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* Health reduced to 1050 from 1100 | * Health reduced to 1050 from 1100 | ||
* Far MK: Can no longer hit crouching | * Far Standing MK: Can no longer hit crouching | ||
* Far HP: Hitbox expanded in width and expanded downward | * Far Standing HP: Hitbox expanded in width and expanded downward | ||
* Far HK: Leg hurtbox moved backwards and reduced in height | * Far Standing HK: Leg hurtbox moved backwards and reduced in height | ||
* Crouch MK: Damage increased to 70 from 60 | * Crouch MK: Damage increased to 70 from 60 | ||
* Crouch HK: Hitbox expanded forwards | * Crouch HK: Hitbox expanded forwards | ||
* LP/MP/HP Falling Sky: Upper body hurtbox moved downward and reduced in height. | * LP/MP/HP Falling Sky: Upper body hurtbox moved downward and reduced in height. | ||
* EX Falling Sky: Upper body strike invincibility added to 6~ | * EX Falling Sky: Upper body strike invincibility added to 6~7F | ||
* Tornado Throw: Damage reduced to 160/180/200/200 from 180/200/220/200 | * Tornado Throw: Damage reduced to 160/180/200/200 from 180/200/220/200 | ||
* EX Wheel Kick damage changed to 60*120 from 120*60 | * EX Wheel Kick damage changed to 60*120 from 120*60 | ||
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* Breathless (UC2): Added | * Breathless (UC2): Added | ||
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* Crouch HP: Second hit's | * Crouch HP: Second hit's hit box reduced downward | ||
* Tornado Throw: Damage reduced to 150/170/190/190 from 160/180/200/200 | * Tornado Throw: Damage reduced to 150/170/190/190 from 160/180/200/200 | ||
* LK Marseilles Roll: Invincibility frames changed from Strike/Projectile 5~ | * LK Marseilles Roll: Invincibility frames changed from Strike/Projectile 5~26F to Strike/Projectile Invincible 5~23F, Projectile Invincible 24~26F | ||
* MK Marseilles Roll: Invincibility frames changed from Strike/Projectile 5~ | * MK Marseilles Roll: Invincibility frames changed from Strike/Projectile 5~29F to Strike/Projectile Invincible 5~25F, Projectile Invincible 26~29F | ||
* HK Marseilles Roll: Invincibility frames changed from Strike/Projectile 5~ | * HK Marseilles Roll: Invincibility frames changed from Strike/Projectile 5~31F to Strike/Projectile Invincible 5~27F, Projectile Invincible 28~31F | ||
* Soulless (UC1): Damage reduced to 300~450 from 333~500 | * Soulless (UC1): Damage reduced to 300~450 from 333~500 | ||
* Breathless (UC2): Damage reduced to 293~431 from 320~480 | * Breathless (UC2): Damage reduced to 293~431 from 320~480 | ||
* Breathless (UC2): Startup increased to 0+ | * Breathless (UC2): Startup increased to 0+10F from 0+8F | ||
* Breathless (UC2): More Recovery Frames when canceled out of by pressing Punch | * Breathless (UC2): More Recovery Frames when canceled out of by pressing Punch | ||
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* Crouch HP: | * Crouch HP: Hit box returned to SSF4 state | ||
* Second Low: Causes | * Second Low: Causes 2F more Hit Stun allowing increasing frame advantage to +7F on EX FADC forward dash | ||
* Tornado Throw: Damage increased to 160/180/200/200 from 150/170/190/190 returning it to SSF4 state | * Tornado Throw: Damage increased to 160/180/200/200 from 150/170/190/190 returning it to SSF4 state | ||
* 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 | * 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 | ||
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* Close HP: First hit's | * Close Standing HP: First hit's hit box expanded downward | ||
* Standing HK: Startup reduced to | * Far Standing HK: Startup reduced to 13F from 14F; Active Frames increased to 3 frames from 2 frames; recovery reduced to 18 frames from 19 frames | ||
* EX Falling Sky: Active | * EX Falling Sky: Active frames increased to 3F from 2F; upper-body invincibility increased to 6~8F from 6~7F | ||
* Heartless (SC): Active | * Heartless (SC): Active frames increased to 4F from 2F | ||
* Soulless (UC1): | * Soulless (UC1): Push box height increased upwards during forward movement | ||
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(From Ultra SFIV Arcade Japan) | (From Ultra SFIV Arcade Japan) | ||
* Close HP: First hit's | * Close Standing HP: First hit's hit box expanded downward | ||
* Standing HK: Startup reduced to | * Far Standing HK: Startup reduced to 13F from 14F; Active frames increased to 3F from 2F; recovery reduced to 18F from 19F | ||
* EX Falling Sky: Active frames increased to | * EX Falling Sky: Active frames increased to 3F from 2F; upper-body invincibility increased to 6~8F from 6~7F | ||
* Heartless (SC): Active frames increased to | * Heartless (SC): Active frames increased to 4F from 2F | ||
* Soulless (UC1): Push box height increased upwards during forward movement | * Soulless (UC1): Push box height increased upwards during forward movement | ||
(New to Ultra SFIV Console Digital Release) | (New to Ultra SFIV Console Digital Release) | ||
* Crouch HP: Second hit's | * Crouch HP: Second hit's Hit box greatly expanded downward | ||
* EX Change of Direction: Startup reduced to | * EX Change of Direction: Startup reduced to 13F from 16F | ||
* Second Low: Causes 4 more frames of Hit | * Second Low: Causes 4 more frames of Hit stun, Now +7F on EX Focus Dash Cancel forward | ||
* Finish Low: Startup reduced to | * Finish Low: Startup reduced to 17F from 22F | ||
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* No changes | * No changes | ||
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* Hitting Abel during 1st active frame of | * Hitting Abel during 1st active frame of Far Standing HK no longer grants a counter hit | ||
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* Close HK: Damage on active frames 5~ | * Close HK: Damage on active frames 5~6F increased to 70 from 30, stun increased to 100 from 50, Hit stun reduced by 3F | ||
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* No changes | * No changes |