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(Adding more changes and corrections from community) |
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* The Hit Stun on the first hit of Medium, Hard, and EX Double Rolling Sobat increased to allow for better FADC combos (exact data unknown) | * The Hit Stun on the first hit of Medium, Hard, and EX Double Rolling Sobat increased to allow for better FADC combos (exact data unknown) | ||
* Damage increased on the Machine Gun Upper (exact data unknown) | * Damage increased on the Machine Gun Upper (exact data unknown) | ||
* Light Jackknife Maximum made into true anti-air, given invincibility frames up until the first Active Frame | * Light Jackknife Maximum damage was also increased (exact data unknown) | ||
* Medium Jackknife Maximum made into true anti-air, given invincibility frames up until the first Active Frame | |||
* Hard Kick and EX Jackknife Maximums were made less likely to miss follow-up hits after the first hit connects | * Hard Kick and EX Jackknife Maximums were made less likely to miss follow-up hits after the first hit connects | ||
* Climax Beat given better recovery on hit (exact data unknown) | * Climax Beat given better recovery on hit (exact data unknown) | ||
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* Crane Stance: Crouching Medium Kick can go under most Projectiles now | * Crane Stance: Crouching Medium Kick can go under most Projectiles now | ||
* Crane Stance: Oga's speed improved; faster to reach walls and quicker dives | * Crane Stance: Oga's speed improved; faster to reach walls and quicker dives | ||
* Crane Stance: EX Oga no longer invincible on the way to the wall during initial startup | |||
* Crane Stance: Jyakoha has quicker startup (exact data unknown) | * Crane Stance: Jyakoha has quicker startup (exact data unknown) | ||
* Jump arcs in both stances have been adjusted (exact data unknown) | * Jump arcs in both stances have been adjusted (exact data unknown) | ||
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* Hit Stun on Close Hard Kick increased for better frame advantage (exact data unknown) | * Hit Stun on Close Hard Kick increased for better frame advantage (exact data unknown) | ||
* Neutral Jumping Hard Punch given Juggle Potential of 1 from 0 and against other airborne opponents will now flatten them to the ground for a knock-down | * Neutral Jumping Hard Punch given Juggle Potential of 1 from 0 and against other airborne opponents will now flatten them to the ground for a knock-down | ||
* | * Diagonal Jumping Hard Kick given Juggle Potential of 1 from 0 and against other airborne opponents will now flatten them to the ground for a knock-down | ||
* Gouken's Amaoroshi (Back Throw) now counts as part of a Combo, so any hits afterwards will be scaled appropriately (raw Ultra, for example, will now do 80% damage instead of 100%) | * Gouken's Amaoroshi (Back Throw) now counts as part of a Combo, so any hits afterwards will be scaled appropriately (raw Ultra, for example, will now do 80% damage instead of 100%) | ||
* Light Senkugoshoha sped up so that it attacks almost instantly with very little forward momentum | * Light Senkugoshoha sped up so that it attacks almost instantly with very little forward momentum | ||
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* Ultra II Added: Sonic Hurricane | * Ultra II Added: Sonic Hurricane | ||
* Charge time for Sonic Boom reduced | * Charge time for Sonic Boom reduced to 50 frames from 55 frames | ||
* Flash Explosion damage increased (exact data unknown) | * Flash Explosion damage increased (exact data unknown) | ||
* New Taunt move added that makes Guile put on Sunglasses | * New Taunt move added that makes Guile put on Sunglasses | ||
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* Recovery on Crouching Medium Punch improved (exact data unknown) | * Recovery on Crouching Medium Punch improved (exact data unknown) | ||
* Far Light Punch has a better Hitbox | * Far Light Punch has a better Hitbox | ||
* Crouching Medium Kick Active Frames reduced to 2 frames from 4 frames | |||
* The Hitbox on the second hit of his Target Combo (Close Medium Punch -> Close Hard Punch) has been improved | * The Hitbox on the second hit of his Target Combo (Close Medium Punch -> Close Hard Punch) has been improved | ||
* Light Shoryuken now has two more frames of recovery (exact data unknown) | * Light Shoryuken now has two more frames of recovery (exact data unknown) | ||
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* Increased Light, Medium, and Heavy Hadouken damage to 70 from 60; chip damage remains the same at 15 | * Increased Light, Medium, and Heavy Hadouken damage to 70 from 60; chip damage remains the same at 15 | ||
* Changed EX Hadoken so that if the first hit connects as a Counter Hit, Ryu gets a free juggle afterwards | * Changed EX Hadoken so that if the first hit connects as a Counter Hit, Ryu gets a free juggle afterwards | ||
* Medium Shoryuken | |||
* Hard Shoryuken now only 1 hit; does 160 damage on first two Active Frames, 60 on others | * Hard Shoryuken now only 1 hit; does 160 damage on first two Active Frames, 60 on others | ||
* Hard Shoryuken now invincible through the 4th frame | * Hard Shoryuken now invincible through the 4th frame | ||
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* Shortcut code for DP ignored during Crouching Medium Kick to make Crouching Medium XX Hadouken easier | * Shortcut code for DP ignored during Crouching Medium Kick to make Crouching Medium XX Hadouken easier | ||
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* Ultra II Added: Splendid Claw | * Ultra II Added: Splendid Claw | ||
* Claw and Mask were made harder to knock off | * Claw and Mask were made harder to knock off | ||
* Piece of Mercury (Down / Toward + Medium Kick) now hits as Overhead | |||
* Bloody High Claw now has Hitbox on the way to the wall | * Bloody High Claw now has Hitbox on the way to the wall | ||
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Revision as of 13:44, 9 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 |
|
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}}} |