Hitbox | * Crouch HP: Hitbox returned to SSF4 state | ||
* Second Low: Causes 2 more frames of Hit Stun allowing | * Second Low: Causes 2 more frames of Hit Stun allowing increasing frame advantage to +7 frames on EX FADC forward dash | ||
* Tornado Throw: Damage increased | * Tornado Throw: Damage increased to 160/180/200/200 from 150/170/190/190 returning it to SSF4 state | ||
* Breathless (UC1): Now Strike Invincible when he starts the dashing part of the move up until the first Active Frame, but now is no longer Throw Invincible during that period | * Breathless (UC1): Now Strike Invincible when he starts the dashing part of the move up until the first Active Frame, but now is no longer Throw Invincible during that period | ||
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* Close HP: First hit's | * Close HP: First hit's hitbox expanded downward | ||
* Standing HK: Startup reduced to 13 frames from 14 frames; Active Frames increased to 3 frames from 2 frames; recovery reduced to 18 frames from 19 frames | * Standing HK: Startup reduced to 13 frames from 14 frames; Active Frames increased to 3 frames from 2 frames; recovery reduced to 18 frames from 19 frames | ||
* EX Falling Sky: Active Frames increased to 3 frames from 2 frames; upper-body invincibility increased to frames 6-8 from frames 6-7 | * EX Falling Sky: Active Frames increased to 3 frames from 2 frames; upper-body invincibility increased to frames 6-8 from frames 6-7 | ||
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(From Ultra SFIV Arcade Japan) | (From Ultra SFIV Arcade Japan) | ||
* Close HP: First hit's | * Close HP: First hit's hitbox expanded downward | ||
* Standing HK: Startup reduced to 13 frames from 14 | * Standing HK: Startup reduced to 13 frames from 14; Active frames increased to 3F from 2F; recovery reduced to 18 frames from 19 frames | ||
* EX Falling Sky: Active | * EX Falling Sky: Active frames increased to 3 frames from 2 frames; upper-body invincibility increased to frames 6-8 from frames 6-7 | ||
* Heartless (SC): Active | * Heartless (SC): Active frames increased to 4 frames from 2 frames | ||
* Soulless (UC1): | * Soulless (UC1): Push box height increased upwards during forward movement | ||
(New to Ultra SFIV Console Digital Release) | (New to Ultra SFIV Console Digital Release) | ||
* Crouch HP: Second hit's Hitbox greatly expanded downward | * Crouch HP: Second hit's Hitbox greatly expanded downward | ||
* EX Change of Direction: Startup reduced to 13 frames from 16 frames | * EX Change of Direction: Startup reduced to 13 frames from 16 frames | ||
* Second Low: | * Second Low: Causes 4 more frames of Hit Stun, Now +7 frames on EX Focus Dash Cancel forward | ||
* Finish Low: Startup reduced to 17 frames from 22 frames | * Finish Low: Startup reduced to 17 frames from 22 frames | ||
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* No changes | |||
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* Hitting Abel during 1st active frame of far HK no longer grants a counterhit | |||
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* Close HK: Damage on active frames 5~6 increased to 70 from 30, stun increased to 100 from 50, hitstun reduced by 3 frames | |||
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* No changes | |||
}} | }} | ||
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* Added | * Added | ||
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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 | * Wake-up Timing: Has been normalized so that Adon no longer gets up significantly faster than every other character in the game 7 frames added | ||
* Crouch LP, Stand MP, Close MP, Crouch HP: Buffs made (exact data unknown) | * Crouch LP, Stand MP, Close MP, Crouch HP: Buffs made (exact data unknown) | ||
* Stand LP: Hurtbox reduced so it can no longer be hit from the elbow outward | * Stand LP: Hurtbox reduced so it can no longer be hit from the elbow outward | ||
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* Pick Up Knife: Distance from knife at which Cody can perform this increased | * Pick Up Knife: Distance from knife at which Cody can perform this increased | ||
(Unlisted) | (Unlisted) | ||
* Diagonal Jump HK: | * Diagonal Jump HK: Hit box reduced in width to lower chance of cross up and increase ease of anti airing at specific angles. | ||
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* Forward Walk Speed: Increased to 0.038 from 0.035 | * Forward Walk Speed: Increased to 0.038 from 0.035 | ||
* Backward Walk Speed: Increased to 0.024 from 0.02 | * Backward Walk Speed: Increased to 0.024 from 0.02 | ||
* Diagonal Jump MP: Hitbox expanded upward and downward. | * Diagonal Jump MP: Hitbox expanded upward and downward. Hurt box on active frames 2~3F increased upward | ||
* Hammer Hook (Overhead): Hit Stun vs standing and Block Stun increased by 2 frames on second hit, now -1 on hit and -4F on block | * Hammer Hook (Overhead): Hit Stun vs standing and Block Stun increased by 2 frames on second hit, now -1 on hit and -4F on block | ||
* Hammer Hook (Overhead): Can now be performed even when holding the knife | * Hammer Hook (Overhead): Can now be performed even when holding the knife | ||
* Pick Up Knife: At any point during Pick Up Knife's animation, Cody can block any attacks | * Pick Up Knife: At any point during Pick Up Knife's animation, Cody can block any attacks | ||
* Stand LP with knife: Hit Stun increased by | * Stand LP with knife: Hit Stun increased by 1 frame, now +6 frames on hit | ||
* Far Standing LP with knife: | * Far Standing LP with knife: Hit box expanded backwards towards arm (Note: Change not applied to chained version) | ||
* Stand MP with knife: Changed to a 2-hit attack, but total frame count and total damage unchanged | * Stand MP with knife: Changed to a 2-hit attack, but total frame count and total damage unchanged | ||
* Crouch MP with knife: | * Crouch MP with knife: Hurt box reduced in widith; Active Frames increased to 4 frames from 2frames total frame count unchanged | ||
* Stand HP with knife: Hit Stun increased by | * Stand HP with knife: Hit Stun increased by 1 frame, now +3 frames on hit | ||
* Crouch HP with knife: Startup reduced to | * Crouch HP with knife: Startup reduced to 7 frames from 9 frames | ||
* Diagonal Jump LP with knife: Active Frames increased to | * Diagonal Jump LP with knife: Active Frames increased to 10 frames from 4 frames | ||
* Diagonal Jump MP with knife: | * Diagonal Jump MP with knife: Hit boxes expanded upward and downward | ||
* Ruffian Kick: Medium version | * Ruffian Kick: Medium version Hit box expanded slightly forward | ||
* EX Zonk Knuckle: Knocks the opponent farther away on first hit | * EX Zonk Knuckle: Knocks the opponent farther away on first hit | ||
* Bad Spray: Made a 2-hit attack now, though no changes to the move's overall length or total damage were made | * Bad Spray: Made a 2-hit attack now, though no changes to the move's overall length or total damage were made | ||
* Bad Spray: Can now be canceled into Super or EX Focus Attack on the second hit | * Bad Spray: Can now be canceled into Super or EX Focus Attack on the second hit | ||
* Bad Spray: Now fully invincible 1~ | * Bad Spray: Now fully invincible frames 1~10 instead of strike only. | ||
* EX Badstone: | * EX Badstone: Hit box expanded backwards on first 2 active frames. [Added in AE2012 1.04] | ||
(Unlisted) | (Unlisted) | ||
* Forward Dash: | * Forward Dash: Push box on head removed to prevent Cody from being pushed back as far when dashing into an opponent | ||
* Neutral Jump MP: Active Frames increased to | * Neutral Jump MP: Active Frames increased to 7 frames from 4 frames | ||
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* Back Dash: Distance increased by 0.1 after invincibility frames wear off. | * Back Dash: Distance increased by 0.1 after invincibility frames wear off. | ||
* Crouch MK: On hit is now -1 from -3, on block is now -2 from -6 | * Crouch MK: On hit is now -1 frame from -3 frames, on block is now -2 frames from -6 frames | ||
* Jaw Crusher (B + MP): When struck during start up, it is now treated as a Counter Hit like normal | * Jaw Crusher (B + MP): When struck during start up, it is now treated as a Counter Hit like normal | ||
* Crack Kick (F + HK): Now considered airborne 8~ | * Crack Kick (F + HK): Now considered airborne frames 8~26 | ||
* Knife Throw: Now given Armor Breaker properties | * Knife Throw: Now given Armor Breaker properties | ||
* Knife Attack: All grounded versions given Juggle Potential 3 (Note: Not applied to chained versions of knife normals or the 2nd hit of close MP with knife) | * Knife Attack: All grounded versions given Juggle Potential 3 (Note: Not applied to chained versions of knife normals or the 2nd hit of close MP with knife) | ||
* Zonk Knuckle: Can now be EX Focus and EX Red Focus cancelled | * Zonk Knuckle: Can now be EX Focus and EX Red Focus cancelled | ||
* Bad Stone: After being held, the stone is thrown immediately at button release rather than waiting until next charge level | * Bad Stone: After being held, the stone is thrown immediately at button release rather than waiting until next charge level | ||
* EX Criminal Upper: On block, the distance the opponent is pushed back is reduced by half; Strike and projectile invincibility increased from 1~ | * EX Criminal Upper: On block, the distance the opponent is pushed back is reduced by half; Strike and projectile invincibility increased from frames 1~4 to frames 1~6. Throw Invincibility on frames 1~9 removed. | ||
* Dead End Irony (SC): Hard version's float of opponent on hit changed | * Dead End Irony (SC): Hard version's float of opponent on hit changed | ||
* Last Dread Dust (UC2): Damage reduced to 466 from 506; forward movement increased by 0.1 on first wrench swing | * Last Dread Dust (UC2): Damage reduced to 466 from 506; forward movement increased by 0.1 on first wrench swing | ||
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(From Ultra SFIV Arcade Japan) | (From Ultra SFIV Arcade Japan) | ||
* Back Dash: Distance increased by 0.1 after invincibility frames wear off. | * Back Dash: Distance increased by 0.1 after invincibility frames wear off. | ||
* Crouch MK: On hit is now -1 from -3, on block is now -3 from -6 | * Crouch MK: On hit is now -1 frame from -3 frames, on block is now -3 frames from -6 frames | ||
* Jaw Crusher (B + MP): When struck during startup, it is now treated as a Counter Hit like normal | * Jaw Crusher (B + MP): When struck during startup, it is now treated as a Counter Hit like normal | ||
* Crack Kick (F + HK): Now considered airborne 8~ | * Crack Kick (F + HK): Now considered airborne frames 8~26 | ||
* Knife Throw: Now given Armor Breaker properties | * Knife Throw: Now given Armor Breaker properties | ||
* Knife Attack: All grounded versions given Juggle Potential 3; can combo after L Criminal Upper for example (Note: Not applied to chained versions of knife normals or the 2nd hit of close MP with knife) | * Knife Attack: All grounded versions given Juggle Potential 3; can combo after L Criminal Upper for example (Note: Not applied to chained versions of knife normals or the 2nd hit of close MP with knife) | ||
* Zonk Knuckle: Can now be EX Focus cancelled | * Zonk Knuckle: Can now be EX Focus cancelled | ||
* Bad Stone: After being held, the stone is thrown immediately at button release rather than waiting until next charge level | * Bad Stone: After being held, the stone is thrown immediately at button release rather than waiting until next charge level | ||
* EX Criminal Upper: On block, the distance the opponent is pushed back is reduced by half; Strike and | * EX Criminal Upper: On block, the distance the opponent is pushed back is reduced by half; Strike and projectile invincibility increased from frames 1~4 to frames 1~6. Throw Invincibility on frames 1~9 removed. | ||
* Dead End Irony (SC): Hard version's float of opponent on hit changed | * Dead End Irony (SC): Hard version's float of opponent on hit changed | ||
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* Walk Speed: Forward walk speed increased to 0.0425 from 0.038 | * Walk Speed: Forward walk speed increased to 0.0425 from 0.038 | ||
* Pick up Knife: Now treated as a Special Move, can be canceled into from Special Move cancelable Normal Moves | * Pick up Knife: Now treated as a Special Move, can be canceled into from Special Move cancelable Normal Moves | ||
* Criminal Upper: Light version tornado hits block stun increased by | * Criminal Upper: Light version tornado hits block stun increased by 1 frame. Frame advantage on block changed to -4 frames from -5 frames | ||
(Removed from Ultra SFIV Arcade Japan) | (Removed from Ultra SFIV Arcade Japan) | ||
* <del>Crouch MK: On block is now -2 from -6</del> | * <del>Crouch MK: On block is now -2 frames from -6 frames</del> | ||
(Unlisted) | (Unlisted) | ||
* Crack Kick: Start Up increased to 15F from 14F, Lower Body invincibility starts on 2F rather than 4F | * Crack Kick: Start Up increased to 15F from 14F, Lower Body invincibility starts on 2F rather than 4F |