No edit summary |
No edit summary |
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* EX Falling Sky: More invincibility (exact data unknown) | * EX Falling Sky: More invincibility (exact data unknown) | ||
| | | | ||
* | * Crouch HP: Given a smaller Hitbox on the 2nd hit | ||
* Tornado Throw: Damage reduced (exact data unknown) | * Tornado Throw: Damage reduced (exact data unknown) | ||
* Marseilles Roll: Less invincible frames at end (exact data unknown) | * Marseilles Roll: Less invincible frames at end (exact data unknown) | ||
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* Breathless (UC2): More Recovery Frames when canceled out of by pressing Punch | * Breathless (UC2): More Recovery Frames when canceled out of by pressing Punch | ||
| | | | ||
* | * Crouch HP: Hitbox increased for better anti-air ability | ||
* Second Low: Causes 2 more frames of Hit Stun allowing for new combos if FADC'ed | * Second Low: Causes 2 more frames of Hit Stun allowing for new combos if FADC'ed | ||
* Tornado Throw: Damage increased for all versions, to 160 from 150 for Light, to 180 from 170 for Medium, and to 200 from 190 for Hard and EX versions | * Tornado Throw: Damage increased for all versions, to 160 from 150 for Light, to 180 from 170 for Medium, and to 200 from 190 for Hard and EX versions | ||
* Breathless (UC1): Now Strike | * Breathless (UC1): Now Strike Invincible when he starts the dashing part of the move up until the first Active Frame, but now is no longer Throw Invincible during that period | ||
| | | | ||
* Close HP: First hit's Hitbox greatly expanded downward | * Close HP: First hit's Hitbox greatly expanded downward | ||
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* EX Falling Sky: Active Frames increased to 3 frames from 2 frames; upper-body invincibility increased to frames 6-8 from frames 6-7 | * EX Falling Sky: Active Frames increased to 3 frames from 2 frames; upper-body invincibility increased to frames 6-8 from frames 6-7 | ||
* Heartless (SC): Active Frames increased to 4 frames from 2 frames | * Heartless (SC): Active Frames increased to 4 frames from 2 frames | ||
* Soulless (UC1): Forward moving portion "taller" now so it's less likely to pass under opponents after | * Soulless (UC1): Forward moving portion "taller" now so it's less likely to pass under opponents after Crouch HP in the corner | ||
| | | | ||
(From Ultra SFIV Arcade Japan) | (From Ultra SFIV Arcade Japan) | ||
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* EX Falling Sky: Active Frames increased to 3 frames from 2 frames; upper-body invincibility increased to frames 6-8 from frames 6-7 | * EX Falling Sky: Active Frames increased to 3 frames from 2 frames; upper-body invincibility increased to frames 6-8 from frames 6-7 | ||
* Heartless (SC): Active Frames increased to 4 frames from 2 frames | * Heartless (SC): Active Frames increased to 4 frames from 2 frames | ||
* Soulless (UC1): Forward moving portion "taller" now so it's less likely to pass under opponents after | * Soulless (UC1): Forward moving portion "taller" now so it's less likely to pass under opponents after Crouch HP in the corner | ||
(New to Ultra SFIV Console Digital Release) | (New to Ultra SFIV Console Digital Release) | ||
* Crouch HP: Second hit's Hitbox greatly expanded downward | * Crouch HP: Second hit's Hitbox greatly expanded downward | ||
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* Close MP: Hit Stun improved so that it is now +6 on hit instead of -1 | * Close MP: Hit Stun improved so that it is now +6 on hit instead of -1 | ||
* Stand MK: Reduced Hurtbox making it work better as anti-air | * Stand MK: Reduced Hurtbox making it work better as anti-air | ||
* Jaguar Kick: | * Jaguar Kick: Medium version Hitbox altered so that Close HP now combos into it | ||
* EX Jaguar Tooth: Now Projectile | * 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 | ||
* Jaguar Varied Assault (SC): Startup reduced to 7 frames from 9 frames | * Jaguar Varied Assault (SC): Startup reduced to 7 frames from 9 frames | ||
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* Close MP: Now at -4 frames on block (previous unknown) | * Close MP: Now at -4 frames on block (previous unknown) | ||
* Focus Attack: Expanded the Hitbox downward so it no longer misses short opponents | * Focus Attack: Expanded the Hitbox downward so it no longer misses short opponents | ||
* Jaguar Kick: | * Jaguar Kick: Light and Medium versions Hurtboxes increased downward, though these expanded Hurtboxes are still Projectile Invincible | ||
* Jaguar Kick: Hard version damage reduced to 130 from 140 | * Jaguar Kick: Hard version damage reduced to 130 from 140 | ||
* Jaguar Revolver (UC1): Fixed a bug that would cause him to pass through opponents on the ground when connecting at point blank range | * Jaguar Revolver (UC1): Fixed a bug that would cause him to pass through opponents on the ground when connecting at point blank range | ||
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* No longer able to loop Stand Light Punch to Stand Hard Kick (which move was altered is currently unknown) | * No longer able to loop Stand Light Punch to Stand Hard Kick (which move was altered is currently unknown) | ||
| | | | ||
* | * Back Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo | ||
* Goushoryuken: Medium version given more invincibility from start to the 5th frame (previous unknown) | * Goushoryuken: Medium version given more invincibility from start to the 5th frame (previous unknown) | ||
* EX Tatsumaki Zankukyaku: Damage and stun damage reduced (exact data unknown) | * EX Tatsumaki Zankukyaku: Damage and stun damage reduced (exact data unknown) | ||
* | * Airborne Tatsumaki Zankukyaku: Now loses momentum when performed during the beginning of a forward jump to prevent escape from corners | ||
* Demon Armageddon (UC2): Hitbox increased when performed out of a Teleport so that it can now hit crouching characters | * Demon Armageddon (UC2): Hitbox increased when performed out of a Teleport so that it can now hit crouching characters | ||
| | | | ||
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* Zanku Hadoken: All versions done during back jump have recovery increased by 2F, to 18 frames from 16 frames for Light, Medium, and Hard versions and to 11 frames from 9 frames for EX version | * Zanku Hadoken: All versions done during back jump have recovery increased by 2F, to 18 frames from 16 frames for Light, Medium, and Hard versions and to 11 frames from 9 frames for EX version | ||
* EX Zanku Hadoken: Can now be performed during the start of Light, Medium, and Hard Hyakkishu (Demon Flip) as well | * EX Zanku Hadoken: Can now be performed during the start of Light, Medium, and Hard Hyakkishu (Demon Flip) as well | ||
* Goshoryuken: 2nd hit | * Goshoryuken: Medium version 2nd hit can no longer be EX Focus cancelled on block | ||
* Goshoryuken: 2nd and 3rd hit | * Goshoryuken: Hard version 2nd and 3rd hit can no longer be EX Focus cancelled on block | ||
* Goshoryuken: Hard version startup invincibility reduced to 5 frames from 6 frames | * Goshoryuken: Hard version startup invincibility reduced to 5 frames from 6 frames | ||
* L, M and H Goshoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best | * L, M and H Goshoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best | ||
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* Close MK: Attack range recognition increased | * Close MK: Attack range recognition increased | ||
* Stand HP: Damage reduced tp 90 from 120 | * Stand HP: Damage reduced tp 90 from 120 | ||
* Stand HP: | * Stand HP: Can now be canceled into Special Moves, Super, or EX Focus Attack | ||
* EX Shakunetsu Hadoken: Startup reduced to 19 frames from 25 frames | * EX Shakunetsu Hadoken: Startup reduced to 19 frames from 25 frames | ||
* Tatsumaki Zankukyaku: Light version Hitbox expanded downward | * Tatsumaki Zankukyaku: Light version Hitbox expanded downward | ||
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| | | | ||
* Stand LP: Hitbox reduced to not hit as low, making it whiff on crouching characters | * Stand LP: Hitbox reduced to not hit as low, making it whiff on crouching characters | ||
* Close MP: Now forces stand on hit; Damage reduced to 70 from 80 | * Close MP: Now forces stand on hit; Damage reduced to 70 from 80 | ||
* Close MP: Can now be canceled into Special Moves, Super, or EX Focus Attack | |||
* Buffalo Headbutt: Damage reduced to 100 regardless of version used, down from 100, 120, 140, and 150 for Light, Medium, Hard, and EX versions | * Buffalo Headbutt: Damage reduced to 100 regardless of version used, down from 100, 120, 140, and 150 for Light, Medium, Hard, and EX versions | ||
* Buffalo Headbutt: Now has 22 more Recovery Frames (32 total) ONLY if blocked; recovery is the same as before (10 frames) when the move hits | * Buffalo Headbutt: Now has 22 more Recovery Frames (32 total) ONLY if blocked; recovery is the same as before (10 frames) when the move hits | ||
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* Dash Straight: Light version on hit now -1 from -2 | * Dash Straight: Light version on hit now -1 from -2 | ||
* Dash Swing Blow: Light version damage reduced to 70 from 80; stun damage reduced to 70 from 100; | * Dash Swing Blow: Light version damage reduced to 70 from 80; stun damage reduced to 70 from 100; | ||
* Dash Swing Blow: Light version on hit is now | * Dash Swing Blow: Light version on hit is now 0 from +10, on block is now -2 from -5 | ||
* Dash Swing Blow: Light version charge time reduced to 45 frames from 55 frames | * Dash Swing Blow: Light version charge time reduced to 45 frames from 55 frames | ||
* Dash Swing Blow: Medium version on hit is now +2 from +10, on block is now -6 from -7 | * Dash Swing Blow: Medium version on hit is now +2 from +10, on block is now -6 from -7 | ||
* Dash Swing Blow: Medium version charge time reduced to 50 frames from 55 frames | * Dash Swing Blow: Medium version charge time reduced to 50 frames from 55 frames | ||
* Turn Punch: Charge time per level from Level 2-4 is now approximately 2 second per level (3 to 4 used to be 4 seconds) | * Turn Punch: Charge time per level from Level 2-4 is now approximately 2 second per level (3 to 4 used to be 4 seconds) | ||
* Turn Punch: Level 1 on block is now | * Turn Punch: Level 1 on block is now 0 from -2 | ||
* Turn Punch: Level 2 on hit is now +1 from -1, on block is now -1 from -5 | * Turn Punch: Level 2 on hit is now +1 from -1, on block is now -1 from -5 | ||
* Turn Punch: Level 3 on hit is now -1 from -4, on block is now -2 from -8 | * Turn Punch: Level 3 on hit is now -1 from -4, on block is now -2 from -8 | ||
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* Dash Straight: Light version on hit now -1 from -2 | * Dash Straight: Light version on hit now -1 from -2 | ||
* Dash Swing Blow: Light version damage reduced to 70 from 80; stun damage reduced to 70 from 100; | * Dash Swing Blow: Light version damage reduced to 70 from 80; stun damage reduced to 70 from 100; | ||
* Dash Swing Blow: Light version on hit is now | * Dash Swing Blow: Light version on hit is now 0 from +10, on block is now -2 from -5 | ||
* Dash Swing Blow: Light version charge time reduced to 45 frames from 55 frames | * Dash Swing Blow: Light version charge time reduced to 45 frames from 55 frames | ||
* Dash Swing Blow: Medium version on hit is now +2 from +10, on block is now -6 from -7 | * Dash Swing Blow: Medium version on hit is now +2 from +10, on block is now -6 from -7 | ||
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(New to Ultra SFIV Console Digital Release) | (New to Ultra SFIV Console Digital Release) | ||
* Close MK: Airborne frames increased from frames 3 through 4 to frames 3 through 5 | * Close MK: Airborne frames increased from frames 3 through 4 to frames 3 through 5 | ||
* Shout of Earth (UC2): Anti- | * Shout of Earth (UC2): Anti-air version first Hitbox now the same as second hit; no longer hits grounded opponents | ||
}} | }} | ||
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| | | | ||
* Thunder Knuckle: Medium version damage increased to 120 from 110 | * Thunder Knuckle: Medium version damage increased to 120 from 110 | ||
* Thunder Knuckle: Hard version now Throw | * Thunder Knuckle: Hard version now Throw Invincible for the first 6 frames (until first Active Frame) | ||
* EX Thunder Knuckle: Startup reduced to 25 frames from 27 frames; Hit Stun increased by 2 frames | * EX Thunder Knuckle: Startup reduced to 25 frames from 27 frames; Hit Stun increased by 2 frames | ||
* EX Seismic Hammer: No longer has any Throw | * EX Seismic Hammer: No longer has any Throw Invincible frames | ||
* EX Seismic Hammer: Damage reduced to 100 from 120 | * EX Seismic Hammer: Damage reduced 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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* Focus Attack: Level 2 startup reduced to 14 frames from 17 frames after button release | * Focus Attack: Level 2 startup reduced to 14 frames from 17 frames after button release | ||
* Focus Attack: Level 3 startup reduced to 68 frames from 70 frames | * Focus Attack: Level 3 startup reduced to 68 frames from 70 frames | ||
* Thunder Knuckle: Light version | * Thunder Knuckle: Light version Hitbox slightly expanded | ||
* Thunder Knuckle: Medium version on hit is now +4 after EX Focus Cancel --> Forward Dash | * Thunder Knuckle: Medium version on hit is now +4 after EX Focus Cancel --> Forward Dash | ||
* Thunder Knuckle: Recovery of canceling the Hard version increased to 7 frames from 6 frames | * Thunder Knuckle: Recovery of canceling the Hard version increased to 7 frames from 6 frames | ||
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* Focus Attack: Level 2 startup reduced to 14 frames from 17 frames after button release | * Focus Attack: Level 2 startup reduced to 14 frames from 17 frames after button release | ||
* Focus Attack: Level 3 startup reduced to 68 frames from 70 frames | * Focus Attack: Level 3 startup reduced to 68 frames from 70 frames | ||
* Thunder Knuckle: Light version | * Thunder Knuckle: Light version Hitbox slightly expanded | ||
* Thunder Knuckle: Medium version on hit is now +4 after EX Focus Cancel --> Forward Dash | * Thunder Knuckle: Medium version on hit is now +4 after EX Focus Cancel --> Forward Dash | ||
* Thunder Knuckle: Recovery of canceling the Hard version increased to 7 frames from 6 frames | * Thunder Knuckle: Recovery of canceling the Hard version increased to 7 frames from 6 frames | ||
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* Thunder Knuckle: Medium version damage increased to 120 from 110; stun damage reduced to 150 from 200 | * Thunder Knuckle: Medium version damage increased to 120 from 110; stun damage reduced to 150 from 200 | ||
* Emergency Combination (SC): Changed to QCB QCB + P from QCF QCF + P motion | * Emergency Combination (SC): Changed to QCB QCB + P from QCF QCF + P motion | ||
* H Thunder Knuckle --> EX Focus Cancel --> Forward Dash is now -5 on block | * H Thunder Knuckle --> EX Focus Cancel --> Forward Dash is now -5 on block at best | ||
(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> | ||
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| | | | ||
* Ultra II Added: CQC (Cammy Quick Combination) | * Ultra II Added: CQC (Cammy Quick Combination) | ||
* | * Diagonal Jump LK: Improved Hitbox for easier Cross-ups | ||
* Cannon Spike: Damage reduced on Light, Medium, and Hard versions to 100 from 150 | * Cannon Spike: Damage reduced on Light, Medium, and Hard versions to 100 from 150 | ||
* Spiral Arrow: Recovery reduced (exact data unknown) | * Spiral Arrow: Recovery reduced (exact data unknown) | ||
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* 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 | ||
* Crouch HP: On hit is now +6 from +7, on block is now | * Crouch HP: On hit is now +6 from +7, on block is now 0 from +2 | ||
* Cannon Strike: Light, Medium, and Hard versions' height restrictions slightly relaxed | * Cannon Strike: Light, Medium, and Hard versions' height restrictions slightly relaxed | ||
* Cannon Strike: Light, Medium, and Hard versions recovery increased to 7 frames from 5 frames | * Cannon Strike: Light, Medium, and Hard versions recovery increased to 7 frames from 5 frames | ||
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* Hooligan Combination: All versions can now be canceled into a Light, Medium, or Hard Cannon Strike when above Cannon Strike height restriction | * Hooligan Combination: All versions can now be canceled into a Light, Medium, or Hard Cannon Strike when above Cannon Strike height restriction | ||
* Gyro Drive Smasher (UC1): Last hit of the non-cinematic version damage reduced to 170 from 210 | * Gyro Drive Smasher (UC1): Last hit of the non-cinematic version damage reduced to 170 from 210 | ||
* L, M and H Cannon Spike --> EX Focus Cancel --> Forward Dash is now -5 on block | * L, M and H Cannon Spike --> EX Focus Cancel --> Forward Dash is now -5 on block at best | ||
| | | | ||
(From Ultra SFIV Arcade Japan) | (From Ultra SFIV Arcade Japan) | ||
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* Hooligan Combination: All versions can now be canceled into a Light, Medium, or Hard Cannon Strike when above Cannon Strike height restriction | * Hooligan Combination: All versions can now be canceled into a Light, Medium, or Hard Cannon Strike when above Cannon Strike height restriction | ||
* Gyro Drive Smasher (UC1): Last hit of the non-cinematic version damage reduced to 170 from 210 | * Gyro Drive Smasher (UC1): Last hit of the non-cinematic version damage reduced to 170 from 210 | ||
* L, M and H Cannon Spike --> EX Focus Cancel --> Forward Dash is now -5 on block | * L, M and H Cannon Spike --> 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) | ||
* Spiral Arrow: Hard version first hit Hit Stun increased by 1 frame, increasing advantage on hit after EX Focus Cancel no +4 from +3 | * Spiral Arrow: Hard version first hit Hit Stun increased by 1 frame, increasing advantage on hit after EX Focus Cancel no +4 from +3 | ||
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| | | | ||
* Walk Speed: Forward and backward walk speeds increased | * Walk Speed: Forward and backward walk speeds increased | ||
* | * Diagonal Jump MP: Given larger Hitboxes upward and downward | ||
* Hammer Hook (Overhead): Hit Stun and Block Stun increased by 2 frames | * Hammer Hook (Overhead): Hit Stun and Block Stun increased by 2 frames | ||
* Hammer Hook (Overhead): Can now be performed even when holding the knife | * Hammer Hook (Overhead): Can now be performed even when holding the knife | ||
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* Stand HP with knife: Hit Stun increased (exact data unknown) | * Stand HP with knife: Hit Stun increased (exact data unknown) | ||
* 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 icreased (exact data unknown) | ||
* | * Diagonal Jump MP with knife: Hitboxes expanded upward and downward | ||
* Ruffian Kick: Medium version Hitbox expanded slightly forward | * Ruffian Kick: Medium version Hitbox expanded slightly forward | ||
* EX Zonk Knuckle: Knocks the opponent farther away when connecting | * EX Zonk Knuckle: Knocks the opponent farther away when connecting | ||
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* Zonk Knuckle: Can now be EX Focus cancelled | * Zonk Knuckle: Can now be EX Focus cancelled | ||
* Bad Stone: After being held, the stone is thrown immediately at button release | * Bad Stone: After being held, the stone is thrown immediately at button release | ||
* EX Criminal Upper: On block, the distance the opponent is pushed back is reduced by half; now | * EX Criminal Upper: On block, the distance the opponent is pushed back is reduced by half; now Strike Invincible until 1 frame before active | ||
* Dead End Irony (SC): Hard version's float of opponent on hit changed | * Dead End Irony (SC): Hard version's float of opponent on hit changed | ||
* Last Dread Dust (UC2): Damage reduced to 466 from 506; forward movement slightly increased | * Last Dread Dust (UC2): Damage reduced to 466 from 506; forward movement slightly increased | ||
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* Zonk Knuckle: Can now be EX Focus cancelled | * Zonk Knuckle: Can now be EX Focus cancelled | ||
* Bad Stone: After being held, the stone is thrown immediately at button release | * Bad Stone: After being held, the stone is thrown immediately at button release | ||
* EX Criminal Upper: On block, the distance the opponent is pushed back is reduced by half; now | * EX Criminal Upper: On block, the distance the opponent is pushed back is reduced by half; now Strike Invincible until 1 frame before active | ||
* Dead End Irony (SC): Hard version's float of opponent on hit changed | * Dead End Irony (SC): Hard version's float of opponent on hit changed | ||
* Last Dread Dust (UC2): Damage reduced to 466 from 506; forward movement slightly increased | * Last Dread Dust (UC2): Damage reduced to 466 from 506; forward movement slightly increased | ||
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* Haoh Gadoken (UC2): Now connects all hits on air opponents; damage reduced to 331 total vs. airborne opponents only, down from 368 | * Haoh Gadoken (UC2): Now connects all hits on air opponents; damage reduced to 331 total vs. airborne opponents only, down from 368 | ||
(New to Ultra SFIV Console Digital Release) | (New to Ultra SFIV Console Digital Release) | ||
* L, M and H Koryuken --> EX Focus Cancel --> Forward Dash is now -5 on block | * L, M and H Koryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best | ||
}} | }} | ||
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* 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) | ||
* Stand MK: First hit of the new Stand MK | * Stand MK: First hit of the new Stand MK can be canceled into Special Moves, Super, or EX Focus Attack | ||
* Stand HK: Startup reduced to 11 frames from 12 frames; Active Frames increased to 4 frames from 3 frames | * Stand HK: Startup reduced to 11 frames from 12 frames; Active Frames increased to 4 frames from 3 frames | ||
* Close HK: First hit causes Soft Knockdown against airborne opponents | * Close HK: First hit causes Soft Knockdown against airborne opponents | ||
* Close HK: Second hit given Juggle Potential of 1 from 0 | * Close HK: Second hit given Juggle Potential of 1 from 0 | ||
* Crouch HK: Range reduced in a trade for more Active Frames and better recovery (exact data unknown) | * Crouch HK: Range reduced in a trade for more Active Frames and better recovery (exact data unknown) | ||
* | * Diagonal Jump MK: Pushback reduced, making combos after a Cross-up easier | ||
* Air Slasher: Recovery reduced on Light, Medium, and Hard versions; Hit Stun and Block Stun reduced as well (exact data unknown) | * Air Slasher: Recovery reduced on Light, Medium, and Hard versions; Hit Stun and Block Stun reduced as well (exact data unknown) | ||
* Air Slasher: Recovery Frames now reward opponent a Counter Hit if struck during them | * Air Slasher: Recovery Frames now reward opponent a Counter Hit if struck during them | ||
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* The ability to Forward Dash into Climax Beat made much more lenient so combing after EX Machine Gun Upper made easier | * The ability to Forward Dash into Climax Beat made much more lenient so combing after EX Machine Gun Upper made easier | ||
| | | | ||
* Stand MP: Given a better Hitbox to the end of his glove | * 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 downward and is now Super and EX Focus cancelable | * Close HK: Second hit given better Hitbox downward and is now Super and EX Focus cancelable | ||
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* Double Rolling Sobat: Light version changed from -5 to -3 on block | * Double Rolling Sobat: Light version changed from -5 to -3 on block | ||
* Double Rolling Sobat: 1st hit Hit Stun of Medium version increased by 2 frames; on hit is now +8 from +6 after EX Focus Cancel --> Forward Dash | * Double Rolling Sobat: 1st hit Hit Stun of Medium version increased by 2 frames; on hit is now +8 from +6 after EX Focus Cancel --> Forward Dash | ||
* EX Machine Gun Upper: Startup reduced to 6 frames from 12 frames; full invincibility changed to frames 1-2 from frames 1-4; all-but-midsection invincibility changed to frames 3-4 from frames 5-9; above-the-chest invincibility changed to frames 5-25 from frames 10-31; now Throw | * EX Machine Gun Upper: Startup reduced to 6 frames from 12 frames; full invincibility changed to frames 1-2 from frames 1-4; all-but-midsection invincibility changed to frames 3-4 from frames 5-9; above-the-chest invincibility changed to frames 5-25 from frames 10-31; now Throw Invincible during frames 1-7 | ||
* EX Machine Gun Upper: On block is now -8 from -5, -12 from -9 on fully mashed version; | * EX Machine Gun Upper: On block is now -8 from -5, -12 from -9 on fully mashed version; | ||
* EX Machine Gun Upper: Hitbox on first hit slightly expanded forward; floats the opponent higher on hit, with or without mash; | * EX Machine Gun Upper: Hitbox on first hit slightly expanded forward; floats the opponent higher on hit, with or without mash; | ||
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* Double Rolling Sobat: Light version changed from -5 to -3 on block | * Double Rolling Sobat: Light version changed from -5 to -3 on block | ||
* Double Rolling Sobat: 1st hit Hit Stun of Medium version increased by 2 frames; on hit is now +8 from +6 after EX Focus Cancel --> Forward Dash | * Double Rolling Sobat: 1st hit Hit Stun of Medium version increased by 2 frames; on hit is now +8 from +6 after EX Focus Cancel --> Forward Dash | ||
* EX Machine Gun Upper: Startup reduced to 6 frames from 12 frames; full invincibility changed to frames 1-2 from frames 1-4; all-but-midsection invincibility changed to frames 3-4 from frames 5-9; above-the-chest invincibility changed to frames 5-25 from frames 10-31; now Throw | * EX Machine Gun Upper: Startup reduced to 6 frames from 12 frames; full invincibility changed to frames 1-2 from frames 1-4; all-but-midsection invincibility changed to frames 3-4 from frames 5-9; above-the-chest invincibility changed to frames 5-25 from frames 10-31; now Throw Invincible during frames 1-7 | ||
* EX Machine Gun Upper: On block is now -8 from -5, -12 from -9 on fully mashed version; | * EX Machine Gun Upper: On block is now -8 from -5, -12 from -9 on fully mashed version; | ||
* EX Machine Gun Upper: Hitbox on first hit slightly expanded forward; floats the opponent higher on hit, with or without mash; | * EX Machine Gun Upper: Hitbox on first hit slightly expanded forward; floats the opponent higher on hit, with or without mash; | ||
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* Ultra II Added: Yoga Shangri-La | * Ultra II Added: Yoga Shangri-La | ||
| | | | ||
* | * Back Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo | ||
* Reduced damage on a few Normal Moves (exact data unknown) | * Reduced damage on a few Normal Moves (exact data unknown) | ||
* Down/Back MP: Startup reduced and better recovery (exact data unknown) | * Down/Back MP: Startup reduced and better recovery (exact data unknown) | ||
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* Stand MK: Changed to two hits; total damage increased to 70 total (40 + 30) from 60; stun damage total remains same at 100, but redistributed to 50 + 50 | * Stand MK: Changed to two hits; total damage increased to 70 total (40 + 30) from 60; stun damage total remains same at 100, but redistributed to 50 + 50 | ||
* Back + MK: Pushback on hit and block reduced | * Back + MK: Pushback on hit and block reduced | ||
* Stand HP: Damage increased to 80 from 75; on hit is now +1 from | * Stand HP: Damage increased to 80 from 75; on hit is now +1 from 0 | ||
* Back + HK: Damage increased to 100 from 90 | * Back + HK: Damage increased to 100 from 90 | ||
* Yoga Blast: Light version Hurtbox reduced | * Yoga Blast: Light version Hurtbox reduced | ||
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* Stand MK: Changed to two hits; total damage increased to 70 total (40 + 30) from 60; stun damage total remains same at 100, but redistributed to 50 + 50 | * Stand MK: Changed to two hits; total damage increased to 70 total (40 + 30) from 60; stun damage total remains same at 100, but redistributed to 50 + 50 | ||
* Back + MK: Pushback on hit and block reduced | * Back + MK: Pushback on hit and block reduced | ||
* Stand HP: Damage increased to 80 from 75; on hit is now +1 from | * Stand HP: Damage increased to 80 from 75; on hit is now +1 from 0 | ||
* Back + HK: Damage increased to 100 from 90 | * Back + HK: Damage increased to 100 from 90 | ||
* Yoga Blast: Light version Hurtbox reduced | * Yoga Blast: Light version Hurtbox reduced | ||
Line 712: | Line 713: | ||
* Crouch MK: Active Frames increased to 5 frames from 3 frames | * Crouch MK: Active Frames increased to 5 frames from 3 frames | ||
* Stand HK: Recovery reduced 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 (previous unknown) | * Stand HK: Recovery reduced 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 (previous unknown) | ||
* | * Diagonal Jump HK: On hit against airborne opponents, now flattens opponents to the ground as a Soft Knockdown | ||
* Kidney Blow (F + MK): Startup reduced to 7 frames from 9 frames | * Kidney Blow (F + MK): Startup reduced to 7 frames from 9 frames | ||
* 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 | ||
Line 722: | Line 723: | ||
* Crouch MK: Startup reduced to 8 frames from 10 frames; Active Frames increased to 6 frames from 5 frames | * Crouch MK: Startup reduced to 8 frames from 10 frames; Active Frames increased to 6 frames from 5 frames | ||
* Stand HK: Hit Stun on Counter Hit increased by 3 frames | * Stand HK: Hit Stun on Counter Hit increased by 3 frames | ||
* | * Diagonal Jump LP: Active Frames increased to 8 frames from 5 frames | ||
* Neutral Jump LP: Active Frames increased to 5 frames from 3 frames; Hitbox also expanded | * Neutral Jump LP: Active Frames increased to 5 frames from 3 frames; Hitbox also expanded | ||
* | * 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 extra frame of Block Stun | * Focus Attack: Level 1 now does 1 extra frame of Block Stun | ||
Line 734: | Line 735: | ||
* Thunderbolt: The time it takes for Dudley to reach the top of the Thunderbolt has been reduced | * Thunderbolt: The time it takes for Dudley to reach the top of the Thunderbolt has been reduced | ||
* EX Thunderbolt: Drains Super Meter uopn activation, but doesn't start to flash yellow until Dudley jumps almost to the height of the move | * EX Thunderbolt: Drains Super Meter uopn activation, but doesn't start to flash yellow until Dudley jumps almost to the height of the move | ||
* Rolling Thunder (UC1): Given more Juggle Potential on the hits past the first hit | * Rolling Thunder (UC1): 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 | ||
| | | | ||
* Crouch LP: Hitbox slightly expanded forward; | * Crouch LP: Hitbox slightly expanded forward; | ||
Line 784: | Line 785: | ||
* Sumo Headbutt: More invincibility added to Light and EX versions (exact data unknown) | * Sumo Headbutt: More invincibility added to Light and EX versions (exact data unknown) | ||
| | | | ||
* | * Back Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo | ||
* | * Diagonal Jump MP: Hitbox has been raised slightly to not hit as low | ||
* Sumo Headbutt: Hurtboxes on Light version changed to being lower-body invincible, previously upper-body invincible, so it no longer acts as an anti-air | * Sumo Headbutt: Hurtboxes on Light version changed to being lower-body invincible, previously upper-body invincible, so it no longer acts as an anti-air | ||
* Ultimate Killer Head Ram (UC1): Now Projectile | * Ultimate Killer Head Ram (UC1): Now Projectile Invincible through the last Active Frame | ||
* Orochi Breaker (UC2): Input changed to HCB HCB + PPP from 720 + PPP and give better range; startup increased to 2 frames from 1 frame so it can now be escaped on reaction | * Orochi Breaker (UC2): Input changed to HCB HCB + PPP from 720 + PPP and give better range; startup increased to 2 frames from 1 frame so it can now be escaped on reaction | ||
| | | | ||
* Sumo Headbutt: Light version reverted back to being upper-body invincible until the 14th frame, no longer lower-body invincible | * Sumo Headbutt: Light version reverted back to being upper-body invincible until the 14th frame, no longer lower-body invincible | ||
* Sumo Headbutt: Damage reduced on only the first two Active Frames of Light version, down to 100 from 130 | * Sumo Headbutt: Damage reduced on only the first two Active Frames of Light version, down to 100 from 130 | ||
* Sumo Headbutt: Medium version made completely lower body invincible; Also made Projectile | * Sumo Headbutt: Medium version made completely lower-body invincible; Also made Projectile Invincible up to the 10th frame | ||
* Hundred Hand Slap: The Hitbox on the last hit of the Hard version was extended to more consistently hit all characters fully | * Hundred Hand Slap: The Hitbox on the last hit of the Hard version was extended to more consistently hit all characters fully | ||
* EX Oicho Throw: Stun damage increased to 150 (75 + 75) from 100 (50 + 50) | * EX Oicho Throw: Stun damage increased to 150 (75 + 75) from 100 (50 + 50) | ||
Line 799: | Line 800: | ||
* Stand HP: Damage for hitting at the tip increased to 90 from 80 | * Stand HP: Damage for hitting at the tip increased to 90 from 80 | ||
* Stand HK: On hit is now -2 from -3; on block is now -6 from -7; Hurtbox slightly expanded forward | * Stand HK: On hit is now -2 from -3; on block is now -6 from -7; Hurtbox slightly expanded forward | ||
* | * Diagonal Jump MP: Hurtbox slightly reduced | ||
* | * Diagonal Jump MK: Active frames increased by 1 frame, up to 9 frames from 8 frames | ||
* EX Sumo Headbutt: When blocked, the move no longer pushes the opponent back at all, making it easier to punish | * EX Sumo Headbutt: When blocked, the move no longer pushes the opponent back at all, making it easier to punish | ||
* EX Hundred Hand Slap: On hit is now +5 from +4 | * EX Hundred Hand Slap: On hit is now +5 from +4 | ||
Line 812: | Line 813: | ||
* Stand HP: Damage for hitting at the tip increased to 90 from 80 | * Stand HP: Damage for hitting at the tip increased to 90 from 80 | ||
* Stand HK: On hit is now -2 from -3; on block is now -6 from -7; Hurtbox slightly expanded forward | * Stand HK: On hit is now -2 from -3; on block is now -6 from -7; Hurtbox slightly expanded forward | ||
* | * Diagonal Jump MP: Hurtbox slightly reduced | ||
* | * Diagonal Jump MK: Active frames increased by 1 frame, up to 9 frames from 8 frames | ||
* EX Sumo Headbutt: When blocked, the move no longer pushes the opponent back at all, making it easier to punish | * EX Sumo Headbutt: When blocked, the move no longer pushes the opponent back at all, making it easier to punish | ||
* EX Hundred Hand Slap: On hit is now +5 from +4 | * EX Hundred Hand Slap: On hit is now +5 from +4 | ||
Line 843: | Line 844: | ||
* Crouch LP: Changed to be a Rapid Fire Weak Attack (can chain into itself) | * Crouch LP: Changed to be a Rapid Fire Weak Attack (can chain into itself) | ||
* Guacamole Leg Throw: Recovery on whiff reverted back to 10 frames from 13 frames | * Guacamole Leg Throw: Recovery on whiff reverted back to 10 frames from 13 frames | ||
* Propeller Tortilla: Reverted to have more invincibility again, being Strike and Projectile | * Propeller Tortilla: Reverted to have more invincibility again, being Strike and Projectile Invincible until the 13th frame | ||
* Quesadilla Bomb: A fully charged or EX Quesadilla Bomb now has 10 less frames of recovery only on hit | * Quesadilla Bomb: A fully charged or EX Quesadilla Bomb now has 10 less frames of recovery only on hit | ||
* EX Quesadilla Bomb: Requires a shorter charge time, down to 210 frames (3.5 seconds) from 390 frames (6.5 seconds) | * EX Quesadilla Bomb: Requires a shorter charge time, down to 210 frames (3.5 seconds) from 390 frames (6.5 seconds) | ||
Line 858: | Line 859: | ||
* EX Guacamole Leg Throw: Recovery reduced to 6 frames from 10 frames on whiff | * EX Guacamole Leg Throw: Recovery reduced to 6 frames from 10 frames on whiff | ||
* Quesadilla Bomb: Startup reduced for Level 1, Level 2, Level 3, and EX versions to 14 frames from 17 frames; recovery reduced to 14 frames from 18 frames | * Quesadilla Bomb: Startup reduced for Level 1, Level 2, Level 3, and EX versions to 14 frames from 17 frames; recovery reduced to 14 frames from 18 frames | ||
* EX Quesadilla Bomb: Now Throw | * EX Quesadilla Bomb: Now Throw Invincible for frames 1-7 | ||
* Fajita Buster: Damage increased to 180 from 150 | * Fajita Buster: Damage increased to 180 from 150 | ||
* Tostada Press: Startup reduced to 19 frames from 20 frames; Active Frames increased to 8 frames from 7 frames | * Tostada Press: Startup reduced to 19 frames from 20 frames; Active Frames increased to 8 frames from 7 frames | ||
Line 884: | Line 885: | ||
* <del>Stand LK: Startup reduced to 3 frames from 5 frames; can no longer be Special cancelled</del> | * <del>Stand LK: Startup reduced to 3 frames from 5 frames; can no longer be Special cancelled</del> | ||
* <del>Close LK: Active Frames increased to 2 frames from 1 frame; on block is now +2 from +3; can no longer be Special cancelled</del> | * <del>Close LK: Active Frames increased to 2 frames from 1 frame; on block is now +2 from +3; can no longer be Special cancelled</del> | ||
* <del>EX Quesadilla Bomb: Now Throw | * <del>EX Quesadilla Bomb: Now Throw Invincible for frames 1-7</del> | ||
}} | }} | ||
Line 910: | Line 911: | ||
* 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 cancel into Special Moves using HK would result in a Target Combo fixed | * Stand HP: Bug where attempting to cancel into Special Moves using HK would result in a Target Combo fixed | ||
* Crouch HP: No longer cancellable; 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 | ||
* Jump MK: Active Frames reduced to 4 frames from 6 frames | * Jump MK: Active Frames reduced to 4 frames from 6 frames | ||
Line 929: | Line 930: | ||
* Scratch Wheel: Medium version Super Meter gain reduced on hit to 20 + 15 from 30 + 16 and on block to 10 + 7 from 15 + 5 | * Scratch Wheel: Medium version Super Meter gain reduced on hit to 20 + 15 from 30 + 16 and on block to 10 + 7 from 15 + 5 | ||
* Scratch Wheel: Hard version Super Meter gain reduced on hit to 20 + 10 + 10 from 30 + 10 + 10 and on block to 10 + 5 + 5 from 15 + 5 + 5 | * Scratch Wheel: Hard version Super Meter gain reduced on hit to 20 + 10 + 10 from 30 + 10 + 10 and on block to 10 + 5 + 5 from 15 + 5 + 5 | ||
* Scratch Wheel: Light, Medium, and Hard versions no longer have any invincibility during startup ( | * Scratch Wheel: Light, Medium, and Hard versions no longer have any invincibility during startup (Light version: frames 1-4, Medium version: frames 1-3, Hard version: frames 1-3) | ||
* EX Scratch Wheel: Invincibility during startup increased to 7 frames from 4 frames; | * EX Scratch Wheel: Invincibility during startup increased to 7 frames from 4 frames; | ||
* EX Scratch Wheel: Number of hits increased to 4 from 3; damage changed to 150 total (60 + 30 + 30 + 30) | * EX Scratch Wheel: Number of hits increased to 4 from 3; damage changed to 150 total (60 + 30 + 30 + 30) | ||
Line 960: | Line 961: | ||
* Stand HK: Hitboxes and Hurtboxes made to match Ryu's Stand HK | * Stand HK: Hitboxes and Hurtboxes made to match Ryu's Stand HK | ||
* Crouch HK: Damage increased to 100 from 90; Active Frames increased to 3 frames from 2 frames | * Crouch HK: Damage increased to 100 from 90; Active Frames increased to 3 frames from 2 frames | ||
* Senbukyaku (F + MK): Can now be canceled into an | * Senbukyaku (F + MK): Can now be canceled into an Airborne Tatsumaki Senpukyaku, though the Airborne Tatsumaki Senpukyaku has unique properties different from the standard Airborne Tatsumaki Senpukyaku | ||
* Target Combo 1 (Close MP --> HP): Changed so that the second hit now causes Soft Knockdown | * Target Combo 1 (Close MP --> HP): Changed so that the second hit now causes Soft Knockdown | ||
* Shoryuken: Invincible frames increased on the Medium version, up to 5 frames from 4 frames | * Shoryuken: Invincible frames increased on the Medium version, up to 5 frames from 4 frames | ||
* Shoryuken: Damage raised on Hard version to a total of 160 (100 + 60) from 150 (90 + 60) | * Shoryuken: Damage raised on Hard version to a total of 160 (100 + 60) from 150 (90 + 60) | ||
* | * Airborne Tatsumaki Senpukyaku: The point in Evil Ryu's Jump at which the move transitions from its first phase (where it loses momentum) and its second phase (normal behavior) was moved 3 frames later | ||
* Ryusokyaku: Light version does one more frame of Hit Stun | * Ryusokyaku: Light version does one more frame of Hit Stun | ||
* Ryusokyaku: Medium version given increased Juggle Potential up of 5 (previous unknown) | * Ryusokyaku: Medium version given increased Juggle Potential up of 5 (previous unknown) | ||
Line 981: | Line 982: | ||
* Senbukyaku (F + MK): Hitbox greatly expanded downward | * Senbukyaku (F + MK): Hitbox greatly expanded downward | ||
* Ryusokyaku: Startup on Hard version reduced to 25 frames from 26 frames | * Ryusokyaku: Startup on Hard version reduced to 25 frames from 26 frames | ||
* L, M and H Shoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block | * L, M and H Shoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best | ||
| | | | ||
(From Ultra SFIV Arcade Japan) | (From Ultra SFIV Arcade Japan) | ||
Line 990: | Line 991: | ||
* Senbukyaku (F + MK): Hitbox greatly expanded downward | * Senbukyaku (F + MK): Hitbox greatly expanded downward | ||
* Ryusokyaku: Startup on Hard version reduced to 25 frames from 26 frames | * Ryusokyaku: Startup on Hard version reduced to 25 frames from 26 frames | ||
* L, M and H Shoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block | * 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 cancel into Special Moves using HP would result in a Target Combo fixed | * Stand MP: Bug where attempting to cancel into Special Moves using HP would result in a Target Combo fixed | ||
Line 1,004: | Line 1,005: | ||
* Tenshin: Slightly improved (exact data unknown) | * Tenshin: Slightly improved (exact data unknown) | ||
| | | | ||
* | * Back Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo | ||
* Normal Attacks: Overall improvement on Frame Advantage for Normal Moves (exact data unknown) | * Normal Attacks: Overall improvement on Frame Advantage for Normal Moves (exact data unknown) | ||
* Stand LP, Close LP: Hit Stun increased by 1 frame, making them +6 on hit now | * Stand LP, Close LP: Hit Stun increased by 1 frame, making them +6 on hit now | ||
Line 1,035: | Line 1,036: | ||
* EX Tenshin: Startup reduced to 10 frames from 12 frames | * EX Tenshin: Startup reduced to 10 frames from 12 frames | ||
* Rekkashingeki (UC1): Non-cinematic 3rd hit floats the opponent higher so that last hit now connects consistently against airborne opponents | * Rekkashingeki (UC1): Non-cinematic 3rd hit floats the opponent higher so that last hit now connects consistently against airborne opponents | ||
* L, M and H Shienkyaku --> EX Focus Cancel --> Forward Dash is now -5 on block | * L, M and H Shienkyaku --> EX Focus Cancel --> Forward Dash is now -5 on block at best | ||
| | | | ||
(From Ultra SFIV Arcade Japan) | (From Ultra SFIV Arcade Japan) | ||
Line 1,046: | Line 1,047: | ||
* EX Tenshin: Startup reduced to 10 frames from 12 frames | * EX Tenshin: Startup reduced to 10 frames from 12 frames | ||
* Rekkashingeki (UC1): Non-cinematic 3rd hit floats the opponent higher so that last hit now connects consistently against airborne opponents | * Rekkashingeki (UC1): Non-cinematic 3rd hit floats the opponent higher so that last hit now connects consistently against airborne opponents | ||
* L, M and H Shienkyaku --> EX Focus Cancel --> Forward Dash is now -5 on block | * L, M and H Shienkyaku --> 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) | ||
* Crouch LK: On hit now +4 from +3 | * Crouch LK: On hit now +4 from +3 | ||
Line 1,066: | Line 1,067: | ||
Mantis Stance | Mantis Stance | ||
* Ultra II Added: Shitenketsu | * Ultra II Added: Shitenketsu | ||
* Gekiro: Now Throw | * Gekiro: Now Throw Invincible up to the first Active Frame | ||
* EX Gekiro: Now a true Uppercut, invincible up to the first Active Frame (7th frame) | * EX Gekiro: Now a true Uppercut, invincible up to the first Active Frame (7th frame) | ||
* Hyakurenko: Given much more pushback on block and hit, removing the Stand MK into Hyakurenko loop | * Hyakurenko: Given much more pushback on block and hit, removing the Stand MK into Hyakurenko loop | ||
Line 1,079: | Line 1,080: | ||
| | | | ||
Both Stances | Both Stances | ||
* | * Back Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo | ||
Mantis Stance | Mantis Stance | ||
* New Target Combo added: Crouch LK --> Crouch MK | * New Target Combo added: Crouch LK --> Crouch MK | ||
Line 1,085: | Line 1,086: | ||
* Stand LP: Had a Hurtbox removed so that his arm from the elbow out can no longer be hit | * Stand LP: Had a Hurtbox removed so that his arm from the elbow out can no longer be hit | ||
* Crouch MP: Startup reduced (exact data unknown) | * Crouch MP: Startup reduced (exact data unknown) | ||
* Crouch MP: | * Crouch MP: Can now be canceled into Special Moves, Super, or EX Focus Attack | ||
* Crouch MK: | * Crouch MK: Can now be canceled into Special Moves, Super, or EX Focus Attack | ||
* Stand HK: Hitbox improved so it has better range | * Stand HK: Hitbox improved so it has better range | ||
* Shitenketsu (UC2): Hitbox increased so that it hits lower than before | * Shitenketsu (UC2): Hitbox increased so that it hits lower than before | ||
Line 1,105: | Line 1,106: | ||
* EX Jyasen: Hit Stun and Block Stun increased on the second to last hit by 5 frames and 4 frames respectively | * EX Jyasen: Hit Stun and Block Stun increased on the second to last hit by 5 frames and 4 frames respectively | ||
* EX Jyasen: Can now alter the distance by using different Punch combinations (Light + Medium, Medium + Hard, and Light + Heavy) | * EX Jyasen: Can now alter the distance by using different Punch combinations (Light + Medium, Medium + Hard, and Light + Heavy) | ||
* EX Jyasen: Now completely Projectile | * EX Jyasen: Now completely Projectile Invincible until final Active Frame | ||
* EX Oga: Travels faster; damage increased to 150 from 100 | * EX Oga: Travels faster; damage increased to 150 from 100 | ||
* EX Oga: Startup of the kicks from the wall reduced to 7 frames from 12 frames | * EX Oga: Startup of the kicks from the wall reduced to 7 frames from 12 frames | ||
Line 1,116: | Line 1,117: | ||
Mantis Stance | Mantis Stance | ||
* Close HP: Stun damage distribution changed from 100 + 100 to 150 + 50 | * Close HP: Stun damage distribution changed from 100 + 100 to 150 + 50 | ||
* Focus Attack: Hitbox size reduced to position of | * Focus Attack: Hitbox size reduced to position of Hurtbox | ||
* Hyakurenko: Hitbox of Light, Medium, and Hard versions slightly expanded downward; recovery increased by 1 frame to 18 frames from 17 frames | * Hyakurenko: Hitbox of Light, Medium, and Hard versions slightly expanded downward; recovery increased by 1 frame to 18 frames from 17 frames | ||
* Hyakurenko: On hit and on block, the pushback of the Light, Medium, and EX versions reduced | * Hyakurenko: On hit and on block, the pushback of the Light, Medium, and EX versions reduced | ||
Line 1,128: | Line 1,129: | ||
* Crouch HP: Floats the opponent higher on Counter Hit | * Crouch HP: Floats the opponent higher on Counter Hit | ||
* Crouch HK: Recovery reduced to 24 frames from 29 frames | * Crouch HK: Recovery reduced to 24 frames from 29 frames | ||
* | * Diagonal Jump HP: Hurtbox expanded downward | ||
* | * Diagonal Jump HK: Hurtbox expanded downward | ||
* Jyasen: On block, Light and Medium versions are now | * Jyasen: On block, Light and Medium versions are now 0 from +3 | ||
* Jyasen: Damage increased on all versions by 10, up to 70, 75, 80, and 90 from 60, 65, 70, and 80 on Light, Medium, Hard, and EX versions respectively | * Jyasen: Damage increased on all versions by 10, up to 70, 75, 80, and 90 from 60, 65, 70, and 80 on Light, Medium, Hard, and EX versions respectively | ||
* Oga: Hitbox slightly reduced | * Oga: Hitbox slightly reduced | ||
Line 1,141: | Line 1,142: | ||
Mantis Stance | Mantis Stance | ||
* Close HP: Stun damage distribution changed from 100 + 100 to 150 + 50 | * Close HP: Stun damage distribution changed from 100 + 100 to 150 + 50 | ||
* Focus Attack: Hitbox size reduced to position of | * Focus Attack: Hitbox size reduced to position of Hurtbox | ||
* Hyakurenko: Hitbox of Light, Medium, and Hard versions slightly expanded downward; recovery increased by 1 frame to 18 frames from 17 frames | * Hyakurenko: Hitbox of Light, Medium, and Hard versions slightly expanded downward; recovery increased by 1 frame to 18 frames from 17 frames | ||
* Hyakurenko: On hit and on block, the pushback of the Light, Medium, and EX versions reduced | * Hyakurenko: On hit and on block, the pushback of the Light, Medium, and EX versions reduced | ||
Line 1,152: | Line 1,153: | ||
* Crouch HP: Floats the opponent higher on Counter Hit | * Crouch HP: Floats the opponent higher on Counter Hit | ||
* Crouch HK: Recovery reduced to 24 frames from 29 frames | * Crouch HK: Recovery reduced to 24 frames from 29 frames | ||
* | * Diagonal Jump HP: Hurtbox expanded downward | ||
* | * Diagonal Jump HK: Hurtbox expanded downward | ||
* Jyasen: Damage increased on all versions by 10, up to 70, 75, 80, and 90 from 60, 65, 70, and 80 on Light, Medium, Hard, and EX versions respectively | * Jyasen: Damage increased on all versions by 10, up to 70, 75, 80, and 90 from 60, 65, 70, and 80 on Light, Medium, Hard, and EX versions respectively | ||
* Oga: Hitbox slightly reduced | * Oga: Hitbox slightly reduced | ||
Line 1,173: | Line 1,174: | ||
* <del>Shitenketsu (UC2): Stun damage increased to 600 from 0</del> | * <del>Shitenketsu (UC2): Stun damage increased to 600 from 0</del> | ||
Crane Stance | Crane Stance | ||
* <del>Jyasen: On block, Light and Medium versions are now | * <del>Jyasen: On block, Light and Medium versions are now 0 from +3</del> | ||
}} | }} | ||
Line 1,184: | Line 1,185: | ||
* Ultra II Added: Denjin Hadoken | * Ultra II Added: Denjin Hadoken | ||
| | | | ||
* | * Back Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo | ||
* Normal Attacks: Received several improvements to his Normal Attacks overall with regards to startup, priority, and recovery, but no ranges were changed (exact data unknown) | * Normal Attacks: Received several improvements to his Normal Attacks overall with regards to startup, priority, and recovery, but no ranges were changed (exact data unknown) | ||
* Close MK: startup reduced to 3 frames (previous unknown) | * Close MK: startup reduced to 3 frames (previous unknown) | ||
Line 1,190: | Line 1,191: | ||
* Close HK: Hit Stun increased for better frame advantage (exact data unknown) | * Close HK: Hit Stun increased for better frame advantage (exact data unknown) | ||
* Neutral Jump HP: Juggle Potential increased to 1 from 0; on hit against airborne opponents, now flattens opponents to the ground as a Soft Knockdown | * Neutral Jump HP: Juggle Potential increased to 1 from 0; on hit against airborne opponents, now flattens opponents to the ground as a Soft Knockdown | ||
* | * Diagonal Jump HK: Juggle Potential increased to 1 from 0; on hit against airborne opponents, now flattens opponents to the ground as a Soft Knockdown | ||
* Back Throw: Damage increased to 1 from 0; now counts as part of Damage Scaling | * Back Throw: Damage increased to 1 from 0; now counts as part of Damage Scaling | ||
* Senkugoshoha: Light version sped up so that it attacks almost instantly with very little forward momentum | * Senkugoshoha: Light version sped up so that it attacks almost instantly with very little forward momentum | ||
Line 1,197: | Line 1,198: | ||
* 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) | * 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: | * Stand MP: Can now be canceled into Special Moves, Super, or EX Focus Attack | ||
* Stand MP: Hit Stun increased by 1 frame | * Stand MP: Hit Stun increased by 1 frame | ||
* Close MK: Fixed so that two Goukens performing the move right next to each other no longer causes both to whiff | * Close MK: Fixed so that two Goukens performing the move right next to each other no longer causes both to whiff | ||
Line 1,214: | Line 1,215: | ||
* Denjin Hadoken (UCs): Can now start charging to higher levels (a max of level 3) by shaking the controller even during the Ultra startup animation | * Denjin Hadoken (UCs): Can now start charging to higher levels (a max of level 3) by shaking the controller even during the Ultra startup animation | ||
| | | | ||
* Stand LK: | * Stand LK: Can now be canceled into Special Moves, Super, or EX Focus Attack | ||
* Crouch LP: Startup reduced to 3 frames from 4 frames | * Crouch LP: Startup reduced to 3 frames from 4 frames | ||
* Crouch MP: Hit Stun increased os that it is now +3 from +1 on hit; now combos into Gohadoken | * Crouch MP: Hit Stun increased os that it is now +3 from +1 on hit; now combos into Gohadoken | ||
Line 1,224: | Line 1,225: | ||
| | | | ||
(From Ultra SFIV Arcade Japan) | (From Ultra SFIV Arcade Japan) | ||
* Stand LK: | * Stand LK: Can now be canceled into Special Moves, Super, or EX Focus Attack | ||
* Crouch LP: Startup reduced to 3 frames from 4 frames | * Crouch LP: Startup reduced to 3 frames from 4 frames | ||
* Crouch MP: Hit Stun increased os that it is now +3 from +1 on hit; now combos into Gohadoken | * Crouch MP: Hit Stun increased os that it is now +3 from +1 on hit; now combos into Gohadoken | ||
Line 1,257: | Line 1,258: | ||
* Reverse Spin Kick (B or F + HK): Now Throw Invincible from 6th frame until landing | * Reverse Spin Kick (B or F + HK): Now Throw Invincible from 6th frame until landing | ||
* Reverse Spin Kick (B or F + HK): On hit now +5 from +4 | * Reverse Spin Kick (B or F + HK): On hit now +5 from +4 | ||
* | * Air Throw: Both Air Throws startup reduced to 3 frames from 4 frames | ||
* Sonic Boom: When struck out of the Recovery Frames, Guile will no longer be Counter Hit | * Sonic Boom: When struck out of the Recovery Frames, Guile will no longer be Counter Hit | ||
* Flash Kick: Light, Medium, and Hard versions damage increased by 10 (Light: to 110 from 100, Medium: to 130 from 120, Hard: to 140 from 130) | * Flash Kick: Light, Medium, and Hard versions damage increased by 10 (Light: to 110 from 100, Medium: to 130 from 120, Hard: to 140 from 130) | ||
Line 1,267: | Line 1,267: | ||
* Crouch MK: Hitbox and Hurtbox expanded forward | * Crouch MK: Hitbox and Hurtbox expanded forward | ||
* Reverse Spin Kick (B or F + HK): Hitbox expanded downward | * Reverse Spin Kick (B or F + HK): Hitbox expanded downward | ||
* | * Air Throw: Both Air Throws grab range slightly increase | ||
* Flash Kick: All versions invincibility time extended by 1 frame | * Flash Kick: All versions invincibility time extended by 1 frame | ||
* 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 | ||
Line 1,280: | Line 1,279: | ||
* Crouch MK: Hitbox and Hurtbox expanded forward | * Crouch MK: Hitbox and Hurtbox expanded forward | ||
* Reverse Spin Kick (B or F + HK): Hitbox expanded downward | * Reverse Spin Kick (B or F + HK): Hitbox expanded downward | ||
* | * Air Throw: Both Air Throws grab range slightly increase | ||
* Flash Kick: All versions invincibility time extended by 1 frame | * Flash Kick: All versions invincibility time extended by 1 frame | ||
* 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 | ||
Line 1,305: | Line 1,303: | ||
* Added | * Added | ||
| | | | ||
* | * Stand LP: Hurtbox reduced so that the elbow to hand can no longer be hit | ||
* | * Crouch LP: Damage increased (exact data unknown) | ||
* | * Stand MP: Given better Hitbox for better range | ||
* | * Stand MK: Startup and recovery reduced (exact data unknown) | ||
* Neck Breaker ( | * Neck Breaker (F + MP): Now hits twice; on hit now +2 instead of negative (exact data unknown) | ||
* EX Run | * EX Run: Can now be canceled into follow-ups in 5 frames, same as regular Run (previous unknown) | ||
* | * Sudden Stop: When performed from an EX Run, now has one hit of armor | ||
* | * Shadow Kick: When performed from an EX Run, is now Projectile Invincible for the first 28 frames | ||
* Bushin Hasoken | * Bushin Hasoken (SC): Damage increased; given better Juggle Potential so that it will connect all hits in combos (exact data unknown) | ||
| | | | ||
* Backwards walking speed increased | * Walk Speed: Backwards walking speed increased | ||
* Diagonal | * Diagonal Jump MP: Given larger Hitboxes and Hurtboxes in all directions | ||
* Neutral Jump | * Neutral Jump HP: Given larger Hitboxes upward and downward | ||
* Diagonal Jump | * Diagonal Jump HK: Given larger Hitboxes and Hurtboxes in all directions | ||
* Elbow Drop | * Elbow Drop: Can now be performed with DF + MP as well as the original D + MP | ||
* Both | * Throw: Both Forward and Back Throw given slightly more range (exact data unknown) | ||
* Can perform attacks quicker | * Wall Jump: Can perform attacks quicker afterwards (exact data unknown) | ||
* | * Bushin Flip: Recovery on whiff reduced (exact data unknown) | ||
* EX Bushin Senpukyaku | * EX Bushin Senpukyaku: First hit Hitbox increased | ||
* | * EX Bushin Senpukyaku: First hit Active Frames increased to 2 frames from 1 frame | ||
* | * Neck Flip: 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 | * Bushin Hasoken (SC): Final hit has a larger Hitbox making it connect more consistently | ||
* Bushin Goraisenpujin | * Bushin Goraisenpujin (UC1): Moves farther forward before the first hit | ||
* Bushin Musou Renge | * Bushin Musou Renge (UC2): Given increased throw range (exact data unknown) | ||
* Bushin Musou Renge | * Bushin Musou Renge (UC2): Input made easier to perform (exact data unknown) | ||
| | | | ||
* Walk Speed: Slightly increased | |||
* Stand LK: Hitbox slightly expanded upward; startup reduced to 4 frames from 6 frames; Active Frames increased to 3 frames from 2 frames; recovery reduced to 8 frames from 9 frames | |||
* Stand HK: Hitbox expanded horizontally and upward; startup reduced to 7 frames from 8 frames; Active Frames increased to 5 frames from 3 frames; recovery reduced to 15 frames from 16 frames | |||
* Crouch MP: Hitbox reduced upward, no longer can be used as an anti-air | |||
* Elbow Drop: Hitbox expanded downward | |||
* Ninja Sickle (DF + HK): Startup reduced to 9 frames from 11 frames | |||
* Target Combo: 2nd hit Hitbox expanded downward and horizontally | |||
* Hozanto: Hard version startup reduced to 28 frames from 30 frames | |||
* Sudden Stop: Recovery reduced to 16 frames from 17 frames | |||
* Neck Flip: 1st hit Hitbox expanded downward | |||
* Neck Flip: When performed out of an EX Run, now causes Soft Knockdown on air hit | |||
* EX Bushin Senpukyaku: Hitbox slightly expanded so it is easier to pull in opponent; start-up reduced to 2 frames from 4 frames | |||
* Bushin Goraisenpujin (UC1): 2nd hit movement distance slightly increased, easier to use in combos | |||
| | | | ||
* Walk | (From Ultra SFIV Arcade Japan) | ||
* | * Walk Speed: Slightly increased | ||
* Stand LK: Hitbox slightly expanded upward; startup reduced to 4 frames from 6 frames; Active Frames increased to 3 frames from 2 frames; recovery reduced to 8 frames from 9 frames | |||
* | * Stand HK: Hitbox expanded horizontally and upward; startup reduced to 7 frames from 8 frames; Active Frames increased to 5 frames from 3 frames; recovery reduced to 15 frames from 16 frames | ||
* Crouch MP | * Crouch MP: Hitbox reduced upward, no longer can be effectively used as an anti-air | ||
* Elbow Drop: Hitbox expanded downward | |||
* Elbow Drop | * Target Combo: 2nd hit Hitbox expanded downward and horizontally | ||
* Hozanto: Hard version startup reduced to 28 frames from 30 frames | |||
* Target Combo | * Sudden Stop: Recovery reduced to 16 frames from 17 frames | ||
* | * Neck Flip: 1st hit Hitbox expanded downward | ||
* | * Neck Flip: When performed out of an EX Run, now causes Soft Knockdown on air hit | ||
* | * EX Bushin Senpukyaku: Hitbox slightly expanded so it is easier to pull in opponent; start-up reduced to 2 frames from 4 frames | ||
* EX Run | * Bushin Goraisenpujin (UC1): 2nd hit movement distance slightly increased, easier to use in combos | ||
* EX Bushin Senpukyaku | (New to Ultra SFIV Console Digital Release) | ||
* Bushin Goraisenpujin (UC1) 2nd hit movement distance slightly increased, easier to use in combos | * Close LK: Attack recognition range reduced, less likely to activate beyond very close range | ||
* Diagonal Jump MK: Hitbox slightly extended forward | |||
* Ninja Sickle (DF + HK): Startup reduced to 7 frames from 9 frames; recovery reduced to 12 frames from 13 frames; pushback on block slightly reduced | |||
(Removed from Ultra SFIV Arcade Japan) | |||
* <del>Ninja Sickle (DF + HK): Startup reduced to 9 frames from 11 frames</del> | |||
}} | }} | ||
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* Added | * Added | ||
| | | | ||
* | * Dash: When oiled, canceling into a Normal Move during a Dash will keep a bit of Hakan's momentum so he continues to slide forward a tiny bit after doing the Normal Move | ||
* Stand HP: Reduced Hurtbox, making it into a better anti-air | |||
* Step Low (F + LK): Startup reduced (exact data unknown); now Special Move cancelable | |||
* Oil Shower: Peforming multiple Oil Showers will now continue to stack up the amount of time Hakan stays oiled, up to a maximum of 30 seconds | |||
* Peforming multiple Oil Showers will now continue to | * Oil Shower: Medium, Hard, and EX versions recovery reduced to 69, 83, and 83 from 74, 88, and 88 | ||
* | * EX Oil Shower: Can now be canceled mid move into Guard Position, though this reduces the length of time oiled added | ||
* EX 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 | ||
* New | * Oil Slide: Light version startup reduced so it now combos from Light Attacks (exact data unknown) | ||
* | * Oil Dive: While delaying the throw by holding down the Punch button, you can now cancel the delay into a Guard Position | ||
* | |||
| | | | ||
* Stand | * Stand LP: On block now +4 (previous unknown) | ||
* | * Crouch HP: Now causes 2 hits; on hit is now -3 frames; on block is now -6 (previous unknown) | ||
* Angled | * Angled Jump LP: Active Frames increased to 8 frames from 6 frames | ||
* Neutral | * Neutral Jump LP: Active Frames increased to 8 frames from 3 frames | ||
* Neutral | * Neutral Jump LK: Active Frames increased to 11 frames from 7 frames; Hitbox was moved upwards slightly and made larger | ||
* Neutral | * Neutral Jump MP: Active Frames increased to 4 frames from 2 frames | ||
* Hakan Tackle ( | * Hakan Tackle (F + MP): Hurtboxes in the first few Active Frames tweaked so they now match the smaller Hurtboxes of the later Active Frames | ||
* Oil Slide | * Oil Slide: Will now do 100 Stun damage if followed up with the Oil Shower | ||
* Oil | * Oil Followup: Now gives a Super Meter gain of 30 when performed | ||
* Oil | * Oil Followup: Oil time added now lasts 7.5 seconds of the game clock | ||
* | * Oil Dive: Light version startup reduced to 9 frames from 14 frames | ||
* Medium and | * 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 throw range than before to boost effectiveness | ||
* EX Oil Dive | * 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) | ||
* Guard Position | * Guard Position: When performed in the middle of a dash when oiled now maintains momentum of the forward or backward dash slightly | ||
* Flying Oil Spin | * Flying Oil Spin (SC): Light version startup reduced to 9 frames from 18 frames; Medium version startup reduced to 12 frames from 18 frames | ||
* | * Flying Oil Spin (SC): Medium and Hard versions will now pass over most crouching enemies when performed right next to them | ||
* Flying Oil Spin | * Flying Oil Spin (SC): Hurtboxes around the arms removed during startup | ||
| | | | ||
* Stand HP: Hitbox expanded upward | |||
* Crouch LK: Recovery reduced to 8 frames from 9 frames | |||
* Crouch MP: Now can be canceled into Special Moves, Super Cancels, and EX Focus Attacks | |||
* Diagonal Jump MK: Hitbox expanded slightly, increasing ability to Cross-up a tiny bit | |||
* Hakan Tackle (F + MP): On block is now -4 from -5; on hit is now 0 from -2 | |||
* Air Throw: Damage increased to 150 from 140 | |||
* Oil Rocket: Light, Medium, and Hard versions, when not oiled, grab range increased to 1.05 from 0.97 | |||
* EX Oil Rocket: When now oiled, grab range increased to 1.20 from 0.97 | |||
| | | | ||
(From Ultra SFIV Arcade Japan) | |||
* Stand HP | * Stand HP: Hitbox expanded upward | ||
* Crouch LK | * Crouch LK: Recovery reduced to 8 frames from 9 frames | ||
* Crouch MP | * Crouch MP: Now can be canceled into Special Moves, Super Cancels, and EX Focus Attacks | ||
* Diagonal Jump MK: Hitbox expanded slightly, increasing ability to Cross-up a tiny bit | |||
* Hakan Tackle (F + MP): On block is now -4 from -5; on hit is now 0 from -2 | |||
* Diagonal Jump MK | * Air Throw: Damage increased to 150 from 140 | ||
* Hakan Tackle ( | * Oil Rocket: Light, Medium, and Hard versions, when not oiled, grab range increased to 1.05 from 0.97 | ||
* Air Throw | * EX Oil Rocket: When now oiled, grab range increased to 1.20 from 0.97 | ||
* | (New to Ultra SFIV Console Digital Release) | ||
* EX Oil Rocket | * Stand MP: Recovery reduced to 9 frames from 10 frames; on hit now +5 from +4; on block now +2 from +1 | ||
* Step Knee (6 + HK): Now causes Hard Knockdown on hit even when not oiled | |||
* Neutral Jump MP: Now causes Soft Knockdown on hit just like Diagonal Jump MP | |||
}} | }} | ||
Line 1,416: | Line 1,440: | ||
* Added | * Added | ||
| | | | ||
* Stand MP | (New to Ultra SFIV Console Digital Release) | ||
* Crouch MP | * Stand MP: Damage increased to 120 from 100 | ||
* Hammer Hook ( | * Crouch MP: Damage increased to 110 from 80 | ||
* | * Hammer Hook (F + HP): Removed Overhead properties and changed to a high attack | ||
* EX Shootdown Backbreaker | * 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: When cancelled into after the last hit of Hammer Mountain (SC), a special 100 damage, 100 stun Shootdown Backbreaker occurs | ||
* | * EX Shootdown Backbreaker: Startup nvincibility increased to 5 frames from 4 frames | ||
* EX Ultra Throw | * Moonsault Press: Light, Medium, and Hard versions startup reduced to 2 frames from 3 frames | ||
* | * Giant Palm Bomber: Medium version startup reduced to 19 frames from 21 frames | ||
* EX Monster Lariat | * Ultra Throw: Light, Medium, and Hard versions grab range reduced to the same range as Hard Moonsault Press | ||
* Hammer Mountain (SC) | * EX Ultra Throw: Grab range reduced to the same as Light Moonsault Press | ||
* Gigas Breaker (UC1) | * Monster Lariat: Light version no longer has a running motion, attack occurs in place; damage reduced to 100 from 120 | ||
* EX Monster Lariat: Now has infinite armor until 3 frames before attack startup; can now be canceled into Super Combos or EX Focus Attacks | |||
* Hammer Mountain (SC): Now has invincibility while in the running motion towards the opponent (minimum 3 frames, maximum 11 frames); | |||
* Hammer Mountain (SC): Given more Juggle Potential to combo on airborne opponents; damage reduced to 300 from 360 | |||
* Hammer Mountain (SC): No longer can be cancelled into Shootdown Backbreaker on block | |||
* Gigas Breaker (UC1): Total frames increased to 49 frames from 39 frames | |||
}} | }} | ||
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| | | | ||
* New Target Combo added: Crouching Hard Kick -> Standing Hard Kick | * New Target Combo added: Crouching Hard Kick -> Standing Hard Kick | ||
* | * Stand LK: Startup reduced to 4 frames (previous unknown) | ||
* | * Stand MK: Startup reduced to 5 frames (previous unknown) | ||
* Kunai | * Kunai: Damage increased (exact data unknown) | ||
* | * Kunai: When performed while jumping backwards, the kunais now have a much more vertical trajectory (thrown almost straight down) | ||
* | * Neck Breaker: Damage and stun damage reduced (exact data unknown) | ||
* | * Tsujigoe: No longer registers as a Counter Hit when struck out of it | ||
| | | | ||
* 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): Now +1 on hit and -3 on block (previous unknown), but Counter Hit gives her 4 extra frames of Hit Stun instead of the standard 3, making it +5 on Counter Hit | |||
* Tsuijigoe: 7 grounded startup frames are now Throw Invincible | |||
* Tsujigoe: Hurtboxes for the first 11 frames of Tsuijigoe removed except for her head area | |||
* Tsujigoe: Can now be canceled into Kasumi Suzaku starting from the 10th frame (previous unknown) | |||
* Hashinsho (UC1): Juggles more effectively for the first few hits against airborne opponents, but will still not go into full animation | |||
* Hashinsho (UC1): First hit now forces stand on crouching opponents | |||
* Yoroitoshi (UC2): Projectile version now causes Hard Knock-Down so that all 7 hits juggle | |||
* Yoroitoshi (UC2): Input made easier to perform (exact data unknown) | |||
| | | | ||
* | * Bug during block where El Fuerte's F + MK would pass over Ibuki fixed | ||
* | * Crouch LP: Startup reduced to 3 frames from 4 frames | ||
* | * Target Combo 4 (close LP --> MP --> HP): 2nd hit Hitbox expanded downward | ||
* | * Hammer Kick (F + MK): Hitbox expanded downward; on block now +2 from +3 | ||
* Backhand Punch (HP --> HP): Can now be canceled by Special Moves, Super, EX Focus Attack, and Jumps when connecting on opponent | |||
* Tsujigoe: Light, Medium, and Hard versions total frames reduced to 44 frames from 50 frames; can now be cancelled into any attack immediately upon landing | |||
* | * Tsumuji: All versions Hitboxes expanded slightly downward | ||
* | * Tsumuji: Medium version recovery increased to 15 frames from 14 frames | ||
* | * EX Kazegiri: Startup invincibility increased by to 7 frames from 6 frames; 1st hit Hitbox on Active Frames 2-3 expanded, now more effective as an anti-air | ||
| | | | ||
* | (From Ultra SFIV Arcade Japan) | ||
* Bug during block where El Fuerte's F + MK would pass over Ibuki fixed | |||
* Crouch LP | * Crouch LP: Startup reduced to 3 frames from 4 frames | ||
* Target Combo 4 ( | * Target Combo 4 (close LP --> MP --> HP): 2nd hit Hitbox expanded downward | ||
* Hammer Kick (F + MK): Hitbox expanded downward; on block now +2 from +3 | |||
* Backhand Punch (HP --> HP): Can now be canceled by Special Moves, Super, EX Focus Attack, and Jumps when connecting on opponent | |||
* Hammer Kick ( | * Tsujigoe: Light, Medium, and Hard versions total frames reduced to 44 frames from 50 frames; can now be cancelled into any attack immediately upon landing | ||
* Backhand Punch ( | * Tsumuji: All versions Hitboxes expanded slightly downward | ||
* | * Tsumuji: Medium version recovery increased to 15 frames from 14 frames | ||
* | * EX Kazegiri: Startup invincibility increased by to 7 frames from 6 frames; 1st hit Hitbox on Active Frames 2-3 expanded, now more effective as an anti-air | ||
* | (New to Ultra SFIV Console Digital Release) | ||
* EX Kazegiri invincibility | * Walk Speed: Forward and backward walk speeds increased | ||
* | * Target Combo 6 (Close LP --> MP --> D + HK --> HK): Final HK now causes Soft Knockdown | ||
* Target Combo 8 (Close HP --> D + HK --> HK): Final HK now causes Soft Knockdown | |||
* Target Combo 10 (Crouch HK --> HK): Last hit no longer hits crouching opponents | |||
* Raida: All versions Juggle Potentials have been increased by 1 (exact data unknown) | |||
}} | }} | ||
Line 1,483: | Line 1,523: | ||
* Added | * Added | ||
| | | | ||
* Improved | * Walk Speed: Improved for both forward and backwards walking | ||
* | * Stand LP: Given improved Hitbox and reduced Hurtbox | ||
* Crouch | * Crouch LP: Given reduced Hurtbox | ||
* The first | * Focus Attack: Hitbox improved to no longer go over certain characters / moves | ||
* The first | * Fuhajin: The first storing hit now pops the opponent higher up into the air, allowing for follow-up juggles | ||
* Fuhajin: The first storing hit damage reduced to 30 and stun damage reduced (exact data unknown) | |||
| | | | ||
* Close | * Close MP: Startup reduced to 3 frames (previous unknown) | ||
* 2nd hit | * Close MK: 2nd hit Hitbox extended to end of leg | ||
* Focus Attack | * Focus Attack: Hitbox expanded further downward so it no longer misses short opponents | ||
* The | * 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) | ||
* Second hit | * Senpusha: Medium and Hard versions' first two hits now cause 3 more frames of Hit Stun (previous unknown) | ||
* When performed during the Feng Shui Engine, | * EX Senpusha: Second hit now causes 5 more frames of Hit Stun (previous unknown) | ||
* EX Shikusen can now be aimed like the regular Shikusen using different button combinations ( | * EX Senpusha: When performed during the Feng Shui Engine, startup given full 8 frames of invincibility to cover the entire startup (first Active Frame is the 7th frame) | ||
* | * EX Shikusen: During Feng Shui Engine, can now be aimed like the regular Shikusen using different button combinations (LK + MK, MK + HK, and LK + HK) | ||
* Feng Shui Engine (UC1): During Feng Shui Engine, forward dash now travels farther forward with overall total frames unchanged | |||
* Feng Shui Engine (UC1): Juri now continues to build up Super Meter, but at only 1/3 the normal rate | |||
| | | | ||
* Close LP: Hitbox expanded downward | |||
* Close MP: Startup speed during Feng Shui Engine now the same as normal version | |||
* Close MK: Startup speed during Feng Shui Engine now the same as normal version | |||
* Crouch MK: Startup reduced to 5 frames from 6 frames; recovery reduced to 16 frames from 17 frames | |||
* Stand MP: Can now be canceled into Special Moves, Super, or EX Focus Attack | |||
* Stand LK: Startup reduced to 4 frames from 5 frames | |||
* Stand HK: Hitbox size during Feng Shui Engine now the same as normal version | |||
* EX Fuhajin: M + H version no longer cannot hit crouchers | |||
* EX Fuhajin: L + H damage increased to 120 (60 + 60) from 100 (50 + 50) | |||
* EX Senpusha: Startup invincibility increased to frames 1-7 from frames 1-6; on block now -15 from -14 | |||
* Shikusen: Light, Medium, and Hard versions can no longer be performed from back jump | |||
* Second Impact: Hitbox expanded, less likely to miss hits during the move | |||
* Third Strike: Hitbox expanded, less likely to miss hits during the move | |||
* EX Shikusen: No longer performs Second Impact/Third Strike followups automatically, requires followup K button presses like the normal version | |||
* EX Shikusen: Angle can now be controlled outside of the Feng Shui Engine in the exact same way | |||
* Kasatushi: now takes White Damage when absorbing attacks | |||
* Feng Shui Engine (UC1): Startup invincibility reduced to frames 1-2 from frames 1-4 | |||
* Kaisen Dankairaku (UC2): Hitbox slightly expanded horizontally | |||
| | | | ||
* Close | (From Ultra SFIV Arcade Japan) | ||
* Close | * Close LP: Hitbox expanded downward | ||
* Close | * Close MP: Startup speed during Feng Shui Engine now the same as normal version | ||
* | * Close MK: Startup speed during Feng Shui Engine now the same as normal version | ||
* | * Stand MP: Can now be canceled into Special Moves, Super, or EX Focus Attack | ||
* | * Stand LK: Startup reduced to 4 frames from 5 frames | ||
* | * Stand HK: Hitbox size during Feng Shui Engine now the same as normal version | ||
* | * EX Fuhajin: M + H version no longer cannot hit crouchers | ||
* | * EX Fuhajin: L + H damage increased to 120 (60 + 60) from 100 (50 + 50) | ||
* Second Impact | * EX Senpusha: Startup invincibility increased to frames 1-7 from frames 1-6; on block now -15 from -14; | ||
* EX Shikusen | * Shikusen: Light, Medium, and Hard versions can no longer be performed from back jump | ||
* | * Second Impact: Hitbox expanded, less likely to miss hits during the move | ||
* | * Third Strike: Hitbox expanded, less likely to miss hits during the move | ||
* | * EX Shikusen: No longer performs Second Impact/Third Strike followups automatically, requires followup K button presses like the normal version | ||
* EX Shikusen: Angle can now be controlled outside of the Feng Shui Engine in the exact same way | |||
* Kasatushi: now takes White Damage when absorbing attacks | |||
* Feng Shui Engine (UC1): Startup invincibility reduced to frames 1-2 from frames 1-4 | |||
* Kaisen Dankairaku (UC2): Hitbox slightly expanded horizontally | |||
(New to Ultra SFIV Console Digital Release) | |||
* Close MK: Now Throw Invincible on first frame and airborne frames 2-5, previously only airborne from frames 1-6 | |||
* EX Shikusen: Block Stun reduced by 3 frames (exact data unknown) | |||
* EX Senpusha: All hits except the final hit pull the opponent in on hit and block | |||
(Removed from Ultra SFIV Arcade Japan) | |||
* <del>Crouch MK: Startup reduced to 5 frames from 6 frames; recovery reduced to 16 frames from 17 frames</del> | |||
}} | }} | ||
Line 1,528: | Line 1,595: | ||
* Ultra II Added: Guren Senpukyaku | * Ultra II Added: Guren Senpukyaku | ||
| | | | ||
* | * Back Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo | ||
* Recovery | * Stand LP: Give better Hitbox | ||
* | * Crouch MP: Recovery improved (exact data unknown) | ||
* Crouch MK: Active Frames reduced to 2 frames from 4 frames | |||
* The Hitbox on the second hit | * Target Combo (MP --> HP): The Hitbox on the second hit has been improved | ||
* Light | * Shoryuken: Light version recovery given 2 more frames (previous unknown) | ||
* Light | * Shoryuken: Light version damage increased to 120 from 100 | ||
* EX Hadoken | * EX Hadoken: Given better Juggle Potential (exact data unknown) | ||
* EX | * 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 | ||
* Startup | * Crouch HK: Startup increased to 8 frames from 7 frames, but overall total number of frames are the same | ||
* Thunder Kick Feint ( | * 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 | ||
* A longer window was | * Target Combo (MP --> HP): A longer window was given to cancel Close MP into HP (exact data unknown) | ||
* EX Shoryuken | * EX Shoryuken: Damage increased to 200 total (80 + 30 + 30 + 60) from 180 total (70 + 30 + 30 + 50) | ||
| | | | ||
* Walk Speed: Forward and backward walk speeds increased | |||
* Close MK: Hitbox expanded downward, easier to connect on crouching opponents | |||
* Crouch MK: Recovery reduced to 13 frames from 16 frames; on hit now +2 from -1; on block now -1 from -4 | |||
* Crouch HK: Startup reduced back to 7 frames from 8 frames; recovery reduced to 19 frames from 21 frames | |||
* Thunder Kick (F + HK): On hit now 0 from -1; on block now -1 from -4 | |||
* Hadoken: Light, Medium, and Hard versions damage increased to 70 from 60 | |||
* EX Hadoken: Damage increased to 100 (50 + 50) from 90 (50 + 40) | |||
* Shoryuken: Medium version 1st hit now causes Soft Knockdown on grounded opponents | |||
* Shoryuken: Hard version damage increased to 150 (70 + 50 + 30) from 140 (70 + 40 + 30) | |||
* Shoryuken: Hard version's 2nd hit can no longer be EX Focus Cancelled on block | |||
* Airborne Tatsumaki Senpukyaku: Light, Medium, and Hard versions now lose momentum when performed during the beginning of a forward jump to prevent escape from corners | |||
* EX Airborne Tatsumaki Senpukyaku: Now spins in place, just like Ryu's EX Airborne Tatsumaki Senpukyaku | |||
* Shinryuken (UC1): Non-cinematic damage increased to 390 from 330 | |||
* Guren Senpukyaku (UC2): Movement distance of first several frames slightly increased | |||
* L, M and H Shoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best | |||
| | | | ||
* Walk | (From Ultra SFIV Arcade Japan) | ||
* Close | * Walk Speed: Forward and backward walk speeds increased | ||
* Close MK: Hitbox expanded downward, easier to connect on crouching opponents | |||
* Crouch HK | * Crouch HK: Startup reduced back to 7 frames from 8 frames | ||
* Thunder Kick ( | * Thunder Kick (F + HK): On hit now 0 from -1; on block now -1 from -4 | ||
* | * Hadoken: Light, Medium, and Hard versions damage increased to 70 from 60 | ||
* EX Hadoken | * EX Hadoken: Damage increased to 100 (50 + 50) from 90 (50 + 40) | ||
* | * Shoryuken: Medium version 1st hit now causes Soft Knockdown on grounded opponents | ||
* L, M | * Shoryuken: Hard version damage increased to 150 (70 + 50 + 30) from 140 (70 + 40 + 30) | ||
* | * Airborne Tatsumaki Senpukyaku: Light, Medium, and Hard versions now lose momentum when performed during the beginning of a forward jump to prevent escape from corners | ||
* | * Guren Senpukyaku (UC2): Movement distance of first several frames slightly increased | ||
* <del>EX Airborne Tatsumaki Senpukyaku | * L, M and H Shoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best | ||
* < | (New to Ultra SFIV Console Digital Release) | ||
* Crouch HK: On block now -8 from -6 | |||
* 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 | |||
* Shinryuken (UC1): Non-cinematic damage increased to 360 from 330 | |||
(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 HK: Recovery reduced to 19 frames from 21 frames</del> | |||
* <del>Shoryuken: Hard version's 2nd hit can no longer be EX Focus Cancelled on block</del> | |||
* <del>EX Airborne Tatsumaki Senpukyaku: Now spins in place, just like Ryu's EX Airborne Tatsumaki Senpukyaku</del> | |||
* <del>Shinryuken (UC1): Non-cinematic damage increased to 390 from 330</del> | |||
}} | }} | ||
{{Changelist_StreetFighterIV| | {{Changelist_StreetFighterIV|MBison|M. Bison| | ||
| | | | ||
* | * Added | ||
| | | | ||
* | * No changes | ||
| | | | ||
* Added | * Ultra II Added: Psycho Punisher | ||
| | | | ||
* | * Stand HK: If only the tip connects (where his foot is), the damage is 80 as opposed to 110 | ||
* Crouch LK: Increased Hurtbox, making it easier to hit | |||
* | * Double Knee Press: Light version now has increased pushback, leaving him farther from opponent after block | ||
* | * Knee Press Knightmare (SC): Now fully Projectile Invincible starting from the 9th frame until the end | ||
* Psycho Punisher (UC2): Code changed from QCF x 2 + 3K to charge Back, Toward Back Toward + 3P | |||
* | |||
* | |||
| | | | ||
* | * Stand HK: The damage at the foot was increased to 90 from 80 | ||
* Double Knee Press: All versions have Hitstun on the first hit increased by 1 frame (exact data unknown) | |||
* Double Knee Press: All versions stun damage increased to 150 total (100 + 50) from 100 total (50 + 50) | |||
* All | |||
* | |||
| | | | ||
* Stand MP: Startup reduced to 6 frames from 8 frames; recovery increased to 12 frames from 11 frames; on hit now +2 from +3; on block now -1 from 0 | |||
* Stand MP: Can now be canceled by Special Moves, Super, or EX Focus Attack | |||
* Crouch HP: Startup reduced to 10 frames from 12 frames | |||
* Hell Attack (Diagonal Jump MP --> MP): Now gives Bison a Free Juggle; Juggle Potential increased to 2 from 0 | |||
* Bison Warp: Total frames increased to 47 frames from 42 frames | |||
* Psycho Crusher: Light, Medium, and Hard versions given a Juggle Potential of 3 from 0 | |||
* EX Psycho Crusher: Damage reduced to 135 (75 + 60) from 150 (75 + 75) | |||
* Double Knee Press: Light version on block now -1 from 0; damage increased to 100 (60 + 40) from 90 (60 + 30) | |||
* Double Knee Press: Medium version damage increased to 120 (60 + 60) from 110 (60 + 50) | |||
* Double Knee Press: Hard version damage increased to 140 (70 + 70) from 130 (70 + 60) | |||
* EX Double Knee Press: Damage increased to 150 (70 + 80) from 140 (70 + 70); now Projectile Invincibile for the first 19 frames from the first 12 frames | |||
* Head Press: Startup reduced to 20 frames from 22 frames | |||
* EX Devil Reverse: Movement speed slightly increased | |||
* Psycho Punisher (UC2): Damage reduced to 420 from 450; charge time reduced to 40 frames from 55 frames | |||
| | | | ||
(From Ultra SFIV Arcade Japan) | |||
* | * Stand MP: Startup reduced to 6 frames from 8 frames; recovery increased to 12 frames from 11 frames | ||
* | * Stand MP: Can now be canceled by Special Moves, Super, or EX Focus Attack | ||
* | * Crouch HP: Startup reduced to 10 frames from 12 frames | ||
* | * Hell Attack (Diagonal Jump MP --> MP): Now gives Bison a Free Juggle; Juggle Potential increased to 2 from 0 | ||
* | * Bison Warp: Total frames increased to 47 frames from 42 frames | ||
* | * Psycho Crusher: Light, Medium, and Hard versions given a Juggle Potential of 3 from 0 | ||
* | * EX Psycho Crusher: Damage reduced to 135 (75 + 60) from 150 (75 + 75) | ||
* | * Double Knee Press: Light version on block now -1 from 0; damage increased to 100 (60 + 40) from 90 (60 + 30) | ||
* | * Double Knee Press: Medium version damage increased to 120 (60 + 60) from 110 (60 + 50) | ||
* | * Double Knee Press: Hard version damage increased to 140 (70 + 70) from 130 (70 + 60) | ||
* EX Double Knee Press: Damage increased to 150 (70 + 80) from 140 (70 + 70); now Projectile Invincibile for the first 19 frames from the first 12 frames | |||
* Head Press: Startup reduced to 20 frames from 22 frames | |||
* EX Devil Reverse: Movement speed slightly increased | |||
* Psycho Punisher (UC2): Damage reduced to 420 from 450; charge time reduced to 40 frames from 55 frames | |||
(New to Ultra SFIV Console Digital Release) | |||
* Stand MP: Damage reduced to 70 from 90 | |||
* Nightmare Booster (UC1): Startup reduced to 10 frames from 12 frames | |||
(Removed from Ultra SFIV Arcade Japan) | |||
* <del>Stand MP: On hit now +2 from +3; on block now -1 from 0</del> | |||
}} | }} | ||
{{Changelist_StreetFighterIV| | {{Changelist_StreetFighterIV|Makoto|Makoto| | ||
| | | | ||
* | * N/A | ||
| | | | ||
* | * N/A | ||
| | | | ||
* | * Added | ||
| | | | ||
* | * Health: Increased to 1000 from 950 | ||
* | * Dash: Forward and Back Dashes both improved to be shorter than before (exact data unknown) | ||
* | * Toward LP: Startup reduced to 3 frames from 4 frames | ||
* | * Stand LK: Can now be Kara Canceled during startup | ||
* | * Crouch LK: Improved Hitbox for better range | ||
* Crouch MK: Has a lower Hurtbox, making it more effective as an Anti-Air | |||
* Crouch HP: Active Frames increased (exact data unknown) | |||
* Crouch HK: Given improved priority with a larger Hitbox and a smaller Hurtbox | |||
* EX Hayate: Now given Armor Breaker properties; startup also reduced (exact data unknown) | |||
* Fukiage: Hurtbox from the torso up removed; Hitbox extended downwards (though it still cannot hit non-airborne opponents) | |||
* Fukiage: Startup improved (exact data unknown) | |||
* Oroshi: Hard and EX versions now cause Hard Knockdown | |||
* 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 | |||
* Abare Tosanami (UC2): Startup improved (exact data unknown) | |||
| | | | ||
* | * Health: Decreased to 950 from 1000 | ||
* The | * Stand HK: Hitbox improved downward | ||
* | * Neutral Jump MP: Given farther reaching Hitbox, but an extended Hurtbox in that direction as well | ||
* Target Combo 1 (LK --> MK): The second kick can now be canceled into Super or EX Focus Cancel | |||
* Hayate: Light version now travels farther at level 3 | |||
* Hayate: Light and Medium versions, at level 4, now behave exactly like Hard Hayate at Level 4 | |||
* Hayate: Light, Medium, and Hard versions at Level 5 given Armor Breaker properties and all behave exactly the same in terms of distance, damage, etc. | |||
* Hayate: Light, Medium, and Hard versions given a vocal audio cue when reaching Level 5 charge | |||
* 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 | |||
* 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 | |||
| | | | ||
* Forward Throw: Range increased to 0.95 from 0.90 | |||
* Back Throw: Range decreased to 0.85 from 0.90 | |||
* Stand HP: Hit Stun increased by 1 frame on crouching opponents, now matches the hit-stun time when used against standing opponents | |||
* Crouch HK: Stun damage increased to 200 from 100 | |||
* Diagonal Jump MK: Hitbox slightly expanded, easier to cross-up | |||
* Karakusa: Light, Medium, and Hard versions recovery on whiff increased to 51 frames from 47 frames | |||
* EX Fukiage: Is now able to hit grounded opponents; can be canceled into a jump on hit only; | |||
* EX Fukiage: Damage reduced to 80 from 120; stun damage reduced to 100 from 200 | |||
* Tsurugi: Light and Medium version Block Stun reduced by 2 frames so that; on block at lowest height, is -3 from -1 | |||
* Seichusen Godanzuki (UC1): Damage decreased to 440 from 480 | |||
* Abare Tosanami (UC2): Now fully Projectile Invincible from startup to landing | |||
| | | | ||
(From Ultra SFIV Arcade Japan) | |||
* | * Forward Throw: Range increased to 0.95 from 0.90 | ||
* Back Throw: Range decreased to 0.85 from 0.90 | |||
* | * Stand HP: Hit Stun increased by 1 frame on crouching opponents, now matches the hit-stun time when used against standing opponents | ||
* Crouch HK: Stun damage increased to 200 from 100 | |||
* | * Diagonal Jump MK: Hitbox slightly expanded, easier to cross-up | ||
* | * Karakusa: Light, Medium, and Hard versions recovery on whiff increased to 51 frames from 47 frames | ||
* EX Fukiage: Is now able to hit grounded opponents; can be canceled into a jump on hit only; | |||
* | * EX Fukiage: Damage reduced to 80 from 120; stun damage reduced to 100 from 200 | ||
* EX | * Tsurugi: Light and Medium version Block Stun reduced by 2 frames so that; on block at lowest height, is -3 from -1 | ||
* Seichusen Godanzuki (UC1): Damage decreased to 440 from 480 | |||
* EX | * Abare Tosanami (UC2): Now fully Projectile Invincible from startup to landing | ||
* | (New to Ultra SFIV Console Digital Release) | ||
* | * Ultra Combo W: Ccaling changed from 60% to 75% | ||
* EX Oroshi: Juggle Potential increased to 2 from 1 | |||
* Abare Tosanami (UC2): Now while traveling to the wall, invincibility changed from fully invincibile to only Projectile and Throw Invincibile | |||
}} | }} | ||
Line 1,659: | Line 1,785: | ||
* Added | * Added | ||
| | | | ||
* Health | * Health: Increased to 1000 from 950 | ||
* Diagonal Jumping | * Diagonal Jumping HP: Active Frames increased to 5 frames from 4 frames | ||
* Ganka Uchi ( | * Ganka Uchi (B + MP): Now causes a different reeling reaction on crouching opponents to fix a problem where follow-ups could miss | ||
* | * 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 | * EX Tatsumaki Zankukyaku: Tweaked to more consistently connect fully | ||
* EX | * 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 | * 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 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 | ||
* Light and Hard | * Zanku Hadosho: Light and Hard versions given larger Hitboxes | ||
* Zanku Hadosho | * 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 | * Raging Demon: Damage increased to 370 from 350 | ||
* Air Raging Demon | * Air Raging Demon: Changed to a physical hit instead of a Throw, but it can only connect against enemies who are also airborne | ||
* Air Raging Demon | * Air Raging Demon: Given a Juggle Potential of at least 3 (exact data unknown) | ||
* Messatsu-Gotenha (Kick version of | * Messatsu-Gotenha (Kick version of UC1): Startup now invincible until the first Active Frame; given one less Active Frame bringing the total to 9 frames from 10 frames | ||
* Tenchi Sokaigen | * Tenchi Sokaigen (UC2): Now knocks the opponent back less as a juggle to allow subsequent hits to connect fully more consistently | ||
| | | | ||
* Crouch HK: Startup reduced by to 8 frames from 9 frames; recovery reduced to 23 frames from 24 frames | |||
* F + MK: Startup reduced to 11 frames from 13 frames | |||
* Focus Attack: Hitbox expanded horizontally | |||
* Gorai Hadoken: Light version total frames reduced to 52 frames from 54 frames | |||
* Gorai Hadoken: Medium version total frames reduced to 59 frames from 61 frames | |||
* Gorai Hadoken: Hard version total frames reduced to 67 frames from 69 frames | |||
* Sekisei Jiraiken: Light version on block now -6 from -7 | |||
* Sekisei Jiraiken: Medium version 1 frame of invincibility removed; on block now -4 from -6 | |||
* Goshoryuken: Hard version startup invincibility reduced to frames 1-5 from frames 1-8; Strike Invincibility shifted to frames 6-7 from frames 9-10 | |||
* Goshoryuken: All versions 1st hit can now be EX Focus Cancelled on hit or block | |||
* Rakan Dantojin: Light version damage reduced to 110 from 120; stun damage reduced to 130 from 150 | |||
* EX Rakan Dantojin: On block now -9 from -10 | |||
* Rakan Dantojin: Hard and EX versions rear Hurtbox just before the attack starts reduced to match Throwbox area | |||
* Meido Gohado (Anti-Ground UC1): Non-cinematic damage increased to 375 from 350; startup reduced to 9 frames from 11 frames | |||
* Meido Gozanku (Air UC1): Startup reduced to 11 frames from 14 frames | |||
* Tenchi Sokaigen (UC2): Input changed to HCB HCB + 3P from HCF HCF + 3P | |||
* L, M and H Goshoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best | |||
| | | | ||
(From Ultra SFIV Arcade Japan) | |||
* Crouch HK | * Crouch HK: Startup reduced by to 8 frames from 9 frames; recovery reduced to 23 frames from 24 frames | ||
* | * F + MK: Startup reduced to 11 frames from 13 frames | ||
* Focus Attack | * Focus Attack: Hitbox expanded horizontally | ||
* | * Gorai Hadoken: Light version total frames reduced to 52 frames from 54 frames | ||
* | * Gorai Hadoken: Medium version total frames reduced to 59 frames from 61 frames | ||
* | * Gorai Hadoken: Hard version total frames reduced to 67 frames from 69 frames | ||
* Sekisei Jiraiken: Medium version 1 frame of invincibility removed | |||
* | * Goshoryuken: Hard version startup invincibility reduced to frames 1-5 from frames 1-8; Strike Invincibility shifted to frames 6-7 from frames 9-10 | ||
* | * Goshoryuken: All versions 1st hit can now be EX Focus Cancelled on hit or block | ||
* | * Rakan Dantojin: Light version damage reduced to 110 from 120; stun damage reduced to 130 from 150 | ||
* | * EX Rakan Dantojin: On block now -9 from -10 | ||
* Rakan Dantojin: Hard and EX versions rear Hurtbox just before the attack starts reduced to match Throwbox area | |||
* Meido Gohado (Anti-Ground UC1): Non-cinematic damage increased to 375 from 350; startup reduced to 9 frames from 11 frames | |||
* Meido Gozanku (Air UC1): Startup reduced to 11 frames from 14 frames | |||
* EX Rakan Dantojin | * Tenchi Sokaigen (UC2): Input changed to HCB HCB + 3P from HCF HCF + 3P | ||
* | * L, M and H Goshoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best | ||
* Meido Gohado ( | (New to Ultra SFIV Console Digital Release) | ||
* Meido Gozanku ( | * Health: Reduced to 950 from 1000 | ||
* Tenchi Sokaigen (UC2) | * Sekisei Jiraiken: Light version 1st frame no longer considered airborne but given Throw Invincibility | ||
* Goshoryuken: All versions 1st hit now causes Hard Knockdown | |||
* EX Goshoryuken: Bug where if only the 1st hit connects, delayed standing could not be performed fixed | |||
(Removed from Ultra SFIV Arcade Japan) | |||
* <del>Sekisei Jiraiken: Light version on block now -6 from -7</del> | |||
* <del>Sekisei Jiraiken: Medium version on block now -4 from -6</del> | |||
}} | }} | ||
Line 1,713: | Line 1,861: | ||
* Added | * Added | ||
| | | | ||
* Crouch LP | (New to Ultra SFIV Console Digital Release) | ||
* Crouch HK no longer | * Crouch LP: Startup reduced to 3 frames from 4 frames | ||
* | * Crouch HK: Can no longer be canceled into Special Moves, Super, or EX Focus Attack | ||
* Focus Attack | * Jump HK: Active Frames reduced to 5 frames from 10 frames | ||
* Focus Attack: Forward Hurtbox reduced | |||
* EX Kissed by a Goddess: 1st hit Hitbox expanded upward, easier to use as an anti-air | |||
* EX Kissed by a Goddess 1st hit | * Whip of Love: All versions 1st and 2nd hits can now be canceled by Super and EX Focus Attack on block | ||
* | * EX Whip of Love: 4th hit no longer jump-cancellable on block; 4th hit now gives Poison a Free Juggle | ||
* EX Whip of Love 4th hit no longer jump-cancellable on block; 4th hit | * Aeolus Edge: Light, Medium, and Hard versions recovery reduced by 1 frame (exact data unknown) | ||
* | * Aeolus Edge: All versions bug where, if overlapping with the opponent's back as they rise, the attack wouldn't connect fixed | ||
* | * Backflip: Backward movement distance reduced | ||
* L, M and H Kissed by a Goddess --> EX Focus Cancel --> Forward Dash now -5F on block at best | |||
}} | }} | ||
Line 1,740: | Line 1,889: | ||
* Added | * Added | ||
| | | | ||
* Close | (New to Ultra SFIV Console Digital Release) | ||
* | * Close MK: Startup reduced to 5 frames from 6 frames; attack recognition range slightly increased | ||
* | * Stand MP: Active Frames reduced by to 3 frames from 6 frames | ||
* Crouch MK | * Stand MK: Hurtbox at the feet reduced | ||
* | * Crouch MK: Startup reduced to 5 frames from 6 frames; on hit now 0 from -2 | ||
* Diagonal Jump HP | * Neutral Jump HP: Active Frames reduced to 4 frames from 6 frames | ||
* Focus Attack | * Diagonal Jump HP: Active Frames reduced to 3 frames from 6 frames | ||
* Stinger earliest timing for knife throw now earlier | * Focus Attack: Active Frames reduced to 2 frames from 4 frames | ||
* EX Stinger | * Stinger: All versions earliest timing for knife throw now earlier | ||
* | * EX Stinger: Damage reduced to 90 (30x3) from 120 (40x3) | ||
* | * Patriot Circle: Light version on block now -3 from -2 | ||
* EX Patriot Circle invincibility time removed; damage increased | * Patriot Circle: Medium version 3rd rep Super Meter gain reduced to 6 from 12 | ||
* Mekong Delta Attack | * EX Patriot Circle: Startup invincibility time removed; damage increased to 100 total from 70 total | ||
* EX Mekong Delta Attack | * Mekong Delta Attack: Pushback on block reduced by half; on hit or block can now be canceled into Super or EX Focus Attack | ||
* EX Mekong Delta Air | * EX Mekong Delta Attack: On block now -10 from -2 | ||
* EX Mekong Delta Escape | * EX Mekong Delta Air Raid: Frames 1-10 changed from fully invincibile to only Projectile Invincibile; on hit now +8 from +5; on block now -3 from 0; | ||
* Mine Sweeper (SC) | * EX Mekong Delta Air Raid: Pushbox added to Rolento, less likely to fly past the opponent at very close range | ||
* Take No Prisoners (UC2) | * EX Mekong Delta Escape: Descent trajectory can now be controlled with directional input | ||
* Mine Sweeper (SC): Damage increased to 350 from 300 | |||
* Take No Prisoners (UC2): Startup increased to 7 frames from 6 frames | |||
}} | }} | ||
Line 1,767: | Line 1,918: | ||
| | | | ||
* Ultra II Added: Soul Satellite | * Ultra II Added: Soul Satellite | ||
* | * Crouch HP: Damage increased (exact data unknown) | ||
* | * Soul Spark: Recovery reduced (exact data unknown) | ||
* Soul | * Soul Throw: All versions damage increased (exact data unknown) | ||
* Soul Throw | * Soul Throw: Given Juggle Potential of 1 from 0 | ||
* Soul | * Soul Reflect: Given more Active Frames for easier Projectile reflection (exact data unknown) | ||
| | | | ||
* Can no longer perform | * Aura Soul Spark (SC): Can no longer perform if a regular Soul Spark is still on the screen | ||
* Soul Satellite | * Soul Satellite (UC2): Given a frame of startup, up to 1 frame from 0 frames, so that she can be struck before the orbs appear | ||
| | | | ||
* Close | * Close MK: Hit Stun increased by 1 frame (previous unknown) | ||
* Fixed a bug where Counter Hit damage was taken even when hit out of Active and Recovery Frames | * Crouch MK: Fixed a bug where Counter Hit damage was taken even when hit out of Active and Recovery Frames | ||
* | * Soul Piede (F + HK): Reduced overall time to a total of 29 frames from 33 frames | ||
* Soul Piede | * Soul Piede (F + HK): Given a better reaching Hitbox and reduced the Hurtbox during Active Frames | ||
* Meter gain | * Soul Spark: Light, Medium, and Hard versions Super Meter gain increased to 30 from 20 | ||
* EX Soul Spiral | * EX Soul Spiral: Damage increased to 120 from 100 | ||
* EX Soul Reflect | * EX Soul Reflect: Now made Projectile Invincible until first Active Frame (8th frame), but will start reflecting Projectiles at the 5th frame | ||
* Fixed a bug where performing the Soul Satellite code would result in an EX Soul Reflect | * Soul Satellite (UC1): Fixed a bug where performing the Soul Satellite code would result in an EX Soul Reflect | ||
* Startup time | * Soul Satellite (UC1): Startup time reduced to 5 frames from 7 frames | ||
| | | | ||
* Forward Dash: Total frames reduced to 20 frames from 21 frames | |||
* Close MK: Hitbox slightly expanded downward | |||
* Crouch LP: Damage increased to 30 from 20 | |||
* Crouch LK: Damage increased to 40 from 30 | |||
* Crouch MP: Damage increased to 70 from 60 | |||
* Soul Spiral: Light version forward movement distance slightly increased | |||
* Soul Spiral: Light, Medium, and Hard versions damage increased to 110 from 100 | |||
* EX Soul Spiral: Damage increased to 130 from 120; stun damage increased to 200 from 100 | |||
* EX Soul Spiral: Startup Strike Invincibile and Projectile Invincibile frames increased to a total of 13 frames from 11 frames; all Throw Invincibile frames removed | |||
* Soul Spark: Medium version startup reduced to 20 frames from 22 frames | |||
* Soul Spark: Hard version startup reduced to 27 frames from 29 frames | |||
* Illusion Spark (UC1): Startup reduced to 10 frames from 12 frames | |||
* Soul Satellite (UC2): Input changed from 214214+PPP to 214214+KKK; recovery increased by 2 frames (2F ? 4F) | |||
| | | | ||
* Forward Dash | (From Ultra SFIV Arcade Japan) | ||
* Close | * Forward Dash: Total frames reduced to 20 frames from 21 frames | ||
* Crouch LP | * Close MK: Hitbox slightly expanded downward | ||
* Crouch LK | * Crouch LP: Damage increased to 30 from 20 | ||
* Crouch MP | * Crouch LK: Damage increased to 40 from 30 | ||
* | * Crouch MP: Damage increased to 70 from 60 | ||
* | * Soul Spiral: Light version forward movement distance slightly increased | ||
* EX Soul Spiral | * Soul Spiral: Light, Medium, and Hard versions damage increased to 110 from 100 | ||
* | * EX Soul Spiral: Damage increased to 130 from 120; stun damage increased to 200 from 100 | ||
* EX Soul Spiral: Startup Strike Invincibile and Projectile Invincibile frames increased to a total of 13 frames from 11 frames; all Throw Invincibile frames removed | |||
* | * Soul Spark: Medium version startup reduced to 20 frames from 22 frames | ||
* Illusion Spark (UC1) | * Soul Spark: Hard version startup reduced to 27 frames from 29 frames | ||
* Soul Satellite ( | * Illusion Spark (UC1): Startup reduced to 10 frames from 12 frames | ||
* Soul Satellite (UC2): Input changed from 214214+PPP to 214214+KKK; recovery increased by 2 frames (2F ? 4F) | |||
(New to Ultra SFIV Console Digital Release) | |||
* Soul Spiral: All versions Juggle Potential increased to 1 from 0 | |||
}} | }} | ||
Line 1,809: | Line 1,976: | ||
| | | | ||
* Ultra II Added: Big Gang Typhoon | * Ultra II Added: Big Gang Typhoon | ||
* | * Falcon Kick: Damage reduced (exact data unknown) | ||
* | * EX Snake Strike: Damage reduced (exact data unknown) | ||
| | | | ||
* | * EX Messiah Kick: Damage of the first part (no followup) was reduced to 80 from 100 | ||
* Big Bang Typhoon only connects for 10 hits against airborne opponents | * Big Bang Typhoon (UC2): Now only connects for 10 hits against airborne opponents, doing less damage when used as anti-air | ||
| | | | ||
* | * Target Combo (LK --> HK): Second hit now has a lower Hitbox to ensure hitting all crouching characters | ||
* The first hit of EX Galactic Tornado | * EX Galactic Tornado: The first vacuum hit of EX Galactic Tornado now causes 7 more frames of Hit Stun, giving him new combos from FADC'ing that first hit | ||
* Medium version | * Messiah Kick: Medium version now properly combos into High Attack | ||
| | | | ||
* Forward Throw: Damage reduced to 135 from 150 | |||
* Stand MP: Can now be canceled into Special Moves, Super, or EX Focus Attack | |||
* Stand MK: Active Frames increased to 2 frames from 1 frame | |||
* Target Combo (LK --> HK): On block now -8 from -5 | |||
* Messiah Kick: Light version given Juggle Potential (exact data unknown) | |||
* Low Attack: Recovery increased to 22 frames from 19 frames | |||
* Mid Attack: Recovery increased to 19 frames from 17 frames | |||
* EX Messiah Kick: Reduced maximum height to make it less likely to pass over crouching opponents | |||
* EX Messiah Kick: Startup invincibility reduced to frames 1-13 from frames 1-16; | |||
* Spectacle Romance (SC): 2nd hit Hitbox expanded to the tip of the fist | |||
* Space Opera Symphony (UC1): Damage reduced to 420 from 460 | |||
* Big Bang Typhoon (UC2): Damage reduced to 360 from 420 | |||
| | | | ||
* Forward | (From Ultra SFIV Arcade Japan) | ||
* | * Forward Throw: Damage reduced to 135 from 150 | ||
* | * Stand MP: Can now be canceled into Special Moves, Super, or EX Focus Attack | ||
* Stand MK: Active Frames increased to 2 frames from 1 frame | |||
* Target Combo ( | * Target Combo (LK --> HK): On block now -8 from -5 | ||
* Messiah Kick: Light version given Juggle Potential (exact data unknown) | |||
* Low Attack: Recovery increased to 22 frames from 19 frames | |||
* | * Mid Attack: Recovery increased to 19 frames from 17 frames | ||
* | * EX Messiah Kick: Reduced maximum height to make it less likely to pass over crouching opponents | ||
* | * EX Messiah Kick: Startup invincibility reduced to frames 1-13 from frames 1-16; | ||
* EX Messiah Kick less likely to | * Spectacle Romance (SC): 2nd hit Hitbox expanded to the tip of the fist | ||
* Spectacle Romance (SC) 2nd hit | * Space Opera Symphony (UC1): Damage reduced to 420 from 460 | ||
* Space Opera Symphony (UC1) | * Big Bang Typhoon (UC2): Damage reduced to 360 from 420 | ||
* Big Bang Typhoon (UC2) | (New to Ultra SFIV Console Digital Release) | ||
* Close HP: Hitbox expanded downward | |||
* EX Snake Strike: Bug causing the move to not activate when the simultaneous P button timing was off by 1 frame fixed | |||
* High Attack: Juggle Potential increased to 2 from 1 | |||
* EX Messiah Kick: 2nd hit and after now given Juggle Potential (exact data unknown) | |||
}} | }} | ||
Line 1,844: | Line 2,027: | ||
| | | | ||
* Ultra II Added: Metsu Shoryuken | * Ultra II Added: Metsu Shoryuken | ||
* Medium and Hard | * Shoryuken: Medium and Hard versions now both 2 hits | ||
* | * Shoryuken: All versions damage and invincibility reduced (exact data unknown) | ||
* | * Shoryuken: All versions first non-invincible frame now considered airborne, causing trades with the Shoryuken against airborne opponents to make Ryu flip to the ground, preventing trades into Metsu Hadoken | ||
| | | | ||
* | * Back Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo | ||
* | * Stand MP: Can now be canceled into Special Moves, Supers, and EX Focus Attacks | ||
* Close | * Close MK: Damage increased to 80 from 70 | ||
* | * Crouch MK: Active Frames reduced to 3 frames from 5 frames | ||
* | * Crouch MK: Hurtbox enlarged to extend beyond Hitbox | ||
* Hit Stun and Block Stun | * Close HK: Hit Stun and Block Stun increased (exact data unknown) | ||
* Solar Plexus Strike ( | * Solar Plexus Strike (F + HP): Damage reduced to a total of 90 from 120 | ||
* | * Airborne Tatsumaki Senpukyaku: Now loses momentum when performed during the beginning of a forward jump to prevent escape from corners | ||
* EX | * EX Airborne Tatsumaki Senpukyaku: No longer causes opponent to float higher on every hit, ensuring all hits connect after the first one | ||
| | | | ||
* | * Crouch MK: Active Frames increased back to 5 frames from 3 frames | ||
* Close | * Close HK: Active Frames changed to be equal on hit and block (exact data unknown) | ||
* Solar Plexus Strike | * Solar Plexus Strike (F + HP): Damage increased to 100 total from 90 total (40 + 60 from 40 + 50) | ||
* | * Hadoken: Light, Medium, and Hard versions damage increased to 70 from 60; chip damage remains the same at 15 | ||
* | * EX Hadoken: On a Counter Hit, first hit gives a Free Juggle, 2nd hit no longer increases Juggle Count on a juggle; on normal hit, first hit starts Juggle Count instantly at 2 | ||
* | * Shoryuken: Hard version now only 1 hit; does 160 damage on first two Active Frames, 60 on others | ||
* Shoryuken: Hard version now invincible through the 4th frame; can no longer be EX Focus Canceled; Juggle Potential reduced to 0 from 1 | |||
* Hard | * Airborne Tatsumaki Senpukyaku: The point in Ryu's jump at which it transitions from its first phase (where it loses momentum) and its second phase (normal behavior) was moved 3 frames later | ||
* Metsu Shoryuken (UC2): Hitbox extended upwards on the 3 Active Frames | |||
* The point in Ryu's | |||
* Metsu Shoryuken Hitbox extended upwards on the 3 Active | |||
| | | | ||
* | * Crouch MK: On block now -2 from -3 | ||
* Diagonal Jump MP: 1st hit now cancellable any version of the Airborne Tatsumaki Senpukyaku | |||
* EX Shoryuken: First hit now gives Ryu a Free Juggle | |||
* Airborne Tatsumaki Senpukyaku: Light, Medium, and Hard versions now given Juggle Potential (exact data unknown) | |||
* EX Airborne Tatsumaki Senpukyaku: Hitbox expanded and vacuum effect on hit increased, easier to land all hits | |||
* Metsu Shoryuken (UC2): Startup invincibility increased to frames 1-9 from frames 1-8 | |||
* L and M Shoryuken --> EX Focus Cancel --> Forward Dash now -5F on block at best | |||
| | | | ||
* Crouch MK | (From Ultra SFIV Arcade Japan) | ||
* Jump MP 1st hit now cancellable | * Crouch MK: On block now -2 from -3 | ||
* | * Diagonal Jump MP: 1st hit now cancellable any version of the Airborne Tatsumaki Senpukyaku | ||
* | * EX Shoryuken: First hit now gives Ryu a Free Juggle | ||
* EX Airborne Tatsumaki Senpukyaku | * Airborne Tatsumaki Senpukyaku: Light, Medium, and Hard versions now given Juggle Potential (exact data unknown) | ||
* L and M Shoryuken | * EX Airborne Tatsumaki Senpukyaku: Hitbox expanded and vacuum effect on hit increased, easier to land all hits | ||
* Metsu Shoryuken (UC2): Startup invincibility increased to frames 1-9 from frames 1-8 | |||
* | * L and M Shoryuken --> EX Focus Cancel --> Forward Dash now -5F on block at best | ||
(New to Ultra SFIV Console Digital Release) | |||
* EX Hadoken: Startup reduced to 11 frames from 12 frames | |||
}} | }} | ||
Line 1,891: | Line 2,079: | ||
* Ultra II Added: Tiger Cannon | * Ultra II Added: Tiger Cannon | ||
* New Special Move Added: Angry Scar (costs 1 meter) | * New Special Move Added: Angry Scar (costs 1 meter) | ||
* | * Stand HK: Damage reduced (exact data unknown) | ||
* | * Tiger Uppercut: All versions damage reduced (exact data unknown) | ||
| | | | ||
* | * Stand LK: Overall damage increased (exact data unknown) | ||
* | * Tiger Uppercut: Does more damage when connecting on the first or second Active Frame (exact data unknown) | ||
* Angry Scar | * Angry Scar: Changed to a QCB QCB + K from QCB QCB + P | ||
| | | | ||
* | * Crouch MP: Hitbox improved (exact data unknown) | ||
* | * Tiger Uppercut: Damage increased when performed after Angry Scar, to 150 from 140 for Light, to 170 from 160 for Medium, and 250 total from 240 total for EX (Hard version damage unchanged) | ||
| | | | ||
* Close LK: 2nd hit can now be canceled into Special Moves, Super, or EX Focus Attack | |||
* Tiger Knee: All versions 1st hit now forces stand | |||
* EX Tiger Knee: On block now 0 from -1 | |||
* Tiger Destruction (UC1): Air hit damage reduced to 340 total from 395 total; | |||
* Tiger Destruction (UC1): Forward movement distance reduced so that when hitting airborne opponents in the corner, now does full hits | |||
* Tiger Cannon (UC2): Now does full hits on airborne opponents; air damage reduced to 309 from 384 | |||
* L, M, and H Tiger Uppercut --> EX Focus Cancel --> Forward Dash is now -5F on block at best; also applies to Tiger Uppercuts with Angry Charge | |||
| | | | ||
* Close | (From Ultra SFIV Arcade Japan) | ||
* | * Close LK: 2nd hit can now be canceled into Special Moves, Super, or EX Focus Attack | ||
* | * Tiger Knee: All versions 1st hit now forces stand | ||
* | * Tiger Destruction (UC1): Air hit damage reduced to 340 total from 395 total; | ||
* Tiger Destruction (UC1): Forward movement distance reduced so that when hitting airborne opponents in the corner, now does full hits | |||
* | * Tiger Cannon (UC2): Now does full hits on airborne opponents | ||
* L, M, and H Tiger | * L, M, and H Tiger Uppercut --> EX Focus Cancel --> Forward Dash is now -5F on block at best; also applies to Tiger Uppercuts with Angry Charge | ||
* | (New to Ultra SFIV Console Digital Release) | ||
* Tiger Cannon (UC2) | * Step Low Kick (F + LK): Pushback on block reduced | ||
* Step High Kick (F + HK): Damage reduced to 80 from 100 | |||
* High Tiger Shot: Light, Medium, and Hard recovery increased to 42 frames from 39 frames | |||
* Tiger Cannon (UC2): Air hit damage reduced to 255 from 384; damage on grounded opponents reduced to 357 from 384 | |||
(Removed from Ultra SFIV Arcade Japan) | |||
* <del>EX Tiger Knee: On block now 0 from -1</del> | |||
* <del>Tiger Cannon (UC2): Air damage reduced to 309 from 384</del> | |||
}} | }} | ||
Line 1,920: | Line 2,121: | ||
| | | | ||
* Ultra II Added: Shunku Hadoken | * Ultra II Added: Shunku Hadoken | ||
* | * Jump MK: Hitbox improved for easier Cross-ups | ||
| | | | ||
* | * Back Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo | ||
* Many improvements to Hitboxes, damage startups, and recoveries overall | * Many improvements to Hitboxes, damage startups, and recoveries overall (exact data unknown) | ||
* Close | * Close MP: Recovery improved (exact data unknown) | ||
* | * Stand MP: Can now be canceled into Special Moves, Supers, and EX Focus Attacks | ||
* | * Stand MK: Hurtbox reduced | ||
* Hadouken | * Hadouken: All versions recovery reduced (exact data unknown) | ||
* Second hit | * Airborne Shunpukyaku: Second hit given higher Juggle Potential for more hits against airborne opponents (exact data unknown) | ||
| | | | ||
* EX Hadoken | * EX Hadoken: Level 1 damage changed to 120 total (60 + 60) from 100 total (40 + 60) | ||
* EX Hadoken | * EX Hadoken: Level 2 damage changed to 130 total (60 + 70) from 120 total (50 + 70) | ||
* Fixed an issue where | * EX Shunpukyaku: Fixed an issue where it would pass through some characters in certain combos when connecting | ||
* Sakura Otoshi | * Sakura Otoshi: Given less "command priority" so it's comes out accidentally less often and can no longer be performed with Negative Edge | ||
| | | | ||
* Far MP: Hitbox slightly expanded horizontally | |||
* Diagonal Jump HP: Hurtbox slightly increased | |||
* Airborne Shunpukyaku: All versions now lose momentum when performed during the beginning of a forward jump to prevent escape from corners | |||
* EX Shunpukyaku advantage on block reduced by 2 frames (+4F ? +2F); made easier to connect on crouching opponents | |||
* Shouoken: All versions Hitbox slightly expanded forward | |||
* EX Sakura Otoshi: Earliest timing for followups reduced to 12 frames from 15 frames | |||
* Shinku Hadoken (UC2): Rear Hitbox removed | |||
| | | | ||
(From Ultra SFIV Arcade Japan) | |||
* Far MP: Hitbox slightly expanded horizontally | |||
* Far | * Diagonal Jump HP: Hurtbox slightly increased | ||
* Airborne Shunpukyaku: All versions now lose momentum when performed during the beginning of a forward jump to prevent escape from corners | |||
* Diagonal Jump HP | * EX Shunpukyaku advantage on block reduced by 2 frames (+4F ? +2F); made easier to connect on crouching opponents | ||
* | * Shouoken: All versions Hitbox slightly expanded forward | ||
* EX Shunpukyaku advantage on block reduced by 2 frames (+4F | * EX Sakura Otoshi: Earliest timing for followups reduced to 12 frames from 15 frames | ||
* | * Shinku Hadoken (UC2): Rear Hitbox removed | ||
* EX Sakura Otoshi | (New to Ultra SFIV Console Digital Release) | ||
* Shinku Hadoken (UC2) | * Back Throw: Tosses the opponent a shorter distance | ||
* Close MP: Pushback on hit reduced | |||
* Stand HP: Can now be canceled into Special Moves, Super, or EX Focus Attack | |||
}} | }} | ||
Line 1,955: | Line 2,165: | ||
| | | | ||
* Ultra II Added: Tanden Typhoon | * Ultra II Added: Tanden Typhoon | ||
* | * Yoga Teleport: Increased recovery (exact data unknown) | ||
* Diagonal Jumping | * Diagonal Jumping HP: Startup reduced (exact data unknown) | ||
* Tandem Stream | * Tandem Stream: Can no longer be activated with a Sonic Boom still on screen | ||
| | | | ||
* Health | * Health: Increased to 800 from 750 | ||
* Close | * Stun Gauge: Increased to 900 from 750 | ||
* | * Close MP: Startup and recovery oth improved, giving it better Frame Advantage on hit (exact data unknown) | ||
* | * Stand MK: Hitbox extended forward and Hurtbox reduced at the foot, making it improved as a poke | ||
* Startup | * Crouch MK: Active Frames increased (exact data unknown) | ||
* | * Crouch HP: Startup reduced (exact data unknown) | ||
* Jump | * Jump HP: Neutral and Back Jump HP (the long, stretching arms punch) removed, replaced by Forward Jump HP | ||
* | * Jump HP: Active Frames doubled (exact data unknown) | ||
* | * Yosokyaku: Active Frames reduced on all 3 (exact data unknown) | ||
* Sonic Boom | * Tenmakujinkyaku (Dive Kick): Hit Stun and Block Stun reduced (exact data unknown) | ||
* EX Sonic Boom | * Sonic Boom: Recovery reduced to 47 frames from 48 frames | ||
* Hyakuretsukyaku | * EX Sonic Boom: Recovery reduced 58 frames from 61 frames | ||
* Tanden Storm given | * Hyakuretsukyaku: Damage and stun increased (exact data unknown) | ||
* Tanden Stream | * Tanden Storm (SC): Damage increased; given higher Juggle Potential (exact data unknown) | ||
* Tanden Typhoon | * Tanden Stream (UC1): Damage increased, but recovery increased as well (exact data unknown) | ||
* Tanden Typhoon (UC2): Invincibility reduced heavily to 12 frames from 88 frames; recovery, however, was reduced to make up for it (exact data unknown) | |||
| | | | ||
* Seth's foot area during | * Diagonal Jump MK: Seth's foot area during recovery are now Projectile Invincible until he lands | ||
* | * Shoryuken: All versions Block Stun on the 2nd hit reduced so that, when FADC canceled, Seth is -3 at best (exact data unknown) | ||
* Tandem Stream (UC1): Seth is now completely invincible as soon as Tandem Stream connects | |||
* Seth is now completely invincible as soon as Tandem Stream connects | * Tandem Stream (UC1): Now does full, properly damage-scaled damage when combed from Crouching Hard Punch | ||
* Tandem Stream | * Tandem Stream (UC1): Damage reduced to a total of 340 from 380 | ||
* Tandem Stream | |||
| | | | ||
* Stand HP: On hit now -5 from -11; on block now -8 from -15 | |||
* Diagonal Jump MK: Can now cross-up | |||
* Diagonal Jump HK: Hitbox removed so it can no longer cross-up | |||
* Yosokyaku (Headstomp): Active Frames increased to 4 frames from 3 frames | |||
* Tenmakujinkyaku (Dive Kick): Hurtbox slightly expanded; Hit Stun increased by 1 frame (exact data unknown) | |||
* Wall Jump: Movement distance reduced | |||
* Hyakuretsukyaku: Medium version stun damage reduced to 100 from 150 | |||
* Hyakuretsukyaku: Hard version stun damage reduced to 150 from 200 | |||
* Spinning Piledriver: All versions stun damage reduced to 150 from 200 | |||
* Shoryuken: Light, Medium, and Hard versions 2nd hit can no longer be EX Focus Cancelled on block | |||
* Shoryuken: Medium and Hard versions startup invincibility reduced to frames 1-5 from frames 1-7 | |||
* Tanden Engine: Light, Medium, and Hard versions can no longer be cancelled into from Normal Moves | |||
* Tanden Stream (UC1): Recovery reduced to 55 frames from 66 frames; pushback on block increased | |||
* Tanden Typhoon (UC2): Now easier to land all hits on airborne opponents; on block now -70 from -89 | |||
* L, M, and H Shoryuken --> EX Focus Cancel --> Forward Dash is now -5F on block at best | |||
| | | | ||
(From Ultra SFIV Arcade Japan) | |||
* Stand HP: On hit now -5 from -11; on block now -8 from -15 | |||
* | * Diagonal Jump MK: Can now cross-up | ||
* Diagonal Jump MK now | * Diagonal Jump HK: Hitbox removed so it can no longer cross-up | ||
* Diagonal Jump HK no longer | * Yosokyaku (Headstomp): Active Frames increased to 4 frames from 3 frames | ||
* Yosokyaku ( | * Tenmakujinkyaku (Dive Kick): Hurtbox slightly expanded; Hit Stun increased by 1 frame (exact data unknown) | ||
* Tenmakujinkyaku ( | * Wall Jump: Movement distance reduced | ||
* | * Hyakuretsukyaku: Medium version stun damage reduced to 100 from 150 | ||
* | * Hyakuretsukyaku: Hard version stun damage reduced to 150 from 200 | ||
* | * Spinning Piledriver: All versions stun damage reduced to 150 from 200 | ||
* | * Shoryuken: Light, Medium, and Hard versions 2nd hit can no longer be EX Focus Cancelled on block | ||
* | * Shoryuken: Medium and Hard versions startup invincibility reduced to frames 1-5 from frames 1-7 | ||
* | * Tanden Engine: Light, Medium, and Hard versions can no longer be cancelled into from Normal Moves | ||
* | * Tanden Stream (UC1): Recovery reduced to 55 frames from 66 frames; pushback on block increased | ||
* Tanden Stream (UC1) | * Tanden Typhoon (UC2): Now easier to land all hits on airborne opponents; on block now -70 from -89 | ||
* Tanden Typhoon (UC2) | * L, M, and H Shoryuken --> EX Focus Cancel --> Forward Dash is now -5F on block at best | ||
(New to Ultra SFIV Console Digital Release) | |||
* Crouch MP: Recovery reduced to 9 frames from 11 frames; on hit now +5 from +3; on block now +1 from -1 | |||
* Diagonal Jump MK: Hitbox changed to match Ver.2012 Diagonal Jump HK | |||
* Yosokyaku (Headstomp): Hitbox slightly expanded downward | |||
* Tenmakujinkyaku (at top of forward jump arc 2+HK) hurtbox slightly expanded; hit-stun increased by 1 frame | |||
* Hyakuretsukyaku: All versions damage increased by 10 (Light: to 130 from 120, Medium: to 140 from 130, Hard: to 160 from 150, EX: to 130 from 120) | |||
}} | }} | ||
Line 2,009: | Line 2,240: | ||
* Added | * Added | ||
| | | | ||
* Hurtbox | * Stand LP: Hurtbox reduced | ||
* | * Stand HK: Hit Stun and Block Stun increased (exact data unknown) | ||
* Close | * Close HK: Now +4 on block (previous unknown) | ||
* | * Neutral Jump HK: Active Frames increased (exact data unknown) | ||
* EX Condor Dive | * EX Condor Dive: Can now be used outside of EX Tomahawk Buster by pressing all three Kicks while in the air | ||
* | * Condor Spire: Light version improved Hitbox at the front | ||
* Condor Spire | * Condor Spire: Light, Medium, and Hard versions increased Super Meter gain when performed (exact data unknown) | ||
* | * Double Typhoon (SC): Increased grab range from to 1.5 from 1.35 | ||
* | * Raging Slash (UC2): Improved in a myriad of ways: faster startup, more invincibility, and more Active Frames (exact data unknown) | ||
| | | | ||
* Close | * Close HK: Startup reduced to 7 frames from 8 frames; now scaores a Soft Knockdown on hit | ||
* First hit | * Crouch HK: First hit now causes 2 more frames of Block Stun (exact data unknown) | ||
* | * Crouch HK: Area near T.Hawk's head made Projectile Invincible so that Sagat's High Tiger Shot can now pass over him | ||
* Thrust Peak Hit Stun increased by 1 frame | * Thrust Peak (DF + LP): Hit Stun increased by 1 frame (exact data unknown) | ||
* Heavy Shoulder ( | * Heavy Shoulder (Air D + MP): Can now be performed during a Neutral Jump | ||
* Heavy Body Press ( | * Heavy Body Press (Air D + HP): Can now be performed during a Neutral Jump | ||
* | * Tomahawk Buster: Medium version now Throw Invincible until airborne | ||
* EX Condor Dive | * EX Condor Dive: Now fully Projectile Invincible after it hits (not on block) so he can no longer bounce back into a Projectile | ||
* Raging Slash | * Raging Slash (UC2): Input made easier to perform (exact data unknown) | ||
| | | | ||
* Walk Speed: Forward and backward walk speeds increased | |||
* Close MP: Pushback on hit and block reduced | |||
* Stand HK: Hurtbox slightly expanded; on block now -5 from -7 | |||
* Crouch MK: Can now be canceled into Special Moves, Super, or EX Focus Attack | |||
* Condor Spire: Input changed to DP + K from RDP + P | |||
* Condor Spire: Light version startup reduced to 11 frames from 20 frames; on hit now -2 from -5 | |||
* Condor Spire: Medium version startup reduced to 14 frames from 20 frames | |||
* EX Condor Spire: Forward movement distance slightly increased | |||
* Tomahawk Buster: Light version startup reduced to 4 frames from 5 frames; recovery reduced to 27 frames from 28 frames | |||
* EX Tomahawk Buster: Can now be canceled into EX Focus Attack | |||
* Mexican Typhoon: Light version grab range increased to 1.55 from 1.5 | |||
* Raging Slash (UC2): Input changed to HCB HCB + 3K from HCB HCB + 3P; Hitbox slightly expanded forward horizontally | |||
| | | | ||
* Walk | (From Ultra SFIV Arcade Japan) | ||
* Close | * Walk Speed: Forward and backward walk speeds increased | ||
* | * Close MP: Pushback on hit and block reduced | ||
* Crouch MK now Special | * Stand HK: Hurtbox slightly expanded; on block now -5 from -7 | ||
* | * Crouch MK: Can now be canceled into Special Moves, Super, or EX Focus Attack | ||
* Condor Spire: Input changed to DP + K from RDP + P | |||
* | * Condor Spire: Light version startup reduced to 11 frames from 20 frames; on hit now -2 from -5 | ||
* | * Condor Spire: Medium version startup reduced to 14 frames from 20 frames | ||
* EX Condor Spire | * EX Condor Spire: Forward movement distance slightly increased | ||
* | * Tomahawk Buster: Light version startup reduced to 4 frames from 5 frames; recovery reduced to 27 frames from 28 frames | ||
* EX Tomahawk Buster now EX Focus | * EX Tomahawk Buster: Can now be canceled into EX Focus Attack | ||
* | * Mexican Typhoon: Light version grab range increased to 1.55 from 1.5 | ||
* Raging Slash (UC2) | * Raging Slash (UC2): Input changed to HCB HCB + 3K from HCB HCB + 3P; Hitbox slightly expanded forward horizontally | ||
(New to Ultra SFIV Console Digital Release) | |||
* EX Condor Spire: Damage reduced to 120 from 150 | |||
* EX Tomahawk Buster: 0 damage bug when only the 1st hit connects fixed | |||
(Removed from Ultra SFIV Arcade Japan) | |||
---* <del>Thrust Peak (DF + LP): Input changed to B + LP from DF + LP</del> | |||
}} | }} | ||
Line 2,052: | Line 2,300: | ||
| | | | ||
* Ultra II Added: Splendid Claw | * Ultra II Added: Splendid Claw | ||
* Claw and Mask | * Claw and Mask made harder to knock off | ||
* Piece of Mercury ( | * Piece of Mercury (DF + MK): Now hits as Overhead | ||
* Bloody High Claw | * Bloody High Claw (UC1): Given a Hitbox on the way to the wall | ||
| | | | ||
* | * Back Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo | ||
* Damage reduced | * Crouch MP: Damage reduced (exact data unknown) | ||
* Damage reduced | * Crouch MK: Damage reduced (exact data unknown) | ||
* | * Crouch MK: Startup reduced to 6 frames from 8 frames | ||
* | * Cosmic Heel (DF + HK): Recovery time increased on block (exact data unknown) | ||
* EX Rolling Crystal Flash | * EX Rolling Crystal Flash: Recovery improved to allow for links afterwards for extended combos (exact data unknown) | ||
* Splendid Claw | * Splendid Claw (UC2): Startup reduced (exact data unknown) | ||
| | | | ||
* | * Crouch HK: Damage increased to 100 from 90 | ||
* | * Cosmic Heel (DF + HK): Increased Block Stun by 1 frame (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: 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 | * 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 | * Splendid Claw (UC2): Startup was reduced to 8 frames from 9 frames | ||
| | | | ||
* Crouch HP: Active Frames increased to 4 frames from 2 frames | |||
* Pick Up Mask: Is now a command (D + 2P) while standing near mask | |||
* Rolling Crystal Flash: Light, Hard, and EX versions --> EX Focus Cancel --> Forward Dash on block now +5 from 0 | |||
* Rolling Crystal Flash: Medium version --> EX Focus Cancel --> Forward Dash on block now +3 from 0 | |||
* Flying Barcelona Special (SC): Now has a 0 damage attack added while flying to the wall | |||
* Flying Barcelona Special (SC): Gauge consumption timing changed from when Vega reaches the wall to at the time of activation | |||
* Rolling Izuna Drop (SC): Damage reduced to 300 (100 + 100 + 100) from 400 (100 + 100 + 200) | |||
* Splendid Claw (UC2): Startup reduced to 7 frames from 8 frames | |||
| | | | ||
(From Ultra SFIV Arcade Japan) | |||
* | * Crouch HP: Active Frames increased to 4 frames from 2 frames | ||
* Pick Up Mask: Is now a command (D + 2P) while standing near mask | |||
* Pick | * Rolling Crystal Flash: Light, Hard, and EX versions --> EX Focus Cancel --> Forward Dash on block now +5 from 0 | ||
* | * Rolling Crystal Flash: Medium version --> EX Focus Cancel --> Forward Dash on block now +3 from 0 | ||
* Flying Barcelona Special (SC): Gauge consumption timing changed from when Vega reaches the wall to at the time of activation | |||
* | * Rolling Izuna Drop (SC): Damage reduced to 300 (100 + 100 + 100) from 400 (100 + 100 + 200) | ||
* Flying Barcelona Special (SC) | * Splendid Claw (UC2): Startup reduced to 7 frames from 8 frames | ||
* | (New to Ultra SFIV Console Digital Release) | ||
* Close MK: Startup reduced to 5 frames from 6 frames; recovery reduced to 10 frames from 13 frames; on hit now +5 from +2; on block now +2 from -1 | |||
* Diagonal Jump LK: Can now cross-up | |||
* Rolling Crystal Flash: All versions charge time reduced to 50 frames from 60 frames | |||
* Flying Barcelona Special (SC): Attack while flying towards the wall damage increased to 100 from 0 | |||
* Bloody High Claw (UC1): Hitbox of the attack while flying towards the wall expanded to match that of EX Flying Barcelona Attack | |||
(Removed from Ultra SFIV Arcade Japan) | |||
* <del>Flying Barcelona Special (SC): Now has a 0 damage attack added while flying to the wall</del> | |||
}} | }} | ||
Line 2,096: | Line 2,358: | ||
* Added | * Added | ||
| | | | ||
* Senkyuutai and Kaihou commands swapped | * Stun Gauge: Reduced to 950 from 1000 | ||
* Senkyuutai and Kaihou commands swapped: Senkyutai now performed with DP + K and Kaihou now performed with QCF + K | |||
* 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 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 | ||
* Stand MP: Hitbox reduced | |||
* | * Crouch MP: Damage reduced to 70 from 80 and down to 60 when performed during Sei'ei Enbu | ||
* | * Diagonal Jumping MK: Hitbox reduced, cross-ups now much more difficult to land | ||
* Diagonal Jumping | * Raigekishu (Dive Kick): Stun damage reduced to 50 from 100 | ||
* | * Raigekishu (Dive Kick): Added 2 frames of landing recovery making it 6 frames instead of 4 frames | ||
* Added 2 frames of landing recovery | * Raigekishu (Dive Kick): Hurtbox added at the foot as soon as the move starts up | ||
* Hurtbox added | * Target Combo 2 (Close MP --> HP --> B + HP): Total damage reduced to 130 from 150 (exact data unknown) | ||
* Target Combo 2 (Close | * Target Combo 2 (Close MP --> HP --> B + HP): 2nd hit pushes opponent away a smaller distance when blocked (exact data unknown) and now recovers 2 frames slower, leaving Yang at -7 frames on block if not chained into third hit | ||
* | * Target Combo 3 (Stand LK --> Medium Kick --> Hard Kick): 3rd hit now causes a Soft Knockdown; 3rd hit can now be canceled into Super or EX Focus Attack | ||
* Target Combo 3 (Stand | * Torouzan: Light, Medium, and Hard final Torou Zan hits damage reduced to 60, 60, and 60 from 75, 75, and 80 | ||
* Light, Medium, and Hard final Torou Zan hits damage reduced to 60, 60, and 60 from 75, 75, and 80 | * EX Torouzan: Made all 5 hits a true block string when performed at the fastest speed | ||
* Made | * EX Torouzan: All parts can no longer be performed with Negative Edge | ||
* All parts | * Senkyutai: Medium version no longer has any Projectile Invincibile frames | ||
* Medium | * Senkyutai: Hard version now becomes Projectile Invulnerable only after 5 frames | ||
* Hard | * Senkyutai: All version Hitboxes reduced | ||
* All | * Senkyutai: All versions Block Stun decreased, making Yang -4 at best if FADC canceled from | ||
* Block Stun decreased | * Byakku Soshoda: Medium and Hard versions Super Meter gain on whiff now 10 from 20 | ||
* Medium and Hard | * Byakku Soshoda: Light, Medium, and Hard versions recovery increased by 2 frames, but remain the same as before during Sei'ei Enbu (exact data unknown) | ||
* | * Byakku Soshoda: Damage reduced to 140 from 150, chip damage reduced to 30 from 38, and stun damage reduced to 200 from 250 | ||
* | * Byakku Soshoda: Medium and Heavy versions Active Frames reduced to 9 frames from 13 frames | ||
* Medium and Heavy | * EX Zenpou Tenshin: Given less max range, startup increased to 8 frames from 7 frames, and is no longer Throw Invincible | ||
* EX Zenpou Tenshin | * Sei'ei Enbu (SC): Now lasts 1 second shorter, reduced to 370 frames from 430 frames | ||
* Sei'ei Enbu | * Sei'ei Enbu (SC): Chip damage done during Sei'ei Enbu reduced to 1/8 the normal chip damage | ||
* Chip damage during Sei'ei Enbu reduced to 1 | * Tenshin Senkyutai (UC2): Startup increased to 7 frames from 4 frames at closest ranges | ||
* Tenshin | * Tenshin Senkyutai: Non-animation version now does 90 damage on the final hit (previous unknown) | ||
* | |||
| | | | ||
* Walk Speed: Forward and backward walk speeds increased | |||
* Close LK: Startup reduced to 4 frames from 5 frames | |||
* Close MK: Hitbox expanded downward, easier to connect on crouching opponents | |||
* Stand MP: Can now be canceled into Special Moves, Super, or EX Focus Attack | |||
* Stand LK: Startup reduced to 4 frames from 5 frames | |||
* Crouch LK: Damage increased to 30 from 20 | |||
* Diagonal Jump MK: Hitbox size expanded, now in between the AE and Ver.2012 versions for slightly easier cross-up potential | |||
* Torouzan: Light and Medium versions 3rd hit damage increased to 65 from 60 | |||
* Torouzan: Hard version 3rd hit damage increased to 70 from 60 | |||
* Senkyutai: Light version 1st hit hit-stop increased by 4 frames to 12 frames from 8 frames now matching the hit-stop on block | |||
* Zenpou Tenshin: All versions now do 1 damage from 0 damage | |||
* Tenshin Senkyutai (UC2): Startup reduced to 6 frames from 7 frames | |||
| | | | ||
* Walk | (From Ultra SFIV Arcade Japan) | ||
* Close | * Walk Speed: Forward and backward walk speeds increased | ||
* Close | * Close LK: Startup reduced to 4 frames from 5 frames | ||
* | * Close MK: Hitbox expanded downward, easier to connect on crouching opponents | ||
* | * Stand MP: Can now be canceled into Special Moves, Super, or EX Focus Attack | ||
* Crouch LK | * Stand LK: Startup reduced to 4 frames from 5 frames | ||
* Diagonal Jump MK | * Crouch LK: Damage increased to 30 from 20 | ||
* | * Diagonal Jump MK: Hitbox size expanded, now in between the AE and Ver.2012 versions for slightly easier cross-up potential | ||
* | * Torouzan: Light and Medium versions 3rd hit damage increased to 65 from 60 | ||
* | * Torouzan: Hard version 3rd hit damage increased to 70 from 60 | ||
* Senkyutai: Light version 1st hit hit-stop increased by 4 frames to 12 frames from 8 frames now matching the hit-stop on block | |||
* | * Zenpou Tenshin: All versions now do 1 damage from 0 damage | ||
* Tenshin Senkyutai (UC2) | * Tenshin Senkyutai (UC2): Startup reduced to 6 frames from 7 frames | ||
(New to Ultra SFIV Console Digital Release) | |||
* Torouzan: All versions Hitboxes increased downward, mitigating cases where it was difficult to connect on certain characters' crouching states | |||
* L Senkyutai --> EX Focus Cancel --> Forward Dash is now -5 at best | |||
}} | }} | ||
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* Added | * Added | ||
| | | | ||
* Stun | * Stun Gauge: Reduced to 950 from 1000 | ||
* | * Crouch LK: Given taller Hurtboxes during its Active Frames | ||
* | * Crouch MP: Damage reduced to 50 from 60 | ||
* | * Stand LK: Given 1 extra frame of Block Stun (exact data unknown) | ||
* | * Close LK: Given 1 extra frame of Block Stun (exact data unknown) | ||
* Added 2 frames of landing recovery | * Senpukyaku (F + MK): During Genei Jin, damage reduced to 80 from 85 | ||
* Hit Stun and Block Stun | * Raigekishu (Dive Kick): Height restriction added (exact data unknown) | ||
* Target Combo 2 ( | * Raigekishu (Dive Kick): Added 2 frames of landing recovery making it 6 frames instead of 4 frames | ||
* Target Combo 3 ( | * Raigekishu (Dive Kick): Hit Stun and Block Stun increased by 2 frames (exact data unknown) | ||
* Target Combo 4 ( | * Target Combo 2 (Crouch MP --> Crouch HP): Damage reduced to 120 total (50 + 30 + 40) from 150 total (60 + 40 + 50) | ||
* | * Target Combo 3 (Crouch HK --> Stand HK): Damage reduced to 120 total (65 + 55) from 150 total (80 + 70); 2nd hit can now be canceled into Super or EX Focus Attack | ||
* Target Combo 4 (MP -> HP -> B + HP): Damage reduced if started from Far MP, down to 133 total (50 + 35 + 48) from 160 total (50 + 50 + 60) | |||
* Target Combo 4 (MP -> HP -> B + HP): 2nd hit now recovers 2 frames slower, leaving Yun at -6 frames on block if not chained into third hit | |||
* Target Combo 5 (Close Light Punch -> Light Kick -> Medium Punch) damage reduced to 72 total (20 + 20 + 32) from 90 total (20 + 30 + 40) | * Target Combo 5 (Close Light Punch -> Light Kick -> Medium Punch) damage reduced to 72 total (20 + 20 + 32) from 90 total (20 + 30 + 40) | ||
* | * EX Zesshou Hohou: Redistributed Active Frames for the 2 hits to 3 + 6 frames from 7 + 2 frames | ||
* EX Zesshou Hohou now | * EX Zesshou Hohou: On block now -1 from +1 | ||
* Hard | * Tetsuzanko: Hard version damage reduced to 100 from 140 | ||
* Hard | * Tetsuzanko: Hard version now Projectile Invincible starting from the 18th frame, previously the 6th frame | ||
* Hurtboxes added mid-move | * Tetsuzanko: All versions have Hurtboxes added mid-move | ||
* EX | * EX Tetsuzanko: Damage reduced to 130 total (90 + 40) from 150 total (80 + 70) | ||
* Light | * Nishokyaku: Light version startup invincibility reduced to 5 frames from 6 frames | ||
* | * EX Nishokyaku: Medium, Hard, and EX versions have distance they travel forward reduced | ||
* | * Nishokyaku: Light and EX versions recovery increased by 3 frames to the landing on whiff | ||
* Medium | * Nishokyaku: Medium version damage reduced to 110 total (70 + 40) from 130 total (70 + 60) | ||
* Medium and Hard | * Kobokushi: Medium and Hard versions Super Meter gain reduced to 20 from 30 on whiff, no change to meter gain on hit | ||
* | * Kobokushi: Light, Medium, and Hard versions recovery increased by 2 frames | ||
* Medium and Hard | * Kobokushi: Medium and Hard versions damage reduced to 140 from 160, stun damage reduced to 200 from 250 | ||
* Medium and | * Kobokushi: Medium and Hard versions now do 30 damage when blocked, reduced from 40 damage | ||
* Active Frames reduced | * Kobokushi: Medium and Hard versions Active Frames reduced to 10 frames from 15 frames | ||
* Light, Medium, and Hard | * Zenpou Tenshin: Light, Medium, and Hard versions startup increased to 10 frames instead of 7 frames | ||
* EX Zenpou Tenshin | * EX Zenpou Tenshin: Startup increased to 8 frames from 5 frames; no longer Throw Invincible | ||
* Genei Jin | * Genei Jin (SC): Now lasts 1 second shorter, down to 370 frames from 430 frames | ||
| | | | ||
* Stand MP: Damage increased to 60 from 50 | |||
* Crouch MP: Damage increased to 60 from 50 | |||
* Nishokyaku: Hard version fully invincibile startup frames 1-7 changed to lower-body invincibile frames; now airborne starting from 7th frame | |||
* Zenpou Tenshin: Light, Medium, and Hard versions grab range reduced to 1.00 from 1.10 | |||
* EX Zenpou Tenshin: Grab range reduced to 1.20 from 1.30 | |||
* Zenpou Tenshin: All versions now do 1 damage from 0 damage | |||
| | | | ||
* | (From Ultra SFIV Arcade Japan) | ||
* Crouch MP damage | * Stand MP: Damage increased to 60 from 50 | ||
* | * Crouch MP: Damage increased to 60 from 50 | ||
* | * Nishokyaku: Hard version now airborne starting from 7th frame | ||
* <del>Zenpou Tenshin | * Zenpou Tenshin: All versions now do 1 damage from 0 damage | ||
* <del>EX Zenpou Tenshin | (New to Ultra SFIV Console Digital Release) | ||
* Jump MK: Active Frames reduced to 4 frames from 8 frames; Hitbox slightly expanded backward, can now cross-up | |||
* Red Focus Attack: Forward or Backward Dash bug where inputting Red Focus Attack after the dash would result in regular Focus Attack fixed | |||
* Nishokyaku: Hard version fully invincibile startup frames 1-7 changed to Strike Invincibile frames | |||
* Ex Zesshou Hohou: On block now +1 from -1 | |||
(Removed from Ultra SFIV Arcade Japan) | |||
* <del>Nishokyaku: Hard version fully invincibile startup frames 1-7 changed to lower-body invincibile frames</del> | |||
* <del>Zenpou Tenshin: Light, Medium, and Hard versions grab range reduced to 1.00 from 1.10</del> | |||
* <del>EX Zenpou Tenshin: Grab range reduced to 1.20 from 1.30</del> | |||
}} | }} | ||
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* Ultra II Added: Siberian Blizzard | * Ultra II Added: Siberian Blizzard | ||
| | | | ||
* | * Stand HP: Range increased | ||
* EX Banishing Flat | * EX Banishing Flat: No longer causes Soft Knockdown against grounded opponents on hit | ||
* | * Spinning Piledriver: Light version given increased throw range (exact data unknown) | ||
* Light | * Spinning Piledriver: Light and Hard versions damage increased (exact data unknown) | ||
* Siberian Blizzard | * 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) | ||
| | | | ||
* | * Crouch LP: Hitbox expanded | ||
* | * Stand HP: Now causes a Soft Knockdown | ||
* | * Crouch HK: Hurtboxes reduced in the middle of the move | ||
* | * Spinning Piledriver: Hard version stun damage increased to 150 from 100 | ||
* EX Banishing Flat | * EX Banishing Flat: Damage increased to 140 (90 + 50) from 130 (80 + 50); stun damage to 150 (100 + 50) from 100 (50 + 50) | ||
| | | | ||
* Close LK: Can now be canceled into Special Moves, Super, or EX Focus Attack | |||
* 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 | |||
* Diagonal Jump HP: Hurtbox slightly expanded | |||
* Spinning Piledriver: Light version grab range reduced to 1.70 from 1.75 | |||
* Banishing Flat: Light version startup reduced to 8 frames from 11 frames; on hit now -3 from -5; on block now -8 from -7 | |||
* Banishing Flat: Medium version startup reduced to 11 frames from 13 frames; on block now -6 from -8 | |||
* Banishing Flat: Hard version startup reduced to 14 frames from 16 frames; on hit now -6 from -7; on block now -7 from -9 | |||
| | | | ||
* Close | (From Ultra SFIV Arcade Japan) | ||
* | * Close LK: Can now be canceled into Special Moves, Super, or EX Focus Attack | ||
* 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 | ||
* Diagonal Jump HP: Hurtbox slightly expanded | |||
* Diagonal Jump HP | * Spinning Piledriver: Light version grab range reduced to 1.70 from 1.75 | ||
* | * Banishing Flat: Light version startup reduced to 8 frames from 11 frames | ||
* | * Banishing Flat: Medium version startup reduced to 11 frames from 13 frames; on block now -6 from -8 | ||
* | * Banishing Flat: Hard version startup reduced to 14 frames from 16 frames; on block now -7 from -9 | ||
* | (New to Ultra SFIV Console Digital Release) | ||
* | * Crouch LK: On hit now + 5 from +4 | ||
* Close MK: Recovery reduced to 10 frames from 15 frames; on hit now +5 from 0; on block now +2 from -3 | |||
* Banishing Flat: Light version on hit now -2 from -5 | |||
* Final Atomic Buster (SC): Grab range increased to 1.45 from 1.44 to match range of Medium Spinning Piledriver | |||
(Removed from Ultra SFIV Arcade Japan) | |||
* <del>Banishing Flat: Light version on hit now -3 from -5</del> | |||
* <del>Banishing Flat: Hard version on hit now -6 from -7</del> | |||
}} | }} |