Lovely Demon (talk | contribs) No edit summary |
Lovely Demon (talk | contribs) No edit summary |
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* 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 | ||
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* No changes | |||
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* Crouch MP: Adjusted damage on counter-hit to 82 from 78 | |||
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* Rekkashingeki (UC1): Non-cinematic last damage hit reduced to 140 from 165 | |||
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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> | ||
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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. | |||
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(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 | ||
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* 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% | |||
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* No changes | |||
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* <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> | ||
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* No changes | |||
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* Flash Explosion (UC1): Invincibility time increased to 1-9 frames from 1-6 frames | |||
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(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> | ||
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* No changes | |||
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* Stand HK: Fixed a bug where hitting another Guy on counter-hit was still possible after the active frames of the attack already ended | |||
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* No changes | |||
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* 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 | ||
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* 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 | |||
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* No changes | |||
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