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* Breathless damage was reduced to 293-440 from 320-480 | * Breathless damage was reduced to 293-440 from 320-480 | ||
* Breathless given longer startup and now loses all armor as soon as Abel dashes forward for the throw )exact data unknown) | * Breathless given longer startup and now loses all armor as soon as Abel dashes forward for the throw )exact data unknown) | ||
* Breathless give more | * Breathless give more Recovery Frames when canceled out of by pressing a Punch button | ||
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* Crouching Fierce Hitbox increased for better anti-air ability | * Crouching Fierce Hitbox increased for better anti-air ability | ||
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* Both Hard and EX versions of Rolling Attack now knock the opponent down if connected on the 1st two Active Frames | * Both Hard and EX versions of Rolling Attack now knock the opponent down if connected on the 1st two Active Frames | ||
* EX Rolling Attack's 1st two Active Frames not only knock down, but set up a free juggle | * EX Rolling Attack's 1st two Active Frames not only knock down, but set up a free juggle | ||
* EX Vertical Roll now knocks down against grounded opponents, but was given 5 more | * EX Vertical Roll now knocks down against grounded opponents, but was given 5 more Recovery Frames when it lands (to 12 frames from 7 frames) and bounces away less, making it easier to punish on block | ||
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* Standing Hard Kick was given better recovery by 3 frames; Hit Stun decreased along with it to make it the same on hit, but Block Stun remains the same so it is now 0 on block (exact data unknown) | * Standing Hard Kick was given better recovery by 3 frames; Hit Stun decreased along with it to make it the same on hit, but Block Stun remains the same so it is now 0 on block (exact data unknown) | ||
* Jumping Hard Kick now flattens opponents to the ground against other airborne opponents on hit for a knock-down | * Jumping Hard Kick now flattens opponents to the ground against other airborne opponents on hit for a knock-down | ||
* Reduced | * Reduced Startup Frames on the Kidney Blow (Toward + Medium Kick), changed to 7 from 9 | ||
* Better Hitboxes given to Kidney Blow (Toward + Medium Kick) so it can beat out some lower attacks | * Better Hitboxes given to Kidney Blow (Toward + Medium Kick) so it can beat out some lower attacks | ||
* Dart Shot (Toward + Hard Kick) given larger Hitbox so it connects from farther away | * Dart Shot (Toward + Hard Kick) given larger Hitbox so it connects from farther away | ||
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* Added | * Added | ||
| | | | ||
* Health increased to 900 from 850, stun increased to 900 from 850 | |||
* Far Medium Kick given a farther reaching Hitbox as well as farther forward movement during startup | |||
* Far Medium Kick given 1 less frame of recovery | |||
* Far Hard Punch now causes a Soft Knock-Down on Counter Hit | |||
* Far Hard Kick Hitboxes and Hurtboxes made to match Ryu's Far Hard Kick | |||
* Crouching Hard Kick damage raised to 100 from 90 and Active Frames increased to 3 frames from 2 frames | |||
* Senbukyaku (Toward + Medium Kick) can now be canceled into an Air Tatsumaki Senpukyaku, though the Air Tatsumaki Senpukyaku has unique properties different from the standard Air Tatsumaki Senpukyaku | |||
* Target Combo (Medium Punch -> Hard Punch) altered so that second hit now causes Soft Knock-Down | |||
* Increased number of invincible frames for Medium Shoryuken, up to 5 frames from 4 frames | |||
* Hard Shoryuken damage raised to a total of 160 (100 + 60) from 150 (90 + 60) | |||
* The point in Evil Ryu's Jump at which the Air Tatsumaki Senpukyaku transitions from its first phase (where it loses momentum) and its second phase (normal behavior) was moved 3 frames later | |||
* Light Ryusokyaku does one more frame of Hit Stun (exact data unknown) | |||
* Medium Ryusokyaku increased to a Juggle Potential of 5 (exact data unknown) | |||
* Hard Ryusokyaku given a Juggle Potential of 1 from 0 | |||
* Hard Ryusokyaku startup reduced to 26 frames from 27 frames, damage reduced to 130 from 140, and stun damage reduced to 150 from 200 | |||
* When connecting on an airborne opponent, Medium and Hard Ryusokyaku now cause Hard Knock-Downs | |||
* EX Ryusokyaku startup reduced to 21 frames from 22 frames | |||
* Raging Demon damage raised to 370 from 350 | |||
* The amount of time to charge Metsu Hadoken fully has been reduced (exact data unknown) | |||
* 1st Active Frame of the fully charged Metsu Hadoken has an expanded Hitbox downward | |||
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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 Invulnerable | * Mantis Stance: Gekiro now Throw Invulnerable | ||
* Mantis Stance: EX Gekiro now a true Uppercut | * 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 | ||
* Mantis Stance: Hard Punch Hyakurenko is now Super Cancelable for the first 4 hits instead of just the first hit | * Mantis Stance: Hard Punch Hyakurenko is now Super Cancelable for the first 4 hits instead of just the first hit | ||
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* 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 air throws (Flying Mare and Flying Buster Drop) reduced startup time to 3 frames from 4 frames | * Both air throws (Flying Mare and Flying Buster Drop) reduced startup time to 3 frames from 4 frames | ||
* When struck out of the | * 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) | ||
* Sonic Hurricane had its damage redistributed to 90 + 30x4 + 90, but overall damage is the same | * Sonic Hurricane had its damage redistributed to 90 + 30x4 + 90, but overall damage is the same | ||
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* Added | * Added | ||
| | | | ||
* | * Health increased to 1000 from 950 | ||
* Forward and Back Dashes both improved to be shorter than before (exact data unknown) | * Forward and Back Dashes both improved to be shorter than before (exact data unknown) | ||
* Toward + Light Punch given better startup to 3 frames from 4 frames | * Toward + Light Punch given better startup to 3 frames from 4 frames | ||
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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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* | * Health decreased to 950 from 1000 | ||
* Standing Hard Kick now has better Hitbox downward | * 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 | * Neutral Jump Medium Punch has a farther reaching Hitbox, but an extended Hurtbox in that direction as well | ||
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* Added | * Added | ||
| | | | ||
* Health increased to 1000 from 950 | |||
* Diagonal Jumping Hard Punch given 1 extra Active Frame up to 5 frames from 4 frames | |||
* Ganka Uchi (Back + Medium Punch) causes a different reeling reaction on crouching opponents to fix a problem where follow-ups could miss | |||
* 2nd hit of Goshoryuken now pushes 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 connect fully more consistently | |||
* EX Air 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 Air 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 | |||
* Light Rakan Dantojin given extra Hitbox to connect against opponents super close to Oni | |||
* Medium Rakan Dantojin given 3 more frames of Projectile Invulnerability, increasing it to 19 frames total from 16 frames | |||
* Light and Hard Zanku Hadosho given larger Hitboxes | |||
* Zanku Hadosho can now be canceled into a Messatsu-Gozanku (Air version of Ultra 1) when connecting on opponent, but not on whiff | |||
* Raging Demon damage increased to 370 from 350 | |||
* Air Raging Demon changed to a physical hit instead of a Throw, but it can only strike enemies who are airborne themselves | |||
* Air Raging Demon given a Juggle Potential of at least 3 (exact data unknown) | |||
* Messatsu-Gotenha (Kick version of Ultra 1) made invincible until the first Active Frame and given one less Active Frame bringing the total to 9 frames from 10 frames | |||
* Tenchi Sokaigen now knocks the opponent back less as a juggle to allow subsequent hits to connect fully more consistently | |||
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}} | }} | ||
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* Hard Shoryuken can no longer be EX Focus Canceled | * Hard Shoryuken can no longer be EX Focus Canceled | ||
* Hard Shoryuken can no longer Juggle (Juggle Potentail reduced to 0 from 1 on original 2nd hit) | * Hard Shoryuken can no longer Juggle (Juggle Potentail reduced to 0 from 1 on original 2nd hit) | ||
* The point in Ryu's Jump at which the Air Tatsumaki Senpukyaku transitions from its first phase (where it loses momentum) and its second phase (normal behavior) was moved 3 frames | * The point in Ryu's Jump at which the Air Tatsumaki Senpukyaku transitions from its first phase (where it loses momentum) and its second phase (normal behavior) was moved 3 frames later | ||
* Metsu Shoryuken Hitbox extended upwards on the 3 Active Frame | * Metsu Shoryuken Hitbox extended upwards on the 3 Active Frame | ||
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* Tandem Stream can no longer be activated with a Sonic Boom still on screen | * Tandem Stream can no longer be activated with a Sonic Boom still on screen | ||
| | | | ||
Health increased | * Health increased to 800 from 750, stun increased to 900 from 750 | ||
* Close Medium Punch has quicker startup and better recovery, giving it better Frame Advantage on hit (exact data unknown) | * Close Medium Punch has quicker startup and better recovery, giving it better Frame Advantage on hit (exact data unknown) | ||
* Far Medium Kick improved as a poke by extending its Hitbox forward and reducing its Hurtbox at the foot | * Far Medium Kick improved as a poke by extending its Hitbox forward and reducing its Hurtbox at the foot | ||
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* Tanden Typhoon had its invincibility reduced heavily from 88 frames to 12 frames only; Recovery, however, was reduced to make up for it (exact data unknown) | * Tanden Typhoon had its invincibility reduced heavily from 88 frames to 12 frames only; Recovery, however, was reduced to make up for it (exact data unknown) | ||
| | | | ||
* Seth's foot area during the | * Seth's foot area during the Recovery Frames of Diagonal Jumping Medium Kick are now Projectile Invulnerable until he lands | ||
* Jumping Hard Punch Active Frames increased to 4 frames from 2 frames | * Jumping Hard Punch Active Frames increased to 4 frames from 2 frames | ||
* The 2nd hit of the Shoryuken causes less Block Stun so that, when FADC canceled, Seth is -3 at best (exact data unknown) | * The 2nd hit of the Shoryuken causes less Block Stun so that, when FADC canceled, Seth is -3 at best (exact data unknown) |
Revision as of 21:10, 7 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 |
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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}}} |