No edit summary |
No edit summary |
||
Line 13: | Line 13: | ||
* 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 | ||
Line 22: | Line 22: | ||
* Breathless (UC2): Added | * Breathless (UC2): Added | ||
| | | | ||
* | * 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 | ||
Line 32: | Line 32: | ||
* Breathless (UC2): More Recovery Frames when canceled out of by pressing Punch | * Breathless (UC2): More Recovery Frames when canceled out of by pressing Punch | ||
| | | | ||
* | * 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 | ||
Line 50: | Line 50: | ||
* 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 | ||
Line 59: | Line 59: | ||
* 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 | ||
| | | | ||
* 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 | ||
| | | | ||
* No changes | * No changes | ||
Line 73: | Line 73: | ||
| | | | ||
* 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 | ||
Line 114: | Line 114: | ||
* Jaguar Revolver (UC1): Second hit's hit box expanded in height | * Jaguar Revolver (UC1): Second hit's hit box expanded in height | ||
| | | | ||
* 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 | ||
| | | | ||
(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 | ||
Line 153: | Line 153: | ||
* No changes | * No changes | ||
| | | | ||
* 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 | ||
| | | | ||
Line 170: | Line 170: | ||
* 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 | ||
Line 185: | Line 185: | ||
* 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 | ||
| | | | ||
* | * 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) | ||
| | | | ||
* 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 | |||
| | | | ||
* No changes | * No changes | ||
Line 224: | Line 226: | ||
* No changes | * No changes | ||
| | | | ||
* Gohadoken: Startup reduced to | * Gohadoken: Startup reduced to 13F from 14F on all versions | ||
| | | | ||
*No changes | * No changes | ||
}} | }} | ||