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* 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 6 frames from 7 frames | ||
* L, M and H Rising Jaguar --> EX Focus Cancel --> Forward Dash is now -5 on block at best | * L, M and H Rising Jaguar --> 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) | ||
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* Air Jaguar Kick: Medium version on block now -2 from -1 when done at the lowest height and blocked on the first Active Frame | * Air Jaguar Kick: Medium version on block now -2 from -1 when done at the lowest height and blocked on the first Active Frame | ||
* Air Jaguar Kick: Hard version on now -2 from 0 when done at the lowest height and blocked on the first Active Frame | * Air Jaguar Kick: Hard version on now -2 from 0 when done at the lowest height and blocked on the first Active Frame | ||
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* Close 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 | |||
* 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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* EX Shakunetsu Hadoken: Startup reduced to 19 frames from 25 frames | * EX Shakunetsu Hadoken: Startup reduced to 19 frames from 25 frames | ||
* Tatsumaki Zankukyaku: Light version Hitbox expanded downward | * Tatsumaki Zankukyaku: Light version Hitbox expanded downward | ||
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* Gohadouken: All versions (including EX) startup reduced to 13 frames from 14 frames | |||
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