(fixed ibuki walkspeed note) |
(removed the dumb auto-generated icons) |
||
Line 15: | Line 15: | ||
* Crouching MK: Damage increased to 70 from 60 | * Crouching MK: Damage increased to 70 from 60 | ||
* Crouching HK: Hitbox expanded forwards | * Crouching HK: Hitbox expanded forwards | ||
* LP/MP/HP Falling Sky: Upper body hurtbox moved | * 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 | ||
* Tornado Throw: Damage reduced to 160/180/200/200 from 180/200/220/200 | * Tornado Throw: Damage reduced to 160/180/200/200 from 180/200/220/200 | ||
Line 57: | Line 57: | ||
* No changes | * No changes | ||
| | | | ||
* Hitting Abel during 1st active frame of Far Standing HK no longer grants a | * Hitting Abel during 1st active frame of Far Standing HK no longer grants a counter hit | ||
| | | | ||
* 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 | * 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 | ||
Line 72: | Line 72: | ||
* Added | * Added | ||
| | | | ||
* 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 | * 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 advantage increased to +6F from -1F | * Close Standing MP: Frame advantage increased to +6F from -1F | ||
* Close Standing HP: Hit box expanded | * Close Standing HP: Hit box expanded | ||
Line 82: | Line 82: | ||
* Crouching HP: Startup reduced to 9F from 11F, frame advantage on hit increased to +4F from +2F | * Crouching HP: Startup reduced to 9F from 11F, frame advantage on hit increased to +4F from +2F | ||
* LK/MK/HK Jaguar Kick: Damage increased to 140 from 130 | * LK/MK/HK Jaguar Kick: Damage increased to 140 from 130 | ||
* MK Jaguar Kick: Push box expanded | * MK Jaguar Kick: Push box expanded downward to prevent flying over opponents in some situations | ||
* EX Jaguar Tooth: Now Projectile Invincible until it lands | * EX Jaguar Tooth: Now Projectile Invincible until it lands | ||
* EX Jaguar Tooth: No longer flashes upon activation, flash now occurs when he leaves the wall | * EX Jaguar Tooth: No longer flashes upon activation, flash now occurs when he leaves the wall | ||
Line 101: | Line 101: | ||
| | | | ||
* Close Standing MP: Push back on hit reduced to 0.3 from 0.4, block stun increased by 2F, frame advantage increased to -4F from -6F* | * Close Standing MP: Push back on hit reduced to 0.3 from 0.4, block stun increased by 2F, frame advantage increased to -4F from -6F* | ||
* Focus Attack: Hit box moved | * Focus Attack: Hit box moved downward to prevent it whiffing vs some smaller crouching characters | ||
* Jaguar Kick: Light and Medium versions Hurt boxes increased downward, though these expanded Hurt boxes are still Projectile Invincible | * Jaguar Kick: Light and Medium versions Hurt boxes increased downward, though these expanded Hurt boxes are still Projectile Invincible | ||
* Jaguar Kick: Hard version damage reduced to 130 from 140 | * Jaguar Kick: Hard version damage reduced to 130 from 140 | ||
Line 116: | Line 116: | ||
* Close Standing 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 +3F from +4F | * 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 | * 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 | ||
Line 129: | Line 129: | ||
* Close Standing HK: Hit box slightly expanded horizontally and upward | * Close Standing HK: Hit box slightly expanded horizontally and upward | ||
* Jaguar Crunch (Overhead): On hit against standing opponents now +3F from +4F | * 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 | * 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 | ||
Line 142: | Line 142: | ||
* 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 | * Air Jaguar Kick: Hard version upward Hit box slightly reduced | ||
* 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: 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 -2F from 0F when done at the lowest height and blocked on the first Active Frame | * Air Jaguar Kick: Hard version on now -2F from 0F when done at the lowest height and blocked on the first Active Frame | ||
Line 217: | Line 217: | ||
* Far Standing HP: Can now be canceled into Special Moves, Super, or EX Focus Attack | * Far Standing HP: Can now be canceled into Special Moves, Super, or EX Focus Attack | ||
* EX Shakunetsu Hadoken: Startup reduced to 19F from 25F | * EX Shakunetsu Hadoken: Startup reduced to 19F from 25F | ||
* LK Tatsumaki Zankukyaku: Hitbox expanded | * LK Tatsumaki Zankukyaku: Hitbox expanded downward in height | ||
(Unlisted) | (Unlisted) | ||
* LK Tatsumaki Zankukyaku: Hitbox expanded in width | * LK Tatsumaki Zankukyaku: Hitbox expanded in width | ||
Line 424: | Line 424: | ||
(Removed from Ultra SFIV Arcade Japan) | (Removed from Ultra SFIV Arcade Japan) | ||
* <del>Close HP: Damage increased to 100 from 90</del> | * <del>Close HP: Damage increased to 100 from 90</del> | ||
* <del>Thunder Knuckle: Light, Medium, and EX versions | * <del>Thunder Knuckle: Light, Medium, and EX versions cancel recovery increased to 7 frames from 6 frames</del> | ||
| | | | ||
* No changes | * No changes | ||
Line 458: | Line 458: | ||
| | | | ||
* Close HP: Damage reduced to 80 from 85; stun damage reduced to 120 from 150 | * Close HP: Damage reduced to 80 from 85; stun damage reduced to 120 from 150 | ||
* Stand HP: First | * Stand HP: First bufferable Active Frame damage reduced to 70 from 80 | ||
* Crouch LK: Startup increased to 4 frames from 3 frames | * Crouch LK: Startup increased to 4 frames from 3 frames | ||
* Crouch HP: Damage reduced to 80 from 90; stun damage reduced to 150 from 200 | * Crouch HP: Damage reduced to 80 from 90; stun damage reduced to 150 from 200 | ||
Line 471: | Line 471: | ||
(From Ultra SFIV Arcade Japan) | (From Ultra SFIV Arcade Japan) | ||
* Close HP: Damage reduced to 80 from 85; stun damage reduced to 120 from 150 | * Close HP: Damage reduced to 80 from 85; stun damage reduced to 120 from 150 | ||
* Stand HP: First | * Stand HP: First bufferable Active Frame damage reduced to 70 from 80 | ||
* Crouch LK: Startup increased to 4 frames from 3 frames | * Crouch LK: Startup increased to 4 frames from 3 frames | ||
* Crouch HP: Damage reduced to 80 from 90; stun damage reduced to 150 from 200 | * Crouch HP: Damage reduced to 80 from 90; stun damage reduced to 150 from 200 | ||
Line 523: | Line 523: | ||
* Health: Increased to 950 from 900 | * Health: Increased to 950 from 900 | ||
* Rear Spin Kick (DF + LK): Hitbox expanded; startup reduced to 10 frames from 12 frames; Active Frames reduced to 3 frames from 4 frames; recovery increased to 16 frames from 15 frames | * Rear Spin Kick (DF + LK): Hitbox expanded; startup reduced to 10 frames from 12 frames; Active Frames reduced to 3 frames from 4 frames; recovery increased to 16 frames from 15 frames | ||
* Yosokyaku (Headstomp): Hitboxes on all three hits expanded | * Yosokyaku (Headstomp): Hitboxes on all three hits expanded downward and horizontally | ||
* EX Kikoken: Now causes Soft Knockdown on hit | * EX Kikoken: Now causes Soft Knockdown on hit | ||
* Spinning Bird Kick: Light, Medium, and Hard versions now cause Soft Knockdown on last hit | * Spinning Bird Kick: Light, Medium, and Hard versions now cause Soft Knockdown on last hit | ||
Line 533: | Line 533: | ||
* Health: Increased to 950 from 900 | * Health: Increased to 950 from 900 | ||
* Rear Spin Kick (DF + LK): Hitbox expanded; startup reduced to 10 frames from 12 frames; Active Frames reduced to 3 frames from 4 frames; recovery increased to 16 frames from 15 frames | * Rear Spin Kick (DF + LK): Hitbox expanded; startup reduced to 10 frames from 12 frames; Active Frames reduced to 3 frames from 4 frames; recovery increased to 16 frames from 15 frames | ||
* Yosokyaku (Headstomp): Hitboxes on all three hits expanded | * Yosokyaku (Headstomp): Hitboxes on all three hits expanded downward and horizontally | ||
* EX Kikoken: Now causes Soft Knockdown on hit | * EX Kikoken: Now causes Soft Knockdown on hit | ||
* Spinning Bird Kick: Light version now cause Soft Knockdown on last hit | * Spinning Bird Kick: Light version now cause Soft Knockdown on last hit | ||
Line 549: | Line 549: | ||
* No changes | * No changes | ||
| | | | ||
* Forward Throw: Reduced | * Forward Throw: Reduced throw escape window by one frame | ||
| | | | ||
* No changes | * No changes | ||
Line 573: | Line 573: | ||
* 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 | * 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 | ||
Line 584: | Line 584: | ||
* Crouch HP with knife: Startup reduced to 7 frames from 9 frames | * Crouch HP with knife: Startup reduced to 7 frames from 9 frames | ||
* Diagonal Jump LP with knife: Active Frames increased to 10 frames from 4 frames | * Diagonal Jump LP with knife: Active Frames increased to 10 frames from 4 frames | ||
* Diagonal Jump MP with knife: Hit boxes expanded | * Diagonal Jump MP with knife: Hit boxes expanded upward and downward | ||
* Ruffian Kick: Medium version Hit box expanded slightly forward | * 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 | ||
Line 628: | Line 628: | ||
(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 | ||
* LK Ruffian Kick: No longer causes a hard | * LK Ruffian Kick: No longer causes a hard knockdown when hitting an airborne opponent. | ||
* Bad Stone: Charge Time required for Level 2 Bad stone reduced to 22F from 44F | * Bad Stone: Charge Time required for Level 2 Bad stone reduced to 22F from 44F | ||
* Dead End Irony (SC): Light version first 2 hits push back increased on grounded hit. 3rd hit floats lower. | * Dead End Irony (SC): Light version first 2 hits push back increased on grounded hit. 3rd hit floats lower. | ||
Line 636: | Line 636: | ||
* No changes | * No changes | ||
| | | | ||
* LK Ruffian Kick: Once again causes a hard | * LK Ruffian Kick: Once again causes a hard knockdown when hitting an airborne opponent. | ||
| | | | ||
* Crack Kick (F+HK): Start up returned to 14F from 15F. Lower body invincibility returned to starting on 4F from 2F | * Crack Kick (F+HK): Start up returned to 14F from 15F. Lower body invincibility returned to starting on 4F from 2F | ||
* Zonk Knuckle: Charge time increased from 60/90/120 to 60/120/180 for levels 1, 2 and 3 respectively. | * Zonk Knuckle: Charge time increased from 60/90/120 to 60/120/180 for levels 1, 2 and 3 respectively. | ||
* Zonk Knuckle Level 2: Now | * Zonk Knuckle Level 2: Now throw invincible 1~19F | ||
* Zonk Knuckle Level 3: Now | * Zonk Knuckle Level 3: Now throw invincible 1~20F. Juggle Start reduced to 1 from 99. Knockdown height reduced. | ||
* EX Criminal Upper: Strike invincibility increased to 1~7F from 1~6F. | * EX Criminal Upper: Strike invincibility increased to 1~7F from 1~6F. | ||
* Dead End Irony (SC): MK/HK Versions fixed to allow delayed wake up when only specific parts of the move connect. | * Dead End Irony (SC): MK/HK Versions fixed to allow delayed wake up when only specific parts of the move connect. | ||
Line 765: | Line 765: | ||
| | | | ||
* Stand LP: Hurtbox reduced | * Stand LP: Hurtbox reduced | ||
* Close MP: was given an | * Close MP: was given an extra Active Frame (from 4 to 5) | ||
* Crouch MP: Hitbox increased and damage increased (exact data unknown) | * Crouch MP: Hitbox increased and damage increased (exact data unknown) | ||
* Stand MK: Changed from a 1-hit move to a 2-hit move; adjustments made all around to its frame data as a result (exact data unknown) | * Stand MK: Changed from a 1-hit move to a 2-hit move; adjustments made all around to its frame data as a result (exact data unknown) | ||
Line 788: | Line 788: | ||
* Stand MP: Given a better Hitbox to the end of his glove; can now be canceled into Special Moves, Super, or EX Focus Attack | * Stand MP: Given a better Hitbox to the end of his glove; can now be canceled into Special Moves, Super, or EX Focus Attack | ||
* Close HK: First hit now forces stands on hit | * Close HK: First hit now forces stands on hit | ||
* Close HK: Second hit given better Hitbox | * Close HK: Second hit given better Hitbox downward and is now Super and EX Focus cancelable | ||
* Close HK: Second hit on block is now -2 (previous unknown) | * Close HK: Second hit on block is now -2 (previous unknown) | ||
* Air Slasher: Counter Hit reward on Recovery Frames removed | * Air Slasher: Counter Hit reward on Recovery Frames removed | ||
Line 834: | Line 834: | ||
* No changes | * No changes | ||
| | | | ||
* Stand HP: Knocks down on | * Stand HP: Knocks down on counter hit on crouching opponents | ||
* Double Rolling Sobat: Light version now invincible below the knee until the end of active frames | * Double Rolling Sobat: Light version now invincible below the knee until the end of active frames | ||
* Double Rolling Sobat: Light version changed from -3 to -4 on block | * Double Rolling Sobat: Light version changed from -3 to -4 on block | ||
Line 926: | Line 926: | ||
* Kidney Blow (F + MK): Hitboxes improved so it can beat out some lower attacks | * Kidney Blow (F + MK): Hitboxes improved so it can beat out some lower attacks | ||
* Dart Shot (F + HK): Hitbox increased so it connects from farther away | * Dart Shot (F + HK): Hitbox increased so it connects from farther away | ||
* Throw: Bug fixed where Dudley sometimes couldn't | * Throw: Bug fixed where Dudley sometimes couldn't throw opponents that were stunned | ||
* Duck: EX Version added | * Duck: EX Version added | ||
* Jet Upper: Block Stun reduced so that Jet Upper --> EX Focus Cancel --> Forward Dash is now -2 on block (previous unknown) | * Jet Upper: Block Stun reduced so that Jet Upper --> EX Focus Cancel --> Forward Dash is now -2 on block (previous unknown) | ||
Line 936: | Line 936: | ||
* Diagonal Jump MP: Active Frames increase to 5 frames from 3 frames | * Diagonal Jump MP: Active Frames increase to 5 frames from 3 frames | ||
* Neutral Jump HP: Startup reduced to 6 frames from 8 frames; Active Frames increased to 4 frames from 3 frames; Hitbox expanded | * Neutral Jump HP: Startup reduced to 6 frames from 8 frames; Active Frames increased to 4 frames from 3 frames; Hitbox expanded | ||
* Focus Attack: Level 1 now does 1 | * Focus Attack: Level 1 now does 1 extra frame of Block Stun | ||
* Jet Upper: Startup of Light and Medium versions reduced to 5 frames from 6 frames; Hard version startup reduced to 3 frames from 4 frames | * Jet Upper: Startup of Light and Medium versions reduced to 5 frames from 6 frames; Hard version startup reduced to 3 frames from 4 frames | ||
* Short Swing Blow: Medium and Hard versions given smaller Hurtboxes in Dudley's lower half after their Throw Invulnerability runs out (12th frame for Medium version, 14th frame for Hard version) | * Short Swing Blow: Medium and Hard versions given smaller Hurtboxes in Dudley's lower half after their Throw Invulnerability runs out (12th frame for Medium version, 14th frame for Hard version) | ||
Line 1,046: | Line 1,046: | ||
* No changes | * No changes | ||
| | | | ||
* Stand HP: Adjusted the damage to 113 from 100 if the | * Stand HP: Adjusted the damage to 113 from 100 if the front part hits | ||
| | | | ||
* Crouch LP: Damage increased to 50 from 40 | * Crouch LP: Damage increased to 50 from 40 | ||
Line 1,147: | Line 1,147: | ||
* Crouch LK: On hit is now +5 from +3; on block is now 0 from +2 | * Crouch LK: On hit is now +5 from +3; on block is now 0 from +2 | ||
* Crouch MP: Startup reduced to 5 frames from 6 frames | * Crouch MP: Startup reduced to 5 frames from 6 frames | ||
* Stand HP: Bug where attempting to | * Stand HP: Bug where attempting to cancel into Special Moves using HK would result in a Target Combo fixed | ||
* Crouch HP: No longer cancellable; Super Meter gain on block increased to 30 from 20 | * Crouch HP: No longer cancellable; Super Meter gain on block increased to 30 from 20 | ||
* Jump MP: Forward Hitbox slightly reduced; Active Frames reduced to 4 frames from 7 frames | * Jump MP: Forward Hitbox slightly reduced; Active Frames reduced to 4 frames from 7 frames | ||
Line 1,154: | Line 1,154: | ||
* Jump HK: 1st hit Active Frames increased to 4 frames from 1 frame; | * Jump HK: 1st hit Active Frames increased to 4 frames from 1 frame; | ||
* Jump HK: 1st hit now causes Soft Knockdown against airborne opponents; 2nd hit given Juggle Potential | * Jump HK: 1st hit now causes Soft Knockdown against airborne opponents; 2nd hit given Juggle Potential | ||
* Sliding (DF + HK): Is no longer in a | * Sliding (DF + HK): Is no longer in a low state before attack startup; Active Frames reduced to 10 frames from 13 frames | ||
* Red Focus Attack: Level 1 on hit versus airborne opponents no longer gives a Free Juggle | * Red Focus Attack: Level 1 on hit versus airborne opponents no longer gives a Free Juggle | ||
* Red Focus Attack: Advantage on block made the same as Level 1 Focus Attack; startup made the same as Level 2 Focus Attack | * Red Focus Attack: Advantage on block made the same as Level 1 Focus Attack; startup made the same as Level 2 Focus Attack | ||
Line 1,195: | Line 1,195: | ||
* Lynx Tail: Medium version first hit pulls the opponent on hit and on block | * Lynx Tail: Medium version first hit pulls the opponent on hit and on block | ||
* Lynx Tail: Hard version pulls in the opponent upon first hit on hit and on block; fixed a bug where Delay Stand was not possible on grounded opponents | * Lynx Tail: Hard version pulls in the opponent upon first hit on hit and on block; fixed a bug where Delay Stand was not possible on grounded opponents | ||
* Lynx Tail: Light, Medium, and Hard versions have Hitbox expanded | * Lynx Tail: Light, Medium, and Hard versions have Hitbox expanded upward and forward | ||
* Rhino Horn: Bug fixed for the medium version where counter-hit damage was not taken during startup and Elena would receive the damage in a grounded crouch tech | * Rhino Horn: Bug fixed for the medium version where counter-hit damage was not taken during startup and Elena would receive the damage in a grounded crouch tech | ||
* Rhino Horn: All versions first hit only hits on crouching opponents | * Rhino Horn: All versions first hit only hits on crouching opponents | ||
Line 1,253: | Line 1,253: | ||
* L, M and H Shoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best | * L, M and H Shoryuken --> 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) | ||
* Stand MP: Bug where attempting to | * Stand MP: Bug where attempting to cancel into Special Moves using HP would result in a Target Combo fixed | ||
| | | | ||
* No changes | * No changes | ||
Line 1,372: | Line 1,372: | ||
* Focus Attack: Hit Stun on Level 1 lengthened by 3 frames | * Focus Attack: Hit Stun on Level 1 lengthened by 3 frames | ||
Mantis Stance | Mantis Stance | ||
* Gekiro: Medium and Hard version given an | * Gekiro: Medium and Hard version given an extra +10 Super Meter gain on final hit | ||
* Gekiro: Final hit of the Hard version is now a Hard Knockdown | * Gekiro: Final hit of the Hard version is now a Hard Knockdown | ||
Crane Stance | Crane Stance | ||
Line 1,485: | Line 1,485: | ||
* EX Tatsumaki Gorasen: Now "warps" opponent into place on first hit so that the entire move is guaranteed to connect | * EX Tatsumaki Gorasen: Now "warps" opponent into place on first hit so that the entire move is guaranteed to connect | ||
* Hyakki Goheki (Demon Flip --> Focus Absorb): Recovery reduced (exact data unknown) | * Hyakki Goheki (Demon Flip --> Focus Absorb): Recovery reduced (exact data unknown) | ||
* Kongoshin: Inputs changed to be RDP + P only (no more RDP + K for | * Kongoshin: Inputs changed to be RDP + P only (no more RDP + K for low counters) with each button determining counter height: LP for lower attacks, MP for attacks to Gouken's torso area, and HP for attacks at head level; must be "aimed" properly now (for example, deeper Jump Attacks must be countered with MP) | ||
| | | | ||
* Stand MP: Can now be canceled into Special Moves, Super, or EX Focus Attack | * Stand MP: Can now be canceled into Special Moves, Super, or EX Focus Attack | ||
Line 1,511: | Line 1,511: | ||
* Kongoshin: No longer can be performed with a B, F, B + P input | * Kongoshin: No longer can be performed with a B, F, B + P input | ||
* Hyakki Gosai (Demon Flip --> Throw): stun damage reduced to 160 from 200 | * Hyakki Gosai (Demon Flip --> Throw): stun damage reduced to 160 from 200 | ||
* EX Tatsumaki Gorasen: Startup reduced to 5 frames from 7 frames; invincibility reduced to 6 frames from 8 frames; Hitbox expanded | * EX Tatsumaki Gorasen: Startup reduced to 5 frames from 7 frames; invincibility reduced to 6 frames from 8 frames; Hitbox expanded downward and forward | ||
| | | | ||
(From Ultra SFIV Arcade Japan) | (From Ultra SFIV Arcade Japan) | ||
Line 1,521: | Line 1,521: | ||
* Kongoshin: No longer can be performed with a B, F, B + P input | * Kongoshin: No longer can be performed with a B, F, B + P input | ||
* Hyakki Gosai (Demon Flip --> Throw): stun damage reduced to 160 from 200 | * Hyakki Gosai (Demon Flip --> Throw): stun damage reduced to 160 from 200 | ||
* EX Tatsumaki Gorasen: Startup reduced to 5 frames from 7 frames; invincibility reduced to 6 frames from 8 frames; Hitbox expanded | * EX Tatsumaki Gorasen: Startup reduced to 5 frames from 7 frames; invincibility reduced to 6 frames from 8 frames; Hitbox expanded downward and forward | ||
(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 | ||
Line 1,548: | Line 1,548: | ||
| | | | ||
* Spinning Back Knuckle (F + HP): Damage reduced (exact data unknown) | * Spinning Back Knuckle (F + HP): Damage reduced (exact data unknown) | ||
* Reverse Spin Kick (B or F + HK): Made lower-body strike invincible so that | * Reverse Spin Kick (B or F + HK): Made lower-body strike invincible so that low hitting moves like Ryu's Crouch MK will miss and get countered | ||
* Reverse Spin Kick (B or F + HK): Damage reduced (exact data unknown) | * Reverse Spin Kick (B or F + HK): Damage reduced (exact data unknown) | ||
* Sonic Boom: Super Meter gain on activation reduced (exact data unknown) | * Sonic Boom: Super Meter gain on activation reduced (exact data unknown) | ||
Line 1,570: | Line 1,570: | ||
* Sonic Boom: All versions now reward opponent with a Counter Hit if dstruck on frames 1-20 | * Sonic Boom: All versions now reward opponent with a Counter Hit if dstruck on frames 1-20 | ||
* Flash Explosion (UC1): Startup reduced to 5 frames from 7 frames; damage reduced to 450 total from 510 total; invincibility on startup reduced to frames 1-6 from frames 1-10 | * Flash Explosion (UC1): Startup reduced to 5 frames from 7 frames; damage reduced to 450 total from 510 total; invincibility on startup reduced to frames 1-6 from frames 1-10 | ||
* Flash Explosion (UC1): 2nd Flash Kick startup now slower so as to whiff less likely on | * Flash Explosion (UC1): 2nd Flash Kick startup now slower so as to whiff less likely on high air opponents; if opponent is behind on activation, auto-corrects to face the opponent | ||
* Sonic Hurricane (UC2): Damage increased to 330 total from 300 total; all hits now given Juggle Potential | * Sonic Hurricane (UC2): Damage increased to 330 total from 300 total; all hits now given Juggle Potential | ||
| | | | ||
Line 1,582: | Line 1,582: | ||
* Sonic Boom: All versions now reward opponent with a Counter Hit if dstruck on frames 1-20 | * Sonic Boom: All versions now reward opponent with a Counter Hit if dstruck on frames 1-20 | ||
* Flash Explosion (UC1): Damage reduced to 450 total from 510 total; invincibility on startup reduced to frames 1-6 from frames 1-10 | * Flash Explosion (UC1): Damage reduced to 450 total from 510 total; invincibility on startup reduced to frames 1-6 from frames 1-10 | ||
* Flash Explosion (UC1): 2nd Flash Kick startup now slower so as to whiff less likely on | * Flash Explosion (UC1): 2nd Flash Kick startup now slower so as to whiff less likely on high air opponents | ||
* Sonic Hurricane (UC2): Damage increased to 330 total from 300 total; all hits now given Juggle Potential | * Sonic Hurricane (UC2): Damage increased to 330 total from 300 total; all hits now given Juggle Potential | ||
(New to Ultra SFIV Console Digital Release) | (New to Ultra SFIV Console Digital Release) | ||
Line 1,622: | Line 1,622: | ||
* Walk Speed: Backwards walking speed increased | * Walk Speed: Backwards walking speed increased | ||
* Diagonal Jump MP: Given larger Hitboxes and Hurtboxes in all directions | * Diagonal Jump MP: Given larger Hitboxes and Hurtboxes in all directions | ||
* Neutral Jump HP: Given larger Hitboxes | * Neutral Jump HP: Given larger Hitboxes upward and downward | ||
* Diagonal Jump HK: Given larger Hitboxes and Hurtboxes in all directions | * Diagonal Jump HK: Given larger Hitboxes and Hurtboxes in all directions | ||
* Elbow Drop: Can now be performed with DF + MP as well as the original D + MP | * Elbow Drop: Can now be performed with DF + MP as well as the original D + MP | ||
Line 1,633: | Line 1,633: | ||
* Bushin Hasoken (SC): Final hit has a larger Hitbox making it connect more consistently | * Bushin Hasoken (SC): Final hit has a larger Hitbox making it connect more consistently | ||
* Bushin Goraisenpujin (UC1): Moves farther forward before the first hit | * Bushin Goraisenpujin (UC1): Moves farther forward before the first hit | ||
* Bushin Musou Renge (UC2): Given increased | * Bushin Musou Renge (UC2): Given increased throw range (exact data unknown) | ||
* Bushin Musou Renge (UC2): Input made easier to perform (exact data unknown) | * Bushin Musou Renge (UC2): Input made easier to perform (exact data unknown) | ||
| | | | ||
Line 1,642: | Line 1,642: | ||
* Elbow Drop: Hitbox expanded downward | * Elbow Drop: Hitbox expanded downward | ||
* Ninja Sickle (DF + HK): Startup reduced to 9 frames from 11 frames | * Ninja Sickle (DF + HK): Startup reduced to 9 frames from 11 frames | ||
* Target Combo: 2nd hit Hitbox expanded | * Target Combo: 2nd hit Hitbox expanded downward and horizontally | ||
* Hozanto: Hard version startup reduced to 28 frames from 30 frames | * Hozanto: Hard version startup reduced to 28 frames from 30 frames | ||
* Sudden Stop: Recovery reduced to 16 frames from 17 frames | * Sudden Stop: Recovery reduced to 16 frames from 17 frames | ||
Line 1,656: | Line 1,656: | ||
* Crouch MP: Hitbox reduced upward, no longer can be effectively used as an anti-air | * Crouch MP: Hitbox reduced upward, no longer can be effectively used as an anti-air | ||
* Elbow Drop: Hitbox expanded downward | * Elbow Drop: Hitbox expanded downward | ||
* Target Combo: 2nd hit Hitbox expanded | * Target Combo: 2nd hit Hitbox expanded downward and horizontally | ||
* Hozanto: Hard version startup reduced to 28 frames from 30 frames | * Hozanto: Hard version startup reduced to 28 frames from 30 frames | ||
* Sudden Stop: Recovery reduced to 16 frames from 17 frames | * Sudden Stop: Recovery reduced to 16 frames from 17 frames | ||
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* Oil Followup: New followup to Oil Slide added with Punch button causing Hakan to go directly into an Oil Shower, giving him the same effect as a Light Oil Shower | * Oil Followup: New followup to Oil Slide added with Punch button causing Hakan to go directly into an Oil Shower, giving him the same effect as a Light Oil Shower | ||
* Oil Slide: Light version startup reduced so it now combos from Light Attacks (exact data unknown) | * Oil Slide: Light version startup reduced so it now combos from Light Attacks (exact data unknown) | ||
* Oil Dive: While delaying the | * Oil Dive: While delaying the throw by holding down the Punch button, you can now cancel the delay into a Guard Position | ||
| | | | ||
* Stand LP: On block now +4 (previous unknown) | * Stand LP: On block now +4 (previous unknown) | ||
Line 1,709: | Line 1,709: | ||
* Oil Dive: Light version startup reduced to 9 frames from 14 frames | * Oil Dive: Light version startup reduced to 9 frames from 14 frames | ||
* Oil Dive: Medium and Hard versions will now pass over most crouching enemies when performed right next to them | * Oil Dive: Medium and Hard versions will now pass over most crouching enemies when performed right next to them | ||
* Oil Dive: Hard and EX versions have altered trajectories with better | * Oil Dive: Hard and EX versions have altered trajectories with better throw range than before to boost effectiveness | ||
* EX Oil Dive: Startup reduced to 19 frames from 22 frames | * EX Oil Dive: Startup reduced to 19 frames from 22 frames | ||
* EX Oil Dive: When performed while oiled, Stun damage reduced to 150 (previous unknown) | * EX Oil Dive: When performed while oiled, Stun damage reduced to 150 (previous unknown) | ||
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* Stand MP: Damage increased to 120 from 100 | * Stand MP: Damage increased to 120 from 100 | ||
* Crouch MP: Damage increased to 110 from 80 | * Crouch MP: Damage increased to 110 from 80 | ||
* Hammer Hook (F + HP): Removed Overhead properties and changed to a | * Hammer Hook (F + HP): Removed Overhead properties and changed to a high attack | ||
* Red Focus Attack: Level 1 on hit versus airborne opponents no longer gives a Free Juggle | * Red Focus Attack: Level 1 on hit versus airborne opponents no longer gives a Free Juggle | ||
* Shootdown Backbreaker: Light, Medium, and Hard versions Super Meter gain decreased on hit to 80 from 110; | * Shootdown Backbreaker: Light, Medium, and Hard versions Super Meter gain decreased on hit to 80 from 110; | ||
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* Crouch HK: Pushback moved backward | * Crouch HK: Pushback moved backward | ||
* Moonsault Press: Hard version damage increased to 250 from 220; stun increased to 200 from 150 | * Moonsault Press: Hard version damage increased to 250 from 220; stun increased to 200 from 150 | ||
* Moonsault Press: Counter-hit damage before | * 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 | * 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 | * 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 | * EX Shootdown Backbreaker: Damage reduced to 160 from 180; horizontal travel distance during descent decreased | ||
* Ultra Throw: Counter-hit damage before | * Ultra Throw: Counter-hit damage before throw start-up removed on all versions | ||
* Meat Squasher: Counter-hit damage before | * 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 | * Hammer Mountain (SC): Fully invincible until the end of active frames of the first hit | ||
| | | | ||
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* Hammer Kick (F + MK): Startup reduced to 25 frames from 26 frames, including when done during Target Combo 7 | * Hammer Kick (F + MK): Startup reduced to 25 frames from 26 frames, including when done during Target Combo 7 | ||
* Bonsho Kick (F + HK): Hitbox increased to hit crouching opponents better | * Bonsho Kick (F + HK): Hitbox increased to hit crouching opponents better | ||
* Bonsho Kick (F + HK): Now +1 on hit and -3 on block (from -1 on hit, -5 on block), and Counter Hit gives her 4 | * Bonsho Kick (F + HK): Now +1 on hit and -3 on block (from -1 on hit, -5 on block), and Counter Hit gives her 4 extra frames of hitstun instead of the standard 3, making it +5 on Counter Hit | ||
* Tsuijigoe: 7 grounded startup frames are now Throw Invincible | * Tsuijigoe: 7 grounded startup frames are now Throw Invincible | ||
* Tsujigoe: Hurtboxes for the first 9 frames of Tsuijigoe removed except for her head area | * Tsujigoe: Hurtboxes for the first 9 frames of Tsuijigoe removed except for her head area | ||
Line 1,884: | Line 1,884: | ||
* Close MP: Startup reduced to 3 frames (previous unknown) | * Close MP: Startup reduced to 3 frames (previous unknown) | ||
* Close MK: 2nd hit Hitbox extended to end of leg | * Close MK: 2nd hit Hitbox extended to end of leg | ||
* Focus Attack: Hitbox expanded further | * Focus Attack: Hitbox expanded further downward so it no longer misses short opponents | ||
* Fuhajin: The first storing hit now does 50 damage from 30 damage | * Fuhajin: The first storing hit now does 50 damage from 30 damage | ||
* Senpusha: Light version's first hit now causes 3 more frames of Hit Stun (previous unknown) | * Senpusha: Light version's first hit now causes 3 more frames of Hit Stun (previous unknown) | ||
Line 1,967: | Line 1,967: | ||
* Shoryuken: Light version damage increased to 120 from 100 | * Shoryuken: Light version damage increased to 120 from 100 | ||
* EX Hadoken: Given better Juggle Potential (exact data unknown) | * EX Hadoken: Given better Juggle Potential (exact data unknown) | ||
* EX Airborne Tatsumaki Senpukyaku: No longer counts as a | * EX Airborne Tatsumaki Senpukyaku: No longer counts as a high hit and can be blocked standing or crouching | ||
| | | | ||
* Stand HK: Startup reduced to 11 frames from 12, recovery reduced to 18 frames from 22 frames | * Stand HK: Startup reduced to 11 frames from 12, recovery reduced to 18 frames from 22 frames | ||
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* Thunder Kick Feint (F + Hold HK): Total frames reduced to 24 frames from 27 frames (exact data unknown) | * Thunder Kick Feint (F + Hold HK): Total frames reduced to 24 frames from 27 frames (exact data unknown) | ||
* Target Combo (MP --> HP): Hitbox on the second hit has been improved again to make sure it hit all crouching characters | * Target Combo (MP --> HP): Hitbox on the second hit has been improved again to make sure it hit all crouching characters | ||
* Target Combo (MP --> HP): A longer window was given to | * Target Combo (MP --> HP): A longer window was given to cancel Close MP into HP (exact data unknown) | ||
* EX Shoryuken: Damage increased to 200 total (80 + 30 + 30 + 60) from 180 total (70 + 30 + 30 + 50) | * EX Shoryuken: Damage increased to 200 total (80 + 30 + 30 + 60) from 180 total (70 + 30 + 30 + 50) | ||
| | | | ||
Line 2,008: | Line 2,008: | ||
* Shoryuken: Hard version's 2nd hit --> EX Focus Cancel --> Forward Dash is now -7F on block at best | * Shoryuken: Hard version's 2nd hit --> EX Focus Cancel --> Forward Dash is now -7F on block at best | ||
* EX Airborne Tatsumaki Senpukyaku: Now lose momentum when performed during the beginning of a forward jump to prevent escape from corners | * EX Airborne Tatsumaki Senpukyaku: Now lose momentum when performed during the beginning of a forward jump to prevent escape from corners | ||
* Shinryuken (UC1): Non-cinematic damage increased to | * Shinryuken (UC1): Non-cinematic damage increased to 360 from 330 | ||
(Removed from Ultra SFIV Arcade Japan) | (Removed from Ultra SFIV Arcade Japan) | ||
* <del>Crouch MK: Recovery reduced to 13 frames from 16 frames; on hit now +2 from -1; on block now -1 from -4</del> | * <del>Crouch MK: Recovery reduced to 13 frames from 16 frames; on hit now +2 from -1; on block now -1 from -4</del> | ||
Line 2,084: | Line 2,084: | ||
* No changes | * No changes | ||
| | | | ||
* Forward Throw: Fixed a bug that caused the | * Forward Throw: Fixed a bug that caused the throw escape window to be 1 frame longer | ||
* Double Knee Press: First hit pushback reduced to make EX Red Focus to connect easier | * Double Knee Press: First hit pushback reduced to make EX Red Focus to connect easier | ||
| | | | ||
Line 2,110: | Line 2,110: | ||
* Fukiage: Startup improved (exact data unknown) | * Fukiage: Startup improved (exact data unknown) | ||
* Oroshi: Hard and EX versions now cause Hard Knockdown | * Oroshi: Hard and EX versions now cause Hard Knockdown | ||
* EX Tsurugi: Height Restriction reduced so that it can be done very | * EX Tsurugi: Height Restriction reduced so that it can be done very low to the ground | ||
* Seichusan Godanzuki (UC1): Damage redistributed amongst the hits, but does same damage overall | * Seichusan Godanzuki (UC1): Damage redistributed amongst the hits, but does same damage overall | ||
* Abare Tosanami (UC2): Startup improved (exact data unknown) | * Abare Tosanami (UC2): Startup improved (exact data unknown) | ||
Line 2,124: | Line 2,124: | ||
* Hayate: Light, Medium, and Hard versions now do 190 damage (exact data unknown) | * Hayate: Light, Medium, and Hard versions now do 190 damage (exact data unknown) | ||
* Fukiage: Light, Medium, and Hard versions damage reduced to 90 from 100, EX Fukiage now does 120 down from 140 damage | * Fukiage: Light, Medium, and Hard versions damage reduced to 90 from 100, EX Fukiage now does 120 down from 140 damage | ||
* EX Karakusa: Given slightly better | * EX Karakusa: Given slightly better throw range, but also a bigger Hurtbox in front | ||
* Tanden Renki (SC): Lasts 3 seconds longer than it used to, total increased to 12 seconds from 9 seconds | * Tanden Renki (SC): Lasts 3 seconds longer than it used to, total increased to 12 seconds from 9 seconds | ||
| | | | ||
Line 2,181: | Line 2,181: | ||
* Goshoryuken: All versions now push the opponent farther away so that, when FADC canceled from at closest range, Oni no longer dashes under the opponent for a few frames | * Goshoryuken: All versions now push the opponent farther away so that, when FADC canceled from at closest range, Oni no longer dashes under the opponent for a few frames | ||
* EX Tatsumaki Zankukyaku: Tweaked to more consistently connect fully | * EX Tatsumaki Zankukyaku: Tweaked to more consistently connect fully | ||
* EX Airborne Tatsumaki Zankukyaku: When canceled out of a Medium or Hard Zanku Hadosho, has been given unique properties and will now immediately gain | * EX Airborne Tatsumaki Zankukyaku: When canceled out of a Medium or Hard Zanku Hadosho, has been given unique properties and will now immediately gain downward momentum upon activation with 22 Recovery Frames upon landing | ||
* EX Airborne Tatsumaki Zankukyaku: when canceled out of a Medium or Hard Zanku Hadosho, now only does one hit of 140 damage and 200 stun damage that results in the opponent falling slowly in a spiraling reel | * EX Airborne Tatsumaki Zankukyaku: when canceled out of a Medium or Hard Zanku Hadosho, now only does one hit of 140 damage and 200 stun damage that results in the opponent falling slowly in a spiraling reel | ||
* Rakan Dantojin: Light version given | * Rakan Dantojin: Light version given extra Hitbox to connect against opponents super close to Oni | ||
* Rakan Dantojin: Medium version Projectile Invincible frames increased by 3 to a total of 19 frames from 16 frames | * Rakan Dantojin: Medium version Projectile Invincible frames increased by 3 to a total of 19 frames from 16 frames | ||
* Zanku Hadosho: Light and Hard versions given larger Hitboxes | * Zanku Hadosho: Light and Hard versions given larger Hitboxes | ||
Line 2,316: | Line 2,316: | ||
* Diagonal Jump HP: Active Frames reduced to 3 frames from 6 frames | * Diagonal Jump HP: Active Frames reduced to 3 frames from 6 frames | ||
* Focus Attack: Active Frames reduced to 2 frames from 4 frames | * Focus Attack: Active Frames reduced to 2 frames from 4 frames | ||
* Stinger: All versions earliest timing for knife | * Stinger: All versions earliest timing for knife throw now earlier | ||
* EX Stinger: Damage reduced to 90 (30x3) from 120 (40x3) | * EX Stinger: Damage reduced to 90 (30x3) from 120 (40x3) | ||
* Patriot Circle: Light version on block now -3 from -2 | * Patriot Circle: Light version on block now -3 from -2 | ||
Line 2,337: | Line 2,337: | ||
* Stand HP: Second hit hitbox slightly expanded forward; super meter build reduced to 30*30 from 60*60 on hit; 15*15 from 30*30 on block | * Stand HP: Second hit hitbox slightly expanded forward; super meter build reduced to 30*30 from 60*60 on hit; 15*15 from 30*30 on block | ||
* Diagonal Jump HP: Fixed a bug where counter-hit damage was taken after attack start up | * Diagonal Jump HP: Fixed a bug where counter-hit damage was taken after attack start up | ||
* Patriot Circle: Fixed a bug on all versions where when hitting certain | * Patriot Circle: Fixed a bug on all versions where when hitting certain counter moves, Patriot Circle would win | ||
* EX Patriot Circle: Moves slightly more forward before first hit completes start up | * EX Patriot Circle: Moves slightly more forward before first hit completes start up | ||
* Stinger: Hitbox expanded | * Stinger: Hitbox expanded downward on the first frame on Light, Medium, and Heavy versions | ||
* Mekong Delta Attack: Roll attack keeps the opponent grounded on counter-hit; advantage on hit increased to +2 from -2 | * Mekong Delta Attack: Roll attack keeps the opponent grounded on counter-hit; advantage on hit increased to +2 from -2 | ||
* EX Mekong Delta Attack: Roll attack advantage increased to -5 from -10 | * EX Mekong Delta Attack: Roll attack advantage increased to -5 from -10 | ||
Line 2,410: | Line 2,410: | ||
* No changes | * No changes | ||
| | | | ||
* Forward Throw: Reduced the | * Forward Throw: Reduced the throw escape window by 1 frame | ||
* EX Soul Spiral: Fixed damage on counter-hit to 163 from 160 | * EX Soul Spiral: Fixed damage on counter-hit to 163 from 160 | ||
| | | | ||
Line 2,447: | Line 2,447: | ||
* Spectacle Romance (SC): 2nd hit Hitbox expanded to the tip of the fist | * Spectacle Romance (SC): 2nd hit Hitbox expanded to the tip of the fist | ||
* Space Opera Symphony (UC1): Damage reduced to 420 from 460 | * Space Opera Symphony (UC1): Damage reduced to 420 from 460 | ||
* Big Bang Typhoon (UC2): Damage reduced to | * Big Bang Typhoon (UC2): Damage reduced to 360 from 420 | ||
| | | | ||
(From Ultra SFIV Arcade Japan) | (From Ultra SFIV Arcade Japan) | ||
Line 2,461: | Line 2,461: | ||
* Spectacle Romance (SC): 2nd hit Hitbox expanded to the tip of the fist | * Spectacle Romance (SC): 2nd hit Hitbox expanded to the tip of the fist | ||
* Space Opera Symphony (UC1): Damage reduced to 420 from 460 | * Space Opera Symphony (UC1): Damage reduced to 420 from 460 | ||
* Big Bang Typhoon (UC2): Damage reduced to | * Big Bang Typhoon (UC2): Damage reduced to 360 from 420 | ||
(New to Ultra SFIV Console Digital Release) | (New to Ultra SFIV Console Digital Release) | ||
* Close HP: Hitbox expanded downward | * Close HP: Hitbox expanded downward | ||
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* EX Tiger Knee: Fixed a bug where the first hit would build super meter | * EX Tiger Knee: Fixed a bug where the first hit would build super meter | ||
| | | | ||
* Forward Throw: Fixed a bug that caused the | * Forward Throw: Fixed a bug that caused the throw escape window to be 1 frame shorter than other normal throws | ||
* Tiger Canon (UC2): Air-hit damage increased to 303 from 255 | * Tiger Canon (UC2): Air-hit damage increased to 303 from 255 | ||
| | | | ||
Line 2,638: | Line 2,638: | ||
| | | | ||
* EX Shunpukyaku: First through third hits force stand on hit | * EX Shunpukyaku: First through third hits force stand on hit | ||
* EX Shunpukyaku: Pushbox expanded | * EX Shunpukyaku: Pushbox expanded downward to prevent it from flying past the opponent | ||
* EX Hadoken: Projectile speed now changes according to the buttons pressed | * EX Hadoken: Projectile speed now changes according to the buttons pressed | ||
* EX Hadoken: Recovery after the attack reduced by 4 frames; total frames reduced to 44 frames from 48 frames | * EX Hadoken: Recovery after the attack reduced by 4 frames; total frames reduced to 44 frames from 48 frames | ||
Line 2,792: | Line 2,792: | ||
* No changes | * No changes | ||
| | | | ||
* Forward throw: Fixed a bug that caused the | * Forward throw: Fixed a bug that caused the throw escape window to be 3 frames shorter | ||
* Condor Spire: Light version start up increased to 15 frames from 11 frames; Medium version start up increased to 17 frames from 14 frames | * Condor Spire: Light version start up increased to 15 frames from 11 frames; Medium version start up increased to 17 frames from 14 frames | ||
* Tomahawk Buster: Medium version changed to having 2 hits; first hit causes grounded hit-stun and forces stand; first hit now cancellable to EX Focus, EX Red Focus, and Super; Damage changed to 90*60 from 150; stun changed to 150*50 from 200 | * Tomahawk Buster: Medium version changed to having 2 hits; first hit causes grounded hit-stun and forces stand; first hit now cancellable to EX Focus, EX Red Focus, and Super; Damage changed to 90*60 from 150; stun changed to 150*50 from 200 | ||
Line 2,822: | Line 2,822: | ||
* Focus Attack: Hitbox improved (exact data unknown) | * Focus Attack: Hitbox improved (exact data unknown) | ||
* Sky High Claw: All versions now cause Soft Knockdown when connecting on grounded opponents | * Sky High Claw: All versions now cause Soft Knockdown when connecting on grounded opponents | ||
* Sky High Claw: Expanded the Hitbox | * Sky High Claw: Expanded the Hitbox downward to ensure connecting on all crouching characters at closer ranges | ||
* Bloody High Claw (UC1): Hitbox improved when Vega charges off the wall to make sure it whiffs less often after first hit connects | * Bloody High Claw (UC1): Hitbox improved when Vega charges off the wall to make sure it whiffs less often after first hit connects | ||
* Bloody High Claw (UC1): Juggle Potential of the charge attack from the wall increased to 2 from 1 so it can fully combo off of a Cosmic Heel that hits the opponent very | * Bloody High Claw (UC1): Juggle Potential of the charge attack from the wall increased to 2 from 1 so it can fully combo off of a Cosmic Heel that hits the opponent very high out of the air | ||
* Splendid Claw (UC2): Startup was reduced to 8 frames from 9 frames | * Splendid Claw (UC2): Startup was reduced to 8 frames from 9 frames | ||
| | | | ||
Line 2,881: | Line 2,881: | ||
* Senkyuutai and Kaihou commands swapped: Senkyutai now performed with DP + K and Kaihou now performed with QCF + K | * Senkyuutai and Kaihou commands swapped: Senkyutai now performed with DP + K and Kaihou now performed with QCF + K | ||
* Wake-up: Fixed a bug where Yang would be invincible when he got up even after he can start moving again | * Wake-up: Fixed a bug where Yang would be invincible when he got up even after he can start moving again | ||
* Back Dash: Can no longer | * Back Dash: Can no longer cancel the 24th and 25th frames with a Special Move | ||
* Crouch LK: Damage reduced to 20 from 30; given taller Hurtboxes during its Active Frames | * Crouch LK: Damage reduced to 20 from 30; given taller Hurtboxes during its Active Frames | ||
* Stand MP: Hitbox reduced | * Stand MP: Hitbox reduced | ||
Line 2,961: | Line 2,961: | ||
* Crouch LK: Given taller Hurtboxes during its Active Frames | * Crouch LK: Given taller Hurtboxes during its Active Frames | ||
* Crouch MP: Damage reduced to 50 from 60 | * Crouch MP: Damage reduced to 50 from 60 | ||
* Stand LK: Given 1 | * Stand LK: Given 1 extra frame of Block Stun (exact data unknown) | ||
* Close LK: Given 1 | * Close LK: Given 1 extra frame of Block Stun (exact data unknown) | ||
* Senpukyaku (F + MK): During Genei Jin, damage reduced to 80 from 85 | * Senpukyaku (F + MK): During Genei Jin, damage reduced to 80 from 85 | ||
* Raigekishu (Dive Kick): Height restriction added (exact data unknown) | * Raigekishu (Dive Kick): Height restriction added (exact data unknown) | ||
Line 3,015: | Line 3,015: | ||
* No changes | * No changes | ||
| | | | ||
* Zenpo Tenshin: Adjusted | * Zenpo Tenshin: Adjusted throw range during Super to match normal version | ||
* Zenpo Tenshin: Fixed the issue that caused Yun to be counter-hit after active frames of the | * Zenpo Tenshin: Fixed the issue that caused Yun to be counter-hit after active frames of the throw have already ended | ||
| | | | ||
* Stand LP: Hit effect during Genei-Jin on air counter-hit changed from air | * Stand LP: Hit effect during Genei-Jin on air counter-hit changed from air reset to knock down | ||
* Tetsuzanko: Light version stun reduced to 100 from 200; super meter build adjusted to 20 from 30 on activation, 30 from 60 on hit, 14 from 30 on block | * Tetsuzanko: Light version stun reduced to 100 from 200; super meter build adjusted to 20 from 30 on activation, 30 from 60 on hit, 14 from 30 on block | ||
* EX Zesshou Hohou: Advantage on block reduced to -1 from +1 | * EX Zesshou Hohou: Advantage on block reduced to -1 from +1 | ||
Line 3,035: | Line 3,035: | ||
* Stand HP: Range increased | * Stand HP: Range increased | ||
* EX Banishing Flat: No longer causes Soft Knockdown against grounded opponents on hit | * EX Banishing Flat: No longer causes Soft Knockdown against grounded opponents on hit | ||
* Spinning Piledriver: Light version given increased | * Spinning Piledriver: Light version given increased throw range (exact data unknown) | ||
* Spinning Piledriver: Light and Hard versions damage increased (exact data unknown) | * Spinning Piledriver: Light and Hard versions damage increased (exact data unknown) | ||
* Siberian Blizzard (UC2): Now more controllable than before so, for example, it's able to move farther forward; also given more delay on whiff (exact data unknown) | * Siberian Blizzard (UC2): Now more controllable than before so, for example, it's able to move farther forward; also given more delay on whiff (exact data unknown) | ||
Line 3,046: | Line 3,046: | ||
| | | | ||
* Close LK: Can now be canceled into Special Moves, Super, or EX Focus Attack | * Close LK: Can now be canceled into Special Moves, Super, or EX Focus Attack | ||
* Stand MP: Hurtbox slightly expanded; Hurtbox in | * Stand MP: Hurtbox slightly expanded; Hurtbox in front sticks out 1 frame before Active Frames | ||
* Stand MK: On hit now -3 from -7; on block now -7 from -10 | * Stand MK: On hit now -3 from -7; on block now -7 from -10 | ||
* Diagonal Jump HP: Hurtbox slightly expanded | * Diagonal Jump HP: Hurtbox slightly expanded | ||
Line 3,056: | Line 3,056: | ||
(From Ultra SFIV Arcade Japan) | (From Ultra SFIV Arcade Japan) | ||
* Close LK: Can now be canceled into Special Moves, Super, or EX Focus Attack | * Close LK: Can now be canceled into Special Moves, Super, or EX Focus Attack | ||
* Stand MP: Hurtbox slightly expanded; Hurtbox in | * Stand MP: Hurtbox slightly expanded; Hurtbox in front sticks out 1 frame before Active Frames | ||
* Stand MK: On hit now -3 from -7; on block now -7 from -10 | * Stand MK: On hit now -3 from -7; on block now -7 from -10 | ||
* Diagonal Jump HP: Hurtbox slightly expanded | * Diagonal Jump HP: Hurtbox slightly expanded |