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* EX Seismic Hammer damage dropped to 100 from 120 | * EX Seismic Hammer damage dropped to 100 from 120 | ||
* Air Burn Kick damage reduced to 90 from 100 | * Air Burn Kick damage reduced to 90 from 100 | ||
* EX Air Burn Kick now | * EX Air Burn Kick now changed so the first three hits no longer increase Juggle Count, allowing for combos such as EX Seismo, EX Air Burn Kick, Burst Time | ||
* Total damage for Burst Time drop to 441 total from 480 total | * Total damage for Burst Time drop to 441 total from 480 total | ||
* Hitbox slightly changed to make it connect easier in Juggles (exact data unknown) | * Hitbox slightly changed to make it connect easier in Juggles (exact data unknown) | ||
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* Hard Air Dankukyaku damage increased to 150 total (50 + 50 + 50) from 120 total (50 + 40 + 30) | * Hard Air Dankukyaku damage increased to 150 total (50 + 50 + 50) from 120 total (50 + 40 + 30) | ||
* EX Air Dankukyaku given a lower height restriction allowing him to perform it 1 frame earlier in his jump | * EX Air Dankukyaku given a lower height restriction allowing him to perform it 1 frame earlier in his jump | ||
* EX Air Dankukyaku | * EX Air Dankukyaku stun damage increased to 300 total (100 + 100 + 100) from 250 total (100 + 75 + 75) | ||
* EX Air Dankukyaku Juggle Potential increased to now connect fully off of | * EX Air Dankukyaku Juggle Potential increased to 1, 2, and 3 for the 3 hits so it can now connect fully off of something such as Koryuken FADC | ||
* Hissho Buraiken will connect fully when used up close against all characters | * Hissho Buraiken will connect fully when used up close against all characters | ||
* Crouching and Jumping Taunts now gives 70 Super Meter on hit and 30 Super Meter on block (exact data unknown) | * Crouching and Jumping Taunts now gives 70 Super Meter on hit and 30 Super Meter on block (exact data unknown) | ||
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* Changed it so that second hit of Close Hard Kick, when blocked, leaves Dee Jay at -2 (exact data unknown) | * Changed it so that second hit of Close Hard Kick, when blocked, leaves Dee Jay at -2 (exact data unknown) | ||
* Air Slasher no longer rewards opponent with a Counter Hit when struck during its Recovery Frames | * Air Slasher no longer rewards opponent with a Counter Hit when struck during its Recovery Frames | ||
* If the first hit of Medium Double Rolling Sobat connects, the Hitbox on the second hit is expanded to combo more consistently; | * If the first hit of Medium Double Rolling Sobat connects, the Hitbox on the second hit is expanded to combo more consistently; Hitbox remains the same on block and whiff | ||
* Damage of Double Rolling Sobat increased to 90 from 80 for Light version, 110 from 100 for Medium version, and 130 from 120 for Hard version | * Damage of Double Rolling Sobat increased to 90 from 80 for Light version, 110 from 100 for Medium version, and 130 from 120 for Hard version | ||
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* Medium and Hard Short Swing Blow given smaller Hurtboxes in Dudley's lower half after their Throw Invulnerability runs out (12th frame for Medium version, 14th frame for Hard version) | * Medium and Hard Short Swing Blow given smaller Hurtboxes in Dudley's lower half after their Throw Invulnerability runs out (12th frame for Medium version, 14th frame for Hard version) | ||
* Medium and Hard Short Swing Blow given 2 more frames of Hit Stun (exact data unknown) | * Medium and Hard Short Swing Blow given 2 more frames of Hit Stun (exact data unknown) | ||
* Thunderbolt given better Juggle Potential so it | * All versions of Thunderbolt given better Juggle Potential so it can connect all hits against airborne opponents | ||
* Thunderbolt now considered a Hard Knock-Down against grounded or airborne opponents | * Thunderbolt now considered a Hard Knock-Down against grounded or airborne opponents | ||
* The time it takes for Dudley to reach the top of the Thunderbolt has been reduced | * The time it takes for Dudley to reach the top of the Thunderbolt has been reduced | ||
* EX Thunderbolt | * EX Thunderbolt drains Super Meter right away but doesn't start to flash yellow until Dudley jumps almost to the height of the move | ||
* Rolling Thunder now given more Juggle Potential on the hits past the first hit, so it connects against airborne opponents better, though it will still not trigger the full animation | * Rolling Thunder now given more Juggle Potential on the hits past the first hit, so it connects against airborne opponents better, though it will still not trigger the full animation | ||
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* Medium Sumo Headbutt made completely lower body invincible as well as Projectile Invulnerable up to the 10th frame | * Medium Sumo Headbutt made completely lower body invincible as well as Projectile Invulnerable up to the 10th frame | ||
* The Hitbox on the last hit of the Hard Hundred Hand Slap was extended to hit all character fully more consistently | * The Hitbox on the last hit of the Hard Hundred Hand Slap was extended to hit all character fully more consistently | ||
* EX Oicho Throw increased its | * EX Oicho Throw increased its stun damage to 150 (75 + 75) from 100 (50 + 50) | ||
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}} | }} | ||
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* Far Light Punch startup improved to 4 frames from 5 | * Far Light Punch startup improved to 4 frames from 5 | ||
* Crouching Light Punch startup improved to 4 frames from 5 | * Crouching Light Punch startup improved to 4 frames from 5 | ||
* Guacamole Leg Throw given more recovery on landing on whiff on all version (exact data unknown) | * Guacamole Leg Throw given more recovery on landing on whiff on all version (exact data unknown) | ||
* Propeller Tortilla given reduced invincibility (exact data unknown) | * Propeller Tortilla given reduced invincibility (exact data unknown) | ||
* El Fuerte Ultra Spark given a slower startup and had its damage reduced, as well as reducing its Hitbox earlier on in the move (exact data unknown) | * El Fuerte Ultra Spark given a slower startup and had its damage reduced, as well as reducing its Hitbox earlier on in the move (exact data unknown) | ||
| | | | ||
* Crouching Light Punch | * Crouching Light Punch changed to be a Rapid Fire Weak Attack (can chain into itself) | ||
* Reverted Guacamole Leg Throw to a shorter delay on landing, to 10 frames from 13 frames | * Reverted Guacamole Leg Throw to a shorter delay on landing, to 10 frames from 13 frames | ||
* Reverted Propeller Tortilla to have more invincibility again, being Strike and Projectile Invulnerable until the 13th frame | * Reverted Propeller Tortilla to have more invincibility again, being Strike and Projectile Invulnerable until the 13th frame | ||
* EX Quesadilla Bomb requires a shorter charge time, to 210 frames (3.5 seconds) from 390 frames (6.5 seconds) | * EX Quesadilla Bomb requires a shorter charge time, to 210 frames (3.5 seconds) from 390 frames (6.5 seconds) | ||
* EX Quesadilla Bomb now causes a Wall Bounce on | * EX Quesadilla Bomb now causes a Wall Bounce on Counter Hit, allowing for a free juggle afterwards | ||
* A fully charged or EX Quesadilla Bomb has 10 less frames of recovery if it connects now | * A fully charged or EX Quesadilla Bomb has 10 less frames of recovery if it connects now | ||
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* Engekishu (Toward + Hard Kick) damage reduced to 130 total (80 + 50) from 150 (90 + 60) | * Engekishu (Toward + Hard Kick) damage reduced to 130 total (80 + 50) from 150 (90 + 60) | ||
* Second hit of Engekishu (Toward + Hard Kick) can now be canceled into Super or EX Focus Attack | * Second hit of Engekishu (Toward + Hard Kick) can now be canceled into Super or EX Focus Attack | ||
* The | * The chip damage of the first and second Light Rekkakens reduced to 6 from 12, but no change to damage on hit was made | ||
* The | * The chip damage of the first and second Medium Rekkakens reduced to 7 from 14, but no change to damage on hit was made | ||
* The amount of pushback on the second Light, Medium, and Hard Rekkakens was reduced | * The amount of pushback on the second Light, Medium, and Hard Rekkakens was reduced | ||
* Hit Stun on the second Light, Medium, and Hard Rekkekens reduced so that Fei Long is now -8 frames, -10 frames, and -12 frames for those three versions respectively | * Hit Stun on the second Light, Medium, and Hard Rekkekens reduced so that Fei Long is now -8 frames, -10 frames, and -12 frames for those three versions respectively | ||
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* Crane Stance: Teiga's speed was improved | * Crane Stance: Teiga's speed was improved | ||
| | | | ||
* Level 1 Focus Attack in both Stances Hit Stun lengthened by 3 frames | * Level 1 Focus Attack in both Stances Hit Stun lengthened by 3 frames | ||
* Mantis Stance: Medium and Hard Gekiro given an extra +10 Super Meter gain on the final hits | * Mantis Stance: Medium and Hard Gekiro given an extra +10 Super Meter gain on the final hits | ||
* Mantis Stance: 8th hit of Hard Gekiro now a Hard Knock-Down so you can no longer Quick Rise | * Mantis Stance: 8th hit of Hard Gekiro now a Hard Knock-Down so you can no longer Quick Rise | ||
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* Crane Stance: EX Oga travels faster and damage increased to 150 from 100 | * Crane Stance: EX Oga travels faster and damage increased to 150 from 100 | ||
* Crane Stance: The kicks from the wall of the EX Oga startup reduced to 7 frames form 12 frames | * Crane Stance: The kicks from the wall of the EX Oga startup reduced to 7 frames form 12 frames | ||
* Crane Stance: | * Crane Stance: Off of an EX Oga, the Far Kick (hold Toward from the wall) pops the opponent into the air more straight up than before (opponent now spirals in the air), allowing for easier follow-up juggles | ||
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}} | }} | ||
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* Bushin Goraisenpujin moves farther forward before the first hit than before | * Bushin Goraisenpujin moves farther forward before the first hit than before | ||
* Bushin Musou Renge given increased throw range | * Bushin Musou Renge given increased throw range | ||
* Bushin Musou Renge input made easier to perform (exact data unknown | * Bushin Musou Renge input made easier to perform (exact data unknown) | ||
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}} | }} | ||
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* The Medium, Hard, and EX versions of Oil Shower all sped up to have 5 less frames of recovery (69, 83, and 83 from 74, 88, and 88) | * The Medium, Hard, and EX versions of Oil Shower all sped up to have 5 less frames of recovery (69, 83, and 83 from 74, 88, and 88) | ||
* EX Oil Shower can now be canceled mid shower into Guard Position, though this reduces the length of time oiled added | * EX Oil Shower can now be canceled mid shower into Guard Position, though this reduces the length of time oiled added | ||
* New | * New follow-up 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 | ||
* Light Oil Slide startup improved so it now combos from Light Attacks (exact data unknown) | * Light Oil Slide startup improved so it now combos from Light Attacks (exact data unknown) | ||
* If you hold the button down on the Oil Dive, you can now cancel the startup "running-in-place" animation into a Guard Position | * If you hold the button down on the Oil Dive, you can now cancel the startup "running-in-place" animation into a Guard Position | ||
| | | | ||
* Stand Light Punch is now +4 frames when blocked (exact data unknown) | |||
* Crouching Hard Punch is now 2-hits and is now -3 frames on hit and -6 frames on block (exact data unknown) | |||
* Angled Jumping Light Punch Active Frames increased to 8 frames from 6 frames | |||
* Neutral Jumping Light Punch Active Frames increased to 8 frames from 3 frames | |||
* Neutral Jumping Light Kick Active Frames increased to 11 frames from 7 frames and Hitbox was moved upwards slightly and made larger | |||
* Neutral Jumping Medium Punch Active Frames increased to 4 frames from 2 frames | |||
* Hakan Tackle (Toward + Medium Punch) has first few Active Frames tweaked so that the Hurtboxes now match the smaller Hurtboxes of the later Active Frames | |||
* Oil Slide will now do 100 points of stun if followed up with the Oil Shower | |||
* Oil Shower follow-up to the Oil Slide now gives 30 Super Meter points | |||
* Oil Shower follow-up to the Oil Slide now lasts 7.5 seconds of the game clock (exact data unknown) | |||
* Hard and EX Oil Dive have altered trajectories with better throw range than before to boost effectiveness | |||
* Medium and Heavy Oil Dive will now pass over most enemies when performed right next to them and they remain crouching | |||
* Light Oil Dive startup reduced to 9 frames from 14 frames | |||
* EX Oil Dive startup reduced to 19 frames from 22 frames | |||
* Oiled EX Oil Dive does less stun damage now, down to 150 (exact data unknown) | |||
* 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 startup for Light version reduced to 9 frames from 18 frames and Medium version reduced to 12 frames from 18 frames | |||
* Medium and Heavy Flying Oil Spin will now pass over most enemies when performed right next to them and they remain crouching | |||
* Flying Oil Spin had the hurtboxes around the arms removed during startup | |||
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}} | }} | ||
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* Added | * Added | ||
| | | | ||
* New Target Combo added: Crouching Hard Kick | * New Target Combo added: Crouching Hard Kick -> Standing Hard Kick | ||
* Far Light Kick improved to a 4 frame startup (exact data unknown) | * Far Light Kick improved to a 4 frame startup (exact data unknown) | ||
* Far Medium Kick changed to a 5 frame startup (exact data unknown) | * Far Medium Kick changed to a 5 frame startup (exact data unknown) | ||
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* Tsuijigoe no longer registers Counter Hits when struck out of it | * Tsuijigoe no longer registers Counter Hits when struck out of it | ||
| | | | ||
* Hammer Kick (Toward + Medium Kick) given 1 less status frame, down to 25 frames from 26 frames, including when done during Target Combo 7 | * Hammer Kick (Toward + Medium Kick) given 1 less status frame, down to 25 frames from 26 frames, including when done during Target Combo 7 (Back + Medium Kick -> Toward + Medium Kick) | ||
* The Bonsho Kick (Toward + Hard Kick) hits crouching opponents better (exact data unknown) | * The Bonsho Kick (Toward + Hard Kick) hits crouching opponents better (exact data unknown) | ||
* Bonsho Kick adjusted so that it is +1 on hit and -3 on block, but Counter Hit gives her +4 frames instead of the standard 3, making it +5 frames on a Counter Hit | * Bonsho Kick adjusted so that it is +1 on hit and -3 on block, but Counter Hit gives her +4 frames instead of the standard 3, making it +5 frames on a Counter Hit | ||
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* Hashinsho juggles more effectively for the first few hits against airborne opponents, but will still not go into full animation afterwards | * Hashinsho juggles more effectively for the first few hits against airborne opponents, but will still not go into full animation afterwards | ||
* First hit of Hashinsho now stands crouching opponents up | * First hit of Hashinsho now stands crouching opponents up | ||
* Yoroitoshi | * Yoroitoshi now, on non-grab version, causes Hard Knock-Down so that all 7 hits of the Projectile version juggle | ||
* Yoroitoshi input made easier to perform (exact data unknown | * Yoroitoshi input made easier to perform (exact data unknown) | ||
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}} | }} | ||
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* Focus Attack Hitbox improved to no longer go over certain characters / moves | * Focus Attack Hitbox improved to no longer go over certain characters / moves | ||
| | | | ||
* Close Medium Punch startup reduced to 3 frames (exact data unknown) | |||
* 2nd hit of Close Medium Kick hotbox extended to end of leg | |||
* Focus Attack has an expanded Hitbox downward so it no longer misses short opponents | |||
* The initial upward kick of the Fuhajin now does 50 damage for all versions, previously 30 damage | |||
* First hit of the Light Senpusha and first two hits of Medium and Hard Senpusha given 3 extra frames of Hit Stun | |||
* Second hit of EX Senpusha given 5 extra frames of Hit Stun | |||
* When performed during the Feng Shui Engine, EX Senpusha now has 8 frames of invincibility to cover the entire startup of the move (first Active Frame if the 7th frame) | |||
* EX Shikusen can now be aimed like the regular Shikusen using different button combinations (light + medium, medium + hard, and light + hard), but only during the Feng Shui Engine | |||
* Now during Feng Shui Engine, Juri continues to build up Super Meter but at only 1/3 the normal rate | |||
* Forward dash now travels farther forward during a Feng Shui Engine, but overall total frames unchanged | |||
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}} | }} | ||
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* Recovery on Crouching Medium Punch improved (exact data unknown) | * Recovery on Crouching Medium Punch improved (exact data unknown) | ||
* Far Light Punch has a better Hitbox | * Far Light Punch has a better Hitbox | ||
* The Hitbox on the second hit of his Target Combo has been improved | * The Hitbox on the second hit of his Target Combo (Close Medium Punch -> Close Hard Punch) has been improved | ||
* Light Shoryuken now has two more frames of recovery (exact data unknown) | * Light Shoryuken now has two more frames of recovery (exact data unknown) | ||
* Light Shoryuken now does 120 damage up from 100 | * Light Shoryuken now does 120 damage up from 100 | ||
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* Startup of Crouching Hard Kick reduced to 7 frames from 8 frames, but overall total number of frames are the same | * Startup of Crouching Hard Kick reduced to 7 frames from 8 frames, but overall total number of frames are the same | ||
* Thunder Kick Feint (Toward + Hard Kick and hold Hard Kick) changed to a total of 24 frames from 27 frames | * Thunder Kick Feint (Toward + Hard Kick and hold Hard Kick) changed to a total of 24 frames from 27 frames | ||
* The Hitbox on the second hit of the Target Combo has been improved again to make sure it hit all crouching characters | * The Hitbox on the second hit of the Target Combo (Close Medium Punch -> Close Hard Punch) has been improved again to make sure it hit all crouching characters | ||
* A longer window was created for Ken to cancel Close Medium Punch into Hard Punch (exact data unknown) | * A longer window was created for Ken to cancel Close Medium Punch into Hard Punch for his Target Combo (exact data unknown) | ||
* EX Shoryuken damage increased to 200 total (80 + 30 + 30 + 60) from 180 total (70 + 30 + 30 + 50) | * EX Shoryuken damage increased to 200 total (80 + 30 + 30 + 60) from 180 total (70 + 30 + 30 + 50) | ||
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* Standing Hard Kick now has better Hitbox downward | * Standing Hard Kick now has better Hitbox downward | ||
* Neutral Jump Medium Punch has a farther reaching Hitbox, but an extended Hurtbox in that direction as well | * Neutral Jump Medium Punch has a farther reaching Hitbox, but an extended Hurtbox in that direction as well | ||
* The second kick of Makoto's Target Combo 1 can now be canceled into Super or EX Focus Cancel | * The second kick of Makoto's Target Combo 1 (Light Kick -> Medium Kick) can now be canceled into Super or EX Focus Cancel | ||
* Light Hayate now travels farther at level 3 | * Light Hayate now travels farther at level 3 | ||
* Both Light and Medium Hayate at level 4 now behave exactly like Hard Hayate at Level 4 | * Both Light and Medium Hayate at level 4 now behave exactly like Hard Hayate at Level 4 | ||
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* Level 5 Hayate is now signaled by a vocal hint when Makoto reaches that level | * Level 5 Hayate is now signaled by a vocal hint when Makoto reaches that level | ||
* Level 5 Hayate now does 190 damage (exact data unknown) | * Level 5 Hayate now does 190 damage (exact data unknown) | ||
* Fukiage now does 90 damage down from 100 damage for all three versions; EX Fukiage now does 120 down from 140 damage | * Fukiage now does 90 damage down from 100 damage for all three versions; EX Fukiage now does 120 down from 140 damage | ||
* EX Karakusa given slightly better throw range, but also a bigger Hurtbox in front | * EX Karakusa given slightly better throw range, but also a bigger Hurtbox in front | ||
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* Psycho Punisher code changed from instant QCF x 2 + 3K to charge Back, Toward Back Toward + 3P | * Psycho Punisher code changed from instant QCF x 2 + 3K to charge Back, Toward Back Toward + 3P | ||
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* The shallow-hitting Standing Hard Kick damage was increased to 90 from 80 | * The shallow-hitting Standing Hard Kick damage was increased to 90 from 80 | ||
* The Hit Stun on the first hit of all versions of the Double Knee Press was increased by 1 frame (exact data unknown) | * The Hit Stun on the first hit of all versions of the Double Knee Press was increased by 1 frame (exact data unknown) | ||
* All versions of the Double Knee Press had their | * All versions of the Double Knee Press had their stun damage increased to 150 total (100 + 50) from 100 total (50 + 50) | ||
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}} | }} | ||
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* Big Bang Typhoon only connects for 10 hits against airborne opponents now, doing less damage when used as anti-air | * Big Bang Typhoon only connects for 10 hits against airborne opponents now, doing less damage when used as anti-air | ||
| | | | ||
* The second hit of Rufus's Target Combo (Light Kick | * The second hit of Rufus's Target Combo (Light Kick -> Hard Kick) now has a lower Hurtbox to ensure hitting all crouching characters | ||
* The first hit of EX Galactic Tornado, the part that vacuums the opponent in, causes 7 frames longer Hit Stun, giving him new combos off of FADC'ing that first hit | * The first hit of EX Galactic Tornado, the part that vacuums the opponent in, causes 7 frames longer Hit Stun, giving him new combos off of FADC'ing that first hit | ||
* Medium version of the Messiah Kick now properly combos into the High Attack (Light Kick ender of Messiah Kick) | * Medium version of the Messiah Kick now properly combos into the High Attack (Light Kick ender of Messiah Kick) | ||
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* Solar Plexus Strike damage increased to 100 total from 90 total (40 + 60 from 40 + 50) | * Solar Plexus Strike damage increased to 100 total from 90 total (40 + 60 from 40 + 50) | ||
* Increased Light, Medium, and Heavy Hadouken damage to 70 from 60; chip damage remains the same at 15 | * Increased Light, Medium, and Heavy Hadouken damage to 70 from 60; chip damage remains the same at 15 | ||
* Changed EX Hadoken so that if the first hit connects as a Counter Hit, Ryu gets a free | * Changed EX Hadoken so that if the first hit connects as a Counter Hit, Ryu gets a free juggle afterwards | ||
* Hard Shoryuken now only 1 hit; does 160 damage on first two Active Frames, 60 on others | * Hard Shoryuken now only 1 hit; does 160 damage on first two Active Frames, 60 on others | ||
* Hard Shoryuken now invincible through the 4th frame | * Hard Shoryuken now invincible through the 4th frame | ||
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* Ultra II improved in a myriad of ways: faster startup, more invincibility, and more Active Frames (exact data unknown) | * Ultra II improved in a myriad of ways: faster startup, more invincibility, and more Active Frames (exact data unknown) | ||
| | | | ||
* Close Hard Kick startup reduced to 7 frames from 8 frames and now made a Soft Knock-Down on hit | * Close Hard Kick startup reduced to 7 frames from 8 frames and now made a Soft Knock-Down on hit | ||
* First hit of Crouching Hard Kick now causes 2 more frames of Block Stun | * First hit of Crouching Hard Kick now causes 2 more frames of Block Stun | ||
* Made area near T.Hawk's head during Crouching Roundhouse Projectile Invulnerable so it can pass under Sagat's High Tiger Shot | * Made area near T.Hawk's head during Crouching Roundhouse Projectile Invulnerable so it can pass under Sagat's High Tiger Shot | ||
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* Medium Tomahawk Buster now Throw Invulnerable until airborne | * Medium Tomahawk Buster now Throw Invulnerable until airborne | ||
* EX Condor Dive is now fully Projectile Invulnerable after it hits, so he can no longer bounce back into a Projectile (but not on block) | * EX Condor Dive is now fully Projectile Invulnerable after it hits, so he can no longer bounce back into a Projectile (but not on block) | ||
* Raging Slash input made easier to perform (exact data unknown | * Raging Slash input made easier to perform (exact data unknown) | ||
| | | | ||
}} | }} | ||
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* Focus Attack has a better Hitbox (exact data unknown) | * Focus Attack has a better Hitbox (exact data unknown) | ||
* Improved the Hitbox of the second part of Bloody High Claw where Vega flies off the wall to make sure the Ultra doesn't drop as much as it did before, where the first part hit and the second part just whiffs | * Improved the Hitbox of the second part of Bloody High Claw where Vega flies off the wall to make sure the Ultra doesn't drop as much as it did before, where the first part hit and the second part just whiffs | ||
* | * Bloody High Claw given Juggle Potential of 2 (previously 1) on lunging hit so it can combo off of a Cosmic Heel that hits the opponent very high out of the air | ||
* Splendid Claw's startup was reduced to 8 frames from 9 frames | * Splendid Claw's startup was reduced to 8 frames from 9 frames | ||
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* Added | * Added | ||
| | | | ||
* Senkyuutai and Kaihou commands swapped; Senkyutai now performed with DP + Kick and Kaihou now performed with QCF + Kick | |||
* Stun Meter reduced to 950 from 1000 | |||
* Fixed a bug where Yang would be invincible when he got up even after he can start moving again | |||
* Yang can no longer cancel the 24th and 25th frames of his back dash with a Special Move | |||
* Crouching Light Kick damage reduced to 20 from 30 | |||
* Crouching Light Kick has taller Hurtboxes during its Active Frames | |||
* Far Medium Punch given a smaller Hitbox | |||
* Crouching Medium Punch damage reduced to 70 from 80 and down to 60 when performed during Sei'ei Enbu | |||
* Diagonal Jumping Medium Kick given a smaller Hitbox | |||
* Raigeki Shu stun damage reduced to 50 from 100 | |||
* Added 2 frames of landing recovery to the Raigeki Shu (Dive Kick), making it 6 frames instead of 4 frames | |||
* Hurtbox added to Raigeki Shu at the foot as soon as the move starts up | |||
* Target Combo 2 (Close Medium Punch -> Hard Punch -> Back + Hard Punch) total damage reduced to 130 from 150 (exact data unknown) | |||
* 2nd hit of Target Combo 2 (Close Medium Punch -> Hard Punch -> Back + Hard Punch) pushes opponent 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 Light Kick -> Medium Kick -> Hard Kick) now causes a Soft Knock-Down on the 3rd hit, and 3rd hit can now be canceled into Super or EX Focus Attack | |||
* Light, Medium, and Hard final Torou Zan hits damage reduced to 60, 60, and 60 from 75, 75, and 80 | |||
* Made the entire EX Torou Zan a true block string when performed at the fastest speed | |||
* All parts of the EX Torou Zan can no longer be performed with Negative Edge | |||
* Medium Senkyuutai no longer has any Projectile Invulnerability | |||
* Hard Senkyuutai now becomes Projectile Invulnerable only after 5 frames | |||
* All versions of Senkyuutai have reduced Hitboxes | |||
* Block Stun decreased on all versions of Senkyuutai, making Yang -4 at best if FADC canceled from | |||
* Medium and Hard Byakou Sushouda now build 10 points of Super Meter instead of 20 on whiff | |||
* Changed total frame count for Light, Medium, and Hard Byakou Sushouda to 26 frames, 41 frames, and 45 frames total by adding 2 frames of recovery to each version, but remain the same as before during Sei'ei Enbu | |||
* Hard Byakou Sushouda damage reduced to 140 from 150, chip damage reduced to 30 from 38, and stun damage reduced to 200 from 250 | |||
* Medium and Heavy Byakou Sushouda Active Frames reduced to 9 frames from 13 frames | |||
* EX Zenpou Tenshin given less range, startup increased to 8 frames from 7 frames, and is no longer Throw Invulnerable | |||
* Sei'ei Enbu now lasts 1 second shorter, reduced to 370 frames from 430 frames | |||
* Chip damage during Sei'ei Enbu reduced to 1.8 the normal chip damage | |||
* Tenshin Senkyuutai startup increased to 7 frames from 4 frames at closest ranges | |||
* The non-animation version of Tenshin Senkyuutai now does 90 damage on the final hit (exact data unknown) | |||
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}} | }} | ||
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* Added | * Added | ||
| | | | ||
* Stun Meter reduced to 950 from 1000 | |||
* Crouching Light Kick has taller Hurtboxes during its Active Frames | |||
* Crouching Medium Punch damage reduced to 50 from 60 | |||
* Both Far and Close Light Kick given 1 extra frame of Block Stun | |||
* Height restriction added to Raigeki Shu (Dive Kick) (exact data unknown) | |||
* Added 2 frames of landing recovery to the Raigeki Shu (Dive Kick), making it 6 frames instead of 4 frames | |||
* Hit Stun and Block Stun of Raigeki Shu increased also by 2 frames | |||
* Target Combo 2 (Crouching Medium Punch -> Crouching Hard Punch) damage reduced to 120 total (50 + 30 + 40) from 150 total (60 + 40 + 50) | |||
* Target Combo 3 (Crouching Hard Kick -> Standing Hard Kick) damage reduced to 120 total (65 + 55) from 150 total (80 + 70) and second hit can now be canceled into Super or EX Focus Attack | |||
* Target Combo 4 (Medium Punch -> Hard Punch -> Back + Hard Punch) does less damage if started from Far Medium Punch, down to 133 total (50 + 35 + 48) from 160 total (50 + 50 + 60) | |||
* Second hit of Target Combo 4 (Medium Punch -> Hard Punch -> Back + Hard Punch) 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) | |||
* Redistributed EX Zesshou Hohou Active Frames for the 2 hits to 3 frames + 6 frames from 7 frames + 2 frames | |||
* EX Zesshou Hohou now does 2 frames less Block Stun, leaving Yun at -1 frame on block at worst | |||
* Hard Tetsuzan Kou damage reduced to 100 from 140 | |||
* Hard Tetsuzan Kou now Projectile Invulnerable starting from the 18th frame, previously the 6th frame | |||
* Hurtboxes added mid-move to all version of Tetsuzan Kou | |||
* EX Tetsuzan Kou damage reduced to 130 total (90 + 40) from 150 total (80 + 70) | |||
* Light Nishou Kyaku invincibility frames reduced to 5 frames from 6 frames at startup | |||
* Shortened the distance in which Medium, Heavy, and EX Nishou Kyaku traveled forward | |||
* Added 3 frames of recovery to the landing of whiffed Light and EX Nishou Kyaku | |||
* Medium Nishou Kyaku damage reduced to 110 total (70 + 40) from 130 total (70 + 60) | |||
* Medium and Hard Kobokushi Super Meter gain reduced to 20 from 30 on whiff, no change to meter gain on hit | |||
* Added 2 more frames to the end of Light, Medium, and Hard Kobokushi | |||
* Medium and Hard Kobokushi damage reduced to 140 from 160 and stun damage reduced to 200 from 250 | |||
* Medium and Heavy Kobokushi now do 30 damage when blocked, reduced from 40 damage | |||
* Active Frames reduced for Medium and Hard Kobokushi to 10 frames from 15 frames | |||
* Light, Medium, and Hard Zenpou Tenshin now startup in 10 frames instead of 7 frames | |||
* EX Zenpou Tenshin startup increased to 8 frames from 5 frames and is no longer Throw Invulnerable | |||
* Genei Jin shortened by 1 second, down to 370 frames from 430 frames | |||
* Damage of Senpuukyaku (Toward + Medium Kick) during Genei Jin reduced to 80 from 85 | |||
| | | | ||
}} | }} | ||
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| | | | ||
* Crouching Light Punch Hitbox expanded | * Crouching Light Punch Hitbox expanded | ||
* Far Hard Punch now causes a Soft Knock-Down | * Far Hard Punch now causes a Soft Knock-Down | ||
* Crouching Hard Kick has reduced Hurtboxes in the middle of the move | * Crouching Hard Kick has reduced Hurtboxes in the middle of the move | ||
* Hard Spinning Piledriver does 150 stun damage now from 100 stun damage | * Hard Spinning Piledriver does 150 stun damage now from 100 stun damage |
Revision as of 22:57, 6 September 2013
Abel
Adon
Akuma
Balrog
Blanka
Cammy
Chun-Li
Cody
C. Viper
Dan
Dee Jay
Dhalsim
Dudley
E. Honda
El Fuerte
Elena
Evil Ryu
Fei Long
Gen
Gouken
Guile
Guy
Hakan
Hugo
Ibuki
Juri
Ken
Makoto
M. Bison
Oni
Poison
Rolento
Rose
Rufus
Ryu
Sagat
Sakura
Seth
T. Hawk
Vega
Yang
Yun
Zangief
???
File:SSFIV-??? Face.jpg | |
SFIV (Arcade JP) - 18 Jul 2008 |
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SFIV (Console) - 12 Feb 2009 |
|
Super SFIV - 27 Apr 2010 |
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Super SFIV:AE - 16 Dec 2010 |
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Super SFIV:AE v.2012 - 13 Dec 2011 |
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Ultra SFIV (Arcade JP) - 18 Apr 2014 |
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Ultra SFIV (Console) - 3 Jun 2014 | {{{10}}} |
Ultra SFIV v1.02 - 8 Aug 2014 | {{{11}}} |
Ultra SFIV v1.03 - 15 Oct 2014 | {{{12}}} |
Ultra SFIV v1.04 - 15 Dec 2014 | {{{13}}} |
Ultra SFIV v1.05 - 22 Apr 2015 | {{{14}}} |