Lovely Demon (talk | contribs) No edit summary |
Lovely Demon (talk | contribs) No edit summary |
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* 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 | ||
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* No changes | |||
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* 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 | |||
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* 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) | ||
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* 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 | |||
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(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> | ||
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* 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 | |||
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* No changes | |||
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* <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> | ||
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* No changes | |||
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* 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 | |||
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* No changes | |||
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