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* Second Low now causes 2 more frames of Hit Stun, allowing for new combos if FADC'ed | * Second Low now causes 2 more frames of Hit Stun, allowing for new combos if FADC'ed | ||
* Tornado Throw damage increased for all versions, 160 from 150 for Light, 180 from 170 for Medium, and 200 from 190 for Hard and EX version | * Tornado Throw damage increased for all versions, 160 from 150 for Light, 180 from 170 for Medium, and 200 from 190 for Hard and EX version | ||
* Breathless is now Strike Invulnerable when he starts the dashing part of the move up until the first | * Breathless is now Strike Invulnerable when he starts the dashing part of the move up until the first throwing frames, but now is no longer Throw Invulnerable during that period | ||
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}} | }} | ||
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* First hit of Jaguar Varied Assault has improved Hitbox that hits a bit lower | * First hit of Jaguar Varied Assault has improved Hitbox that hits a bit lower | ||
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* Close Medium Punch now pushes the opponent away less on hit and on block | |||
* Close Medium Punch now at -4 frames when the opponent blocks it (exact data unknown) | |||
* Jaguar Kick now has a larger Hurtbox downward on the Light and Medium versions, though these expanded Hurtboxes are still Projectile Invulnerable | |||
* Hard Jaguar Kick now does 130 damage down from 140 damage | |||
* Focus Attack has an expanded Hitbox downward so it no longer misses short opponents | |||
* Fixed a bug in Jaguar Revolver that would cause him to pass through opponents on the ground when connecting at point blank range | |||
* The third hit of Jaguar Revolver, when connecting on an airborne opponent, now knocks the opponent further back | |||
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}} | }} | ||
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* Amazon River Run (Down / Toward + Hard Punch) had several Frames removed from the Active Frames portion to make the move last shorter overall (exact data unknown) | * Amazon River Run (Down / Toward + Hard Punch) had several Frames removed from the Active Frames portion to make the move last shorter overall (exact data unknown) | ||
* Amazon River Run (Down / Toward + Hard Punch) given larger Hurtboxes during recovery | * Amazon River Run (Down / Toward + Hard Punch) given larger Hurtboxes during recovery | ||
* Surprise Forward given more grounded frames during startup, making the startup more vulnerable to | * Surprise Forward given more grounded frames during startup, making the startup more vulnerable to throws | ||
* Rolling Attack given a larger Hurtbox width-wise while traveling forward | * Rolling Attack given a larger Hurtbox width-wise while traveling forward | ||
* Rolling Attack now bounces back much less after connecting on Hard and Medium versions, making it easier to punish on block | * Rolling Attack now bounces back much less after connecting on Hard and Medium versions, making it easier to punish on block | ||
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* Crouching Medium Punch recovery reduced (exact data unknown) | * Crouching Medium Punch recovery reduced (exact data unknown) | ||
* Close Hard Punch recovery reduced (exact data unknown) | * Close Hard Punch recovery reduced (exact data unknown) | ||
* Active frames of the two hits of Hard Cannon Drill changed to 2 frames and 17 frames from 7 frames and 12 frames | * Active frames of the two hits of Hard Cannon Drill changed to 2 frames and 17 frames from 7 frames and 12 frames | ||
* Cannon Spikes do not bounce as far back as before, making them easier to be punished on block | * Cannon Spikes do not bounce as far back as before, making them easier to be punished on block | ||
* Height Restriction given to regular Cannon Strikes, making them only performable at half jump height and above | * Height Restriction given to regular Cannon Strikes, making them only performable at half jump height and above | ||
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* Cannon Drills reverted so that the Active Frames of the two hits of Hard Cannon Drill are now 7 frames and 12 frames from 2 frames and 17 frames | * Cannon Drills reverted so that the Active Frames of the two hits of Hard Cannon Drill are now 7 frames and 12 frames from 2 frames and 17 frames | ||
* The amount of pushback caused by Quick Spin Knuckle on block reduced | * The amount of pushback caused by Quick Spin Knuckle on block reduced | ||
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* Cody can now pick up the knife from a little farther away | * Cody can now pick up the knife from a little farther away | ||
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* Forward and backward walk speeds increased | |||
* Diagonal Jumping Medium Punch given larger Hitboxes upward and downward | |||
* Hammer Hook (Toward + Hard Punch) given 2 frames extra Hit Stun and Block Stun | |||
* Hammer Hook (Toward + Hard Punch) can now be done even when holding the knife | |||
* At any point during Pick Up Knife's animation, Cody can block any attacks | |||
* With knife: Stand Light Punch given more Hit Stun (exact data unknown) | |||
* With knife: Standing Medium Punch changed to a 2-hit attack, but total move length and total damage remains the same | |||
* With knife: Crouching Medium Punch has a smaller Hurtbox on attacking arm now and increased the number of Active Frames up to 4 frames (exact data unknown) | |||
* With knife: Standing Hard Punch given more Hit Stun (exact data unknown) | |||
* With knife: Crouching Hard Punch startup reduced to 7 frames from 9 frames | |||
* With knife: Jumping Light Punch given more Active Frames (exact data unknown) | |||
* With knife: Jumping Medium Punch given larger Hitboxes upward and downward | |||
* Medium Ruffian Kick has Hitbox expanded forward slightly | |||
* EX Zonk Knuckle knocks the opponent farther away when connecting | |||
* Bad Spray made a 2-hit attack now, though no changes to the move's overall length or total damage were made | |||
* Bad Spray can now be canceled into Super or EX Focus Attack on the second hit | |||
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}} | }} | ||
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* Medium Thunder Knuckle damage increased to 120 from 110 | * Medium Thunder Knuckle damage increased to 120 from 110 | ||
* Hard Thunder Knuckle now Throw | * Hard Thunder Knuckle now Throw Invulnerable first 6 frames (until first Active frame) | ||
* EX Thunder Knuckle startup sped up to 25 frames from 27 frames and Hit Stun increased by 2 frames | * EX Thunder Knuckle startup sped up to 25 frames from 27 frames and Hit Stun increased by 2 frames | ||
* EX Seismic Hammer no longer has any Throw | * EX Seismic Hammer no longer has any Throw Invulnerable frames | ||
* EX Seismic Hammer damage dropped to 100 from 120 | * EX Seismic Hammer damage dropped to 100 from 120 | ||
* Air Burn Kick damage reduced to 90 from 100 | * Air Burn Kick damage reduced to 90 from 100 | ||
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* Far Medium Punch given a better Hitbox to the end of his glove and can now be canceled into Special Moves and Supers | * Far Medium Punch given a better Hitbox to the end of his glove and can now be canceled into Special Moves and Supers | ||
* First hit of Close Hard Kick stands the opponent up on hit | * First hit of Close Hard Kick stands the opponent up on hit | ||
* Second hit of Close Hard Kick given better Hitbox downward and can now be canceled into Super | * Second hit of Close Hard Kick given better Hitbox downward and can now be canceled into Super or EX Focus Attack | ||
* Changed it so that second hit of Close Hard Kick, when blocked, leaves Dee Jay at -2 (exact data unknown) | * Changed it so that second hit of Close Hard Kick, when blocked, leaves Dee Jay at -2 (exact data unknown) | ||
* Air Slasher no longer rewards opponent with a Counter Hit when struck during its Recovery Frames | * Air Slasher no longer rewards opponent with a Counter Hit when struck during its Recovery Frames | ||
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* Bug fixed where Dudley sometimes couldn't throw opponents that were stunned | * Bug fixed where Dudley sometimes couldn't throw opponents that were stunned | ||
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* Crouching Medium Kick startup reduced to 8 frames from 10 frames, but an extra Active Frame was added taking it up to 6 Active Frames from 5 Active Frames | |||
* Standing Hard Kick given 3 extra frames of Hit Stun on Counter Hit | |||
* Diagonal Jumping Light Punch given 3 more Active Frames, up to 8 frames from 5 frames | |||
* Neutral Jumping Light Punch now has 5 Active Frames up from 3 Active Frames and was given a larger Hitbox | |||
* Diagonal Jumping Medium Punch now has 5 Active Frames up from 3 Active Frames | |||
* Neutral Jumping Hard Punch startup dropped to 6 frames from 8 frames and given 1 more Active Frame up to 4 frames from 3 frames and was given a larger Hitbox | |||
* Level 1 Focus Attack now does 1 extra frame of Block Stun (exact data unknown) | |||
* Light and Medium Jet Upper had startups reduced to 5 frames from 6 frames and Hard Jet Upper startup was reduced to 3 frames from 4 frames | |||
* Medium and Hard Short Swing Blow given smaller Hurtboxes in Dudley's lower half after their Throw Invulnerability runs out (12th frame for Medium version, 14th frame for Hard version) | |||
* Medium and Hard Short Swing Blow given 2 more frames of Hit Stun (exact data unknown) | |||
* Thunderbolt given better Juggle Potential so it connects more against airborne opponents (RESEARCH THIS) | |||
* Thunderbolt now considered a Hard Knock-Down against grounded or airborne opponents | |||
* The time it takes for Dudley to reach the top of the Thunderbolt has been reduced | |||
* EX Thunderbolt no longer drains any Super Meter until it starts its downward attack (RESEARCH THIS) | |||
* Rolling Thunder now given more Juggle Potential on the hits past the first hit, so it connects against airborne opponents better, though it will still not trigger the full animation | |||
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}} | }} | ||
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* Chokkarakusho (the Overhead) damage increased to 70 from 60 | * Chokkarakusho (the Overhead) damage increased to 70 from 60 | ||
* Engekishu (Toward + Hard Kick) damage reduced to 130 total (80 + 50) from 150 (90 + 60) | * Engekishu (Toward + Hard Kick) damage reduced to 130 total (80 + 50) from 150 (90 + 60) | ||
* Second hit of Engekishu (Toward + Hard Kick) can now be canceled into Super | * Second hit of Engekishu (Toward + Hard Kick) can now be canceled into Super or EX Focus Attack | ||
* The Chip damage of the first and second Light Rekkakens reduced to 6 from 12, but no change to damage on hit was made | * The Chip damage of the first and second Light Rekkakens reduced to 6 from 12, but no change to damage on hit was made | ||
* The Chip damage of the first and second Medium Rekkakens reduced to 7 from 14, but no change to damage on hit was made | * The Chip damage of the first and second Medium Rekkakens reduced to 7 from 14, but no change to damage on hit was made | ||
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* Ultra II Added: Shitenketsu (Mantis Stance) and Teiga (Crane Stance) | * Ultra II Added: Shitenketsu (Mantis Stance) and Teiga (Crane Stance) | ||
* Mantis Stance: Gekiro now Throw | * Mantis Stance: Gekiro now Throw Invulnerable | ||
* Mantis Stance: EX Gekiro now a true Uppercut; Invincible up to the first Active Frame (7th frame) | * Mantis Stance: EX Gekiro now a true Uppercut; Invincible up to the first Active Frame (7th frame) | ||
* Mantis Stance: Standing Medium Kick into Hyakurenko loop removed due to increased pushback from Hyakurenko | * Mantis Stance: Standing Medium Kick into Hyakurenko loop removed due to increased pushback from Hyakurenko | ||
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* Reverse Spin Kick (the Upside-Down Kick) now Throw Invulnerable from 6th frame until landing | * Reverse Spin Kick (the Upside-Down Kick) now Throw Invulnerable from 6th frame until landing | ||
* Hit Stun on Reverse Spin Kick (the Upside-Down Kick) increased by 1 frame, making it +5 on hit | * Hit Stun on Reverse Spin Kick (the Upside-Down Kick) increased by 1 frame, making it +5 on hit | ||
* Both | * Both air throws (Flying Mare and Flying Buster Drop) reduced startup time to 3 frames from 4 frames | ||
* When struck out of the recovery frames of a Sonic Boom, Guile will no longer be Counter Hit | * When struck out of the recovery frames of a Sonic Boom, Guile will no longer be Counter Hit | ||
* Increased the damage for Flash Kick on all version except EX (110 from 100 for Light, 130 from 120 for Medium, and 140 from 130 for Hard) | * Increased the damage for Flash Kick on all version except EX (110 from 100 for Light, 130 from 120 for Medium, and 140 from 130 for Hard) | ||
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* Bushin Hasoken now does more damage and given better Juggle Potential so that it will connect all hits in combos (exact data unknown) | * Bushin Hasoken now does more damage and given better Juggle Potential so that it will connect all hits in combos (exact data unknown) | ||
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* Backwards walking speed increased | |||
* Diagonal Jumping Medium Punch given larger Hitboxes in all directions, but given larger Hurtboxes as well | |||
* Neutral Jump Hard Punch given larger Hitboxes upward and downward | |||
* Diagonal Jump Hard Kick given larger Hitboxes in all directions, but given larger Hurtboxes as well | |||
* Elbow Drop can now be performed with Down / Toward + Medium Punch as well as the original Down + Medium Punch | |||
* Both throws given slightly more range (exact data unknown) | |||
* Can perform attacks quicker after a Wall Jump (exact data unknown) | |||
* Recovery time of the Bushin Flip reduced if no follow up is performed (exact data unknown) | |||
* EX Bushin Senpukyaku has a larger Hitbox for the first hit | |||
* First hit of EX Bushin Senpukyaku also now has 2 Active Frames increased from 1 Active Frame | |||
* The Neck Flip (Hard Kick follow-up to Run) no longer goes over and crosses-up any character when performed right next to them when they are crouching | |||
* Bushin Hasoken has a larger Hitbox for the final hit, making it connect more consistently | |||
* Bushin Goraisenpujin moves farther forward before the first hit than before | |||
* Bushin Musou Renge given increased throw range | |||
* Bushin Musou Renge input made easier to perform (exact data unknown) (RESEARCH THIS) | |||
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}} | }} | ||
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* Tsuijigoe no longer registers Counter Hits when struck out of it | * Tsuijigoe no longer registers Counter Hits when struck out of it | ||
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* Hammer Kick (Toward + Medium Kick) given 1 less status frame, down to 25 frames from 26 frames, including when done during Target Combo 7 | |||
* The Bonsho Kick (Toward + Hard Kick) hits crouching opponents better (exact data unknown) | |||
* Bonsho Kick adjusted so that it is +1 on hit and -3 on block, but Counter Hit gives her +4 frames instead of the standard 3, making it +5 frames on a Counter Hit | |||
* Tsuijigoe's 7 grounded frames of startup are now Throw Invulnerable | |||
* Hurtboxes for the first 11 frames of Tsuijigoe removed except for her head area | |||
* Tsuijigoe can noe be canceled into Kasumi Suzaku starting from the 10th frame | |||
* Hashinsho juggles more effectively for the first few hits against airborne opponents, but will still not go into full animation afterwards | |||
* First hit of Hashinsho now stands crouching opponents up | |||
* Yoroitoshi given better Juggle Potential on whiff, so that the Projectile version juggles completely (RESEARCH THIS) | |||
* Yoroitoshi input made easier to perform (exact data unknown) (RESEARCH THIS) | |||
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}} | }} | ||
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* The startup of Abare Tosanami has been improved (exact data unknown) | * The startup of Abare Tosanami has been improved (exact data unknown) | ||
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* Makoto's health increased to 1000 from 950 | |||
* Standing Hard Kick now has better Hitbox downward | |||
* Neutral Jump Medium Punch has a farther reaching Hitbox, but an extended Hurtbox in that direction as well | |||
* The second kick of Makoto's Target Combo 1 can now be canceled into Super or EX Focus Cancel | |||
* Light Hayate now travels farther at level 3 | |||
* Both Light and Medium Hayate at level 4 now behave exactly like Hard Hayate at Level 4 | |||
* All three Level 5 Hayates now are considered Armor Breakers and all behave exactly the same in terms of distance, damage, etc. | |||
* Level 5 Hayate is now signaled by a vocal hint when Makoto reaches that level | |||
* Level 5 Hayate now does 190 damage (exact data unknown) | |||
* Level 5 Hayate now gives Makoto a Free Juggle (RESEARCH THIS) | |||
* Fukiage now does 90 damage down from 100 damage for all three versions; EX Fukiage now does 120 down from 140 damage | |||
* EX Karakusa given slightly better throw range, but also a bigger Hurtbox in front | |||
* Tanden Renki lasts 3 seconds longer than it used to, lasting a total of 12 seconds as opposed to 9 seconds | |||
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}} | }} | ||
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* Light Double Knee Presses have increased pushback, leaving him farther from opponent after block | * Light Double Knee Presses have increased pushback, leaving him farther from opponent after block | ||
* Knee Press Knightmare now fully Projectile Invulnerable starting from 9th frame until end | * Knee Press Knightmare now fully Projectile Invulnerable starting from 9th frame until end | ||
* Psycho Punisher code changed from instant QCF x 2 + 3K to charge Back, | * Psycho Punisher code changed from instant QCF x 2 + 3K to charge Back, Toward Back Toward + 3P | ||
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* The shallow-hitting Standing Hard Kick damage was increased to 90 from 80 (RESEARCH THIS) | * The shallow-hitting Standing Hard Kick damage was increased to 90 from 80 (RESEARCH THIS) | ||
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* Metsu Shoryuken Hitbox extended upwards on the 3 Active Frame | * Metsu Shoryuken Hitbox extended upwards on the 3 Active Frame | ||
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* Shortcut code for DP ignored during Crouching | * Shortcut code for DP ignored during Crouching Medium Kick to make Crouching Medium XX Hadouken easier | ||
* Testing | * Testing | ||
}} | }} | ||
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* Medium Tomahawk Buster now Throw Invulnerable until airborne | * Medium Tomahawk Buster now Throw Invulnerable until airborne | ||
* EX Condor Dive is now fully Projectile Invulnerable after it hits, so he can no longer bounce back into a Projectile (but not on block) | * EX Condor Dive is now fully Projectile Invulnerable after it hits, so he can no longer bounce back into a Projectile (but not on block) | ||
* Raging Slash input made easier to perform (exact data unknown) | * Raging Slash input made easier to perform (exact data unknown) (RESEARCH THIS) | ||
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}} | }} |
Revision as of 17:15, 6 September 2013
Abel
Adon
Akuma
Balrog
Blanka
Cammy
Chun-Li
Cody
C. Viper
Dan
Dee Jay
Dhalsim
Dudley
E. Honda
El Fuerte
Elena
Evil Ryu
Fei Long
Gen
Gouken
Guile
Guy
Hakan
Hugo
Ibuki
Juri
Ken
Makoto
M. Bison
Oni
Poison
Rolento
Rose
Rufus
Ryu
Sagat
Sakura
Seth
T. Hawk
Vega
Yang
Yun
Zangief
???
File:SSFIV-??? Face.jpg | |
SFIV (Arcade JP) - 18 Jul 2008 |
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SFIV (Console) - 12 Feb 2009 |
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Super SFIV - 27 Apr 2010 |
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Super SFIV:AE - 16 Dec 2010 |
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Super SFIV:AE v.2012 - 13 Dec 2011 |
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Ultra SFIV (Arcade JP) - 18 Apr 2014 |
|
Ultra SFIV (Console) - 3 Jun 2014 | {{{10}}} |
Ultra SFIV v1.02 - 8 Aug 2014 | {{{11}}} |
Ultra SFIV v1.03 - 15 Oct 2014 | {{{12}}} |
Ultra SFIV v1.04 - 15 Dec 2014 | {{{13}}} |
Ultra SFIV v1.05 - 22 Apr 2015 | {{{14}}} |