Street Fighter IV/Changelist: Difference between revisions

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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)
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* Baskdash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
* Bask 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)
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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; Can now be canceled into Special Moves and Supers
* Close MP: Now forces stand on hit; Damage reduced to 70 from 80; made Special, Super, and EX Focus cancelable
* 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
* Dirty Bull (UC2): Changed to HCB HCB + 3P from 720 + 3P motion
* Dirty Bull (UC2): Changed to HCB HCB + PPP from 720 + PPP motion
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* Close HP: Hurtbox extended downwards to ensure hitting all crouching characters
* Close HP: Hurtbox extended downwards to ensure hitting all crouching characters
* Dash Swing Blow: Pushes the opponent less far back, making it easier to connect with normals afterwards for a combo
* Dash Swing Blow: Pushes the opponent less far back, making it easier to connect with Normal Attacks afterwards for a combo
* Buffalo Headbutt: Damage reverted to 100, 120, 140, and 150 for Light, Medium, Hard, and EX versions from 100 on all versions
* Buffalo Headbutt: Damage reverted to 100, 120, 140, and 150 for Light, Medium, Hard, and EX versions from 100 on all versions
* Dirty Bull (UC2): Damage increased to 399 from 300
* Dirty Bull (UC2): Damage increased to 399 from 300
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* Crazy Buffalo (SC): Last hit can now be changed to straight punch by holding a punch button
* Crazy Buffalo (SC): Last hit can now be changed to straight punch by holding a punch button
* Dirty Bull (UC2): Recovery reduced to 48F from 58F; grab range extended to 1.30 from 1.09; damage reduced to 250 from 399
* Dirty Bull (UC2): Recovery reduced to 48F from 58F; grab range extended to 1.30 from 1.09; damage reduced to 250 from 399
* Dirty Bull (UC2): Changed back to 720 + 3P from HCB HCB + 3P
* Dirty Bull (UC2): Changed back to 720 + PPP from HCB HCB + PPP
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* 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 hitbox slightly expanded
* 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
* Emergency Combination (SC): Damage increased to 350 from 330
* Emergency Combination (SC): Damage increased to 350 from 330
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* Kikosho (UC2): Startup reduced to 9 frames from 10 frames
* Kikosho (UC2): Startup reduced to 9 frames from 10 frames
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* Health increased to 950 from 900
* Health: Increased to 950 from 900
* Rear Spin Kick (DF + LK): Hitbox expanded; startup reduced to 10 frames from 12 frames; Active Frames reduced to 3 frames from 4 frames; recovery increased to 16 frames from 15 frames
* Rear Spin Kick (DF + LK): Hitbox expanded; startup reduced to 10 frames from 12 frames; Active Frames reduced to 3 frames from 4 frames; recovery increased to 16 frames from 15 frames
* Yosokyaku (Headstomp): Hitboxes on all three hits expanded downward and horizontally
* Yosokyaku (Headstomp): Hitboxes on all three hits expanded downward and horizontally
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* Angled Jump LP with knife: Active Frames icreased (exact data unknown)
* Angled Jump LP with knife: Active Frames icreased (exact data unknown)
* Angled Jump MP with knife: Hitboxes expanded upward and downward
* Angled Jump MP with knife: Hitboxes expanded upward and downward
* Ruffian Kick: Medium version Hitbox expanded forward slightly
* 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
* Bad Spray: Made a 2-hit attack now, though no changes to the move's overall length or total damage were made
* Bad Spray: Made a 2-hit attack now, though no changes to the move's overall length or total damage were made
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* Ultra II Added: Haoh Gadoken
* Ultra II Added: Haoh Gadoken
* Taunts now have Hitboxes that can hit the opponent
* Taunts: All versions now have Hitboxes that can hit the opponent
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* Far Light Punch recovery improved (exact data unknown)
* Stand LP: Recovery improved (exact data unknown)
* Dan's Close Light Punch changed to 3 frames of startup from 4 frames
* Close LP: Startup reduced to 3 frames from 4 frames
* Crouching Light Punch recovery improved (exact data unknown)
* Crouch LP: Recovery improved (exact data unknown)
* Close Light Kick recovery improved (exact data unknown)
* Close LK: Recovery improved (exact data unknown)
* Close Medium Punch recovery improved (exact data unknown)
* Close MP: Recovery improved (exact data unknown)
* Crouching Medium Punch changed to 5 frames of startup from 7 frames
* Crouch MP: Startup reduced to 5 frames from 7 frames
* Crouching Medium Kick recovery improved (exact data unknown)
* Crouch MK: Recovery improved (exact data unknown)
* Close Hard Kick recovery improved (exact data unknown)
* Close HK: Recovery improved (exact data unknown)
* Neutral Jumping Hard Punch was given a Juggle Potential of 1 from 0
* Neutral Jump HP: Given a Juggle Potential of 1 from 0
* Neutral Jumping Hard Punch, against airborne opponents, will flatten opponents to the ground and count as a knock-down
* Neutral Jump HP: On hit against airborne opponents, now flattens opponents to the ground as a Soft Knockdown
* Medium and Hard Dankyukyaku had damage changed (exact data unknown)
* Dankyukyaku: Medium and Hard versions had damage changed (exact data unknown)
* First vulnerable frame of Koryukens now considered airborne, causing trades with the Koryuken against airborne opponents to make Dan flip to the ground, preventing trades into Haoh Gadouken
* Koryuken: First vulnerable frame of Koryukens now considered airborne, causing trades with the Koryuken against airborne opponents to make Dan flip to the ground
* Haoh Gadoken loses invincibility frames at the start, being vulnerable from the 9th frame and beyond now (exact data unknown)
* Haoh Gadoken (UC2): Loses invincibility frames at the start, being vulnerable from the 9th frame and beyond now (previous unknown)
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* Close Medium Punch startup reduced to 5 frames from 6 frames
* Close MP: Startup reduced to 5 frames from 6 frames
* Close Hard Kick given shorter pushback on hit
* Close HK: Given shorter pushback on hit
* Crouching Hard Kick startup reduced to 10 frames from 12 frames
* Crouch HK: startup reduced to 10 frames from 12 frames
* Hard Dankukyaku damage increased to 130 total (50 + 40 + 40) from 120 total (50 + 40 + 30)
* Dankukyaku: Hard version damage increased to 130 total (50 + 40 + 40) from 120 total (50 + 40 + 30)
* Hard Air Dankukyaku damage increased to 150 total (50 + 50 + 50) from 120 total (50 + 40 + 30)
* Air Dankukyaku: Hard version 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: Height restriction lowered, allowing him to perform it 1 frame earlier in his jump
* EX Air Dankukyaku stun damage increased to 300 total (100 + 100 + 100) from 250 total (100 + 75 + 75)
* 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 1, 2, and 3 for the 3 hits so it can now connect fully off of something such as Koryuken FADC
* 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
* Taunt: Crouch and Jump Taunts now gives 70 Super Meter on hit and 30 Super Meter on block (previous unknown)
* Crouching and Jumping Taunts now gives 70 Super Meter on hit and 30 Super Meter on block (exact data unknown)
* Hissho Buraiken (SC): Will connect fully when used up close against all characters
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* Stand LP: Hitbox slightly expanded upward
* Stand HK: Now activates regardless of distance from the opponent
* Close HK: No longer close HK, changed to a Unique Move with input of B + HK
* Gadoken: Hurtbox on the arm for all versions have been removed from the actual hand and reduced to the wrist area
* Dankukyaku: Light version Hitbox expanded downward
* Koryuken: 1st hit of the Hard version has slightly expanded forward Hitbox
* Ducking Taunt: Just performing it now builds 40 Super Meter; Super Meter build on hit reduced to 0 from 70
* Jumping Taunt: Just performing it now builds 10 Super Meter
* Shisso Buraiken (UC1): 1st hit now has Armor Breaker properties
* Haoh Gadoken (UC2): Now connects all hits on air opponents; damage reduced to 331 total vs. airborne opponents only, down from 368
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* Added
* Added
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* Standing Light Punch was give better priority by giving it a smaller Hurtbox
* Stand LP: HUrtbox reduced
* Crouching Medium Punch was given a larger Hitbox and its damage was increased (exact data unknown)
* Close MP: was given an extra Active Frame (from 4 to 5)
* Close Medium Punch was given an extra Active Frame (from 4 to 5)
* Crouch MP: Hitbox increased and damage increased (exact data unknown)
* Far Medium Kick was 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)
* 1st hit of the new Far Medium Kick made Special Move cancelable
* Stand MK: First hit of the new Stand MK made Special, Super, and EX Focus cancelable
* The 1st hit of Close Hark Kick causes techable knock-down against airborne opponents
* Stand HK: Startup reduced to 11 frames from 12 frames; Active Frames increased to 4 frames from 3 frames
* 2nd hit of Close Hard Kick given Juggle Potential of 1 from 0
* Close HK: First hit causes Soft Knockdown against airborne opponents
* Far Hard Kick was sped up by one frame (to 11 from 12) as well as given one extra Active Frame (to 4 from 3)
* Close HK: Second hit given Juggle Potential of 1 from 0
* Crouching Hard Kick had its 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 Jumping Medium Kick has had its pushback reduced, making combos after a Cross-up easier
* Angled Jump MK: Pushback reduced, making combos after a Cross-up easier
* Air Slasher (all versions except EX) got its recovery improved, but as a result had its 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)
* Recovery Frames of Air Slasher now register as Counter Hit if struck during them
* Air Slasher: Recovery Frames now reward opponent a Counter Hit if struck during them
* The Light version of the Double Rolling Sobat had its startup reduced to 12 frames and was given longer lower body invincibility, but is no longer considered airborne (exact data unknown)
* Double Rolling Sobat: Light version startup reduced to 12 frames (exact data unknown)
* The Hit Stun on the first hit of Medium, Hard, and EX Double Rolling Sobat increased to allow for better FADC combos (exact data unknown)
* Double Rolling Sobat: Light version given longer lower-body invincibility; no longer considered airborne at any point (exact data unknown)
* Damage increased on the Machine Gun Upper (exact data unknown)
* Double Rolling Sobat: First hit of Medium, Hard, and EX versions now have increased Hit Stun, allowing for better FADC combos (exact data unknown)
* Light Jackknife Maximum damage was also increased (exact data unknown)
* Machine Gun Upper: Damage increased (exact data unknown)
* Medium Jackknife Maximum made into true anti-air, given invincibility frames up until the first Active Frame
* Jackknife Maximum: Light version damage increased (exact data unknown)
* Hard Kick and EX Jackknife Maximums were made less likely to miss follow-up hits after the first hit connects
* Jackknife Maximum: Medium version made into true anti-air, given invincibility frames up until the first Active Frame
* Climax Beat given better recovery on hit (exact data unknown)
* Jackknife Maximun: Hard and EX versions made less likely to miss follow-up hits after first hit connects
* The ability to Dash into Climax Beat made much more lenient so combing after EX Machine Gun Upper made easier
* Climax Beat (UC2): Given better recovery on hit (exact data unknown)
* The ability to Forward Dash into Climax Beat made much more lenient so combing after EX Machine Gun Upper made easier
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* Far Medium Punch given a better Hitbox to the end of his glove and can now be canceled into Special Moves and Supers
* Stand MP: Given a better Hitbox to the end of his glove and is now Special, Super, and EX Focus cancelable
* First hit of Close Hard Kick stands the opponent up on hit
* Close HK: First hit now forces stands on hit
* Second hit of Close Hard Kick given better Hitbox downward and can now be canceled into Super or EX Focus Attack
* Close HK: Second hit given better Hitbox downward and is now Super and EX Focus cancelable
* Changed it so that second hit of Close Hard Kick, when blocked, leaves Dee Jay at -2 (exact data unknown)
* Close HK: Second hit on block is now -2 (previous unknown)
* Air Slasher no longer rewards opponent with a Counter Hit when struck during its Recovery Frames
* Air Slasher: Counter Hit reward on Recovery Frames removed
* 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
* Double Rolling Sobat: If the first hit of the Medium version 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
* Double Rolling Sobat: Damage 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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* Crouch LK: Startup reduced to 4 frames from 5 frames
* Stand MP: Startup reduced to 6 frames from 7 frames
* Crouch MP: Hitbox expanded forward
* Crouch MK: Damage increased to 80 from 70
* Stand HP: Late Active Frames on hit vs. airborne opponents now floats on Counter Hit
* Crouch HP: Hitbox expanded forward
* Knee Shot (Andgled Jump 2 + LK): Hit Stun increased by 3 frames
* Air Slasher: Chip damage increased to 15 from 12; regular damage unchanged
* 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
* 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 Invulnerable 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: Hitbox on first hit slightly expanded forward; floats the opponent higher on hit, with or without mash;
* EX Machine Gun Upper: All hits can be EX Focus cancelled on hit or block, with or without mash
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* Ultra II Added: Yoga Shangri-La
* Ultra II Added: Yoga Shangri-La
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* Baskdash improved: first non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
* Bask 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 Medium Punch has faster startup and better recovery (exact data unknown)
* Down/Back MP: Startup reduced and better recovery (exact data unknown)
* EX Yoga Flame has quicker startup, allowing for combos from Medium Attacks (exact data unknown)
* EX Yoga Flame: Startup reduced, allowing for combos from Medium Normal Attacks (exact data unknown)
* EX Yoga Flame damage reduced to 120 from 180
* EX Yoga Flame: Damage reduced to 120 from 180
* Yoga Inferno damage reduced to 300 from 350
* Yoga Inferno (UC1): Damage reduced to 300 from 350
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* Increased number of Active Frames on Far Light Punch from 1 frame to 4 frames
* Stand LP: Active Frames increased to 4 frames from 1 frame
* Far Light Punch Hit Stun increased by 1 frame, making it +2 on hit
* Stand LP: Hit Stun increased by 1 frame, making it +2 on hit
* Light and Medium Yoga Blasts now recover 10 frames faster; Hard version recoveries 5 frames faster
* Yoga Blast: Light and Medium versions now recover 10 frames faster; Hard version recovers 5 frames faster
* Heavy Yoga Blast now sets up a free juggle
* Yoga Blast: Hard version now gives Dhalsim a Free Juggle
* Medium and Heavy Yoga Blasts have smaller Hurtboxes in the middle of the move
* Yoga Blast: Medium and Hard versions now have smaller Hurtboxes in the middle of the move
* All versions of Yoga Blast now cause Hard Knock-Downs so can no longer Quick Rise
* Yoga Blast: All versions now cause Hard Knockdowns instead of Soft Knockdowns
* Light, Medium, and Heavy Yoga Blasts can no longer be activated via Negative Edge
* Yoga Blast: Light, Medium, and Heavy versions can no longer be activated via Negative Edge
* EX Yoga Blast damage redistributed to 90 + 50, but overall damage is the same
* EX Yoga Blast: Damage redistributed to 90 + 50, but overall damage is the same (previous unknown)
* Yoga Inferno damage increased to 330 total (75x2 + 60x3) from 300 total (60x5)
* Yoga Inferno (UC1): Damage increased to 330 total (75x2 + 60x3) from 300 total (60x5)
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* Back + LK: Damage increased to 40 from 30
* Stand MP: startup reduced to 9 frames from 10 frames; Hit Stun and Block Stun reduced by 1 frame
* 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
* Stand HP: Damage increased to 80 from 75; on hit is now +1 from +0
* Back + HK: Damage increased to 100 from 90
* Yoga Blast: Light version Hurtbox reduced
* Yoga Blast: Medium version startup reduced to 14 frames from 15 frames
* EX Yoga Flame: Damage increased to 70 + 70 from 50 + 70; Hitbox slightly expanded horizontally
* EX Yoga Blast: Damage increased to 90 + 60 from 90 + 50; on hit now causes Soft Knockdown instead of Hard Knockdown; Hitbox slightly expanded forward
* Yoga Shangri-La (UC2): Grab range slightly increased; input changed to QCF QCF + KKK in air from QCF QCF + PPP in air
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* Added
* Added
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* Crouching Medium Kick given more Active Frames, to 5 from 3
* Crouch MK: Active Frames increased to 5 frames from 3 frames
* Standing Hard Kick was given better recovery by 3 frames; Hit Stun decreased along with it to make it the same on hit, but Block Stun remains the same so it is now 0 on block (exact data unknown)
* 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)
* Jumping Hard Kick now flattens opponents to the ground against other airborne opponents on hit for a knock-down
* Angled Jump HK: On hit against airborne opponents, now flattens opponents to the ground as a Soft Knockdown
* Reduced Startup Frames on the Kidney Blow (Toward + Medium Kick), changed to 7 from 9
* Kidney Blow (F + MK): Startup reduced to 7 frames from 9 frames
* Better Hitboxes given to Kidney Blow (Toward + Medium Kick) so it can beat out some lower attacks
* Kidney Blow (F + MK): Hitboxes improved so it can beat out some lower attacks
* Dart Shot (Toward + Hard Kick) given larger Hitbox so it connects from farther away
* Dart Shot (F + HK): Hitbox increased so it connects from farther away
* EX Version of Duck added
* Throw: Bug fixed where Dudley sometimes couldn't throw opponents that were stunned
* Jet Upper given less Block Stun so that Jet Upper FADC is -2 on block now (exact data unknown)
* Duck: EX Version added
* Bug fixed where Dudley sometimes couldn't throw opponents that were stunned
* Jet Upper: Block Stun reduced so that Jet Upper --> EX Focus Cancel --> Forward Dash is now -2 on block (previous unknown)
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* Crouching Medium Kick startup reduced to 8 frames from 10 frames, but an extra Active Frame was added taking it up to 6 Active Frames from 5 Active Frames
* Crouch MK: Startup reduced to 8 frames from 10 frames; Active Frames increased to 6 frames from 5 frames
* Standing Hard Kick given 3 extra frames of Hit Stun on Counter Hit
* Stand HK: Hit Stun on Counter Hit increased by 3 frames
* Diagonal Jumping Light Punch given 3 more Active Frames, up to 8 frames from 5 frames
* Angled Jump LP: Active Frames increased to 8 frames from 5 frames
* Neutral Jumping Light Punch now has 5 Active Frames up from 3 Active Frames and was given a larger Hitbox
* Neutral Jump LP: Active Frames increased to 5 frames from 3 frames; Hitbox also expanded
* Diagonal Jumping Medium Punch now has 5 Active Frames up from 3 Active Frames
* Angled Jump MP: Active Frames increase to 5 frames from 3 frames
* Neutral Jumping Hard Punch startup dropped to 6 frames from 8 frames and given 1 more Active Frame up to 4 frames from 3 frames and was given a larger Hitbox
* Neutral Jump HP: Startup reduced to 6 frames from 8 frames; Active Frames increased to 4 frames from 3 frames; Hitbox expanded
* Level 1 Focus Attack now does 1 extra frame of Block Stun (exact data unknown)
* Focus Attack: Level 1 now does 1 extra frame of Block Stun
* Light and Medium Jet Upper had startups reduced to 5 frames from 6 frames and Hard Jet Upper startup was reduced to 3 frames from 4 frames
* Jet Upper: Startup of Light and Medium versions reduced to 5 frames from 6 frames; Hard version startup reduced to 3 frames from 4 frames
* 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)
* Short Swing Blow: Medium and Hard versions 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)
* Short Swing Blow: Medium and Hard versions given 2 more frames of Hit Stun
* All versions of Thunderbolt given better Juggle Potential so it can connect all hits against airborne opponents
* Thunderbolt: All versions 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: Changed to be a Hard Knockdown against grounded or airborne opponents
* 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 right away 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 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 (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
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* Crouch LP: Hitbox slightly expanded forward;
* Crouch LP: Can no longer chain into F + LP
* Crouch MK: startup reduced to 7 frames from 8 frames
* Stand HP: Hitbox slightly expanded forward and downward
* Stand HK: On counter-hit, pushback reduced
* Kidney Blow (F + MK): Hitbox slightly expanded forward
* Step Straight (F + HP): Now causes Soft Knockdown against airborne opponent
* Target Combos: All Target Combos damage increased by 10
* Victory Rose: Damage increased to 1 from 0; on hit is now +13 from +6
* Machinegun Blow: Light version on block is now -1 from -2
* Machinegun Blow: Hard version on hit pushback reduced by half
* Short Swing Blow: Throw Invulnerability of Light, Medium, and Hard versions extended until the end of Active Frames
* EX Short Swing Blow: Throw Invulnerability extended until the end of the first hit’s Active Frames
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* Ultra II Added: Orochi Breaker
* Ultra II Added: Orochi Breaker
* Sumo Headbutt now goes over Low Tiger Shots
* Sumo Headbutt: Now can pass over Low Tiger Shots from Sagat
* More invincibility added to Light and EX Sumo Headbutts (exact data unknown)
* Sumo Headbutt: More invincibility added to Light and EX versions (exact data unknown)
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* Baskdash improved: first non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
* Bask Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
* The Hitbox on Diagonal Jumping Medium Punch has been raised slightly to not hit as low
* Angled Jump MP: Hitbox has been raised slightly to not hit as low
* Light Sumo Headbutt had its Hurtboxes changed to being lower body invincible from 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 now Projectile Invulnerable through the last Active Frame
* Ultimate Killer Head Ram (UC1): Now Projectile Invulnerable through the last Active Frame
* Orochi Breaker changed to HCB x 2 + 3P from 360 x 2 + 3P motion and give better range, but startup was increased to 2 frames from 1 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
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* Reverted Light Sumo Headbutt to be upper body invincible until the 14th frame
* Sumo Headbutt: Light version reverted back to being upper-body invincible until the 14th frame, no longer lower-body invincible
* 1st two Active Frames of Light Sumo Headbutt reduced damage to 100 from 130
* Sumo Headbutt: Damage reduced on only the first two Active Frames of Light version, down to 100 from 130
* Medium Sumo Headbutt made completely lower body invincible as well as Projectile Invulnerable up to the 10th frame
* Sumo Headbutt: Medium version made completely lower body invincible; Also made 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
* 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 increased its stun damage to 150 (75 + 75) from 100 (50 + 50)
* EX Oicho Throw: Stun damage increased to 150 (75 + 75) from 100 (50 + 50)
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* Close HP: Hitbox expanded upward
* 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
* Angled Jump MP: Hurtbox slightly reduced
* Angled Jump MK: Active frames increased by 1 frame, up to 9 frames from 8 frames
* EX Sumo Headbutt: When blocked, the move bounces back much less, making it easier to punish
* EX Hundred Hand Slap: On hit is now +5 from +4
* EX Oicho Throw: Frames 1-5 now given Throw Invulnerability
* Super Killer Head Ram (SC): startup reduced to 10 frames from 11 frames
* Orochi Breaker (UC2): Input changed to 720 + PPP from HCB HCB + PPP
* Orochi Breaker (UC2): Startup reduced to 1 frame from 2 frames so it can no longer be escaped on reaction; grab range increased from 1.16 to 1.40
}}
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* Ultra II Added: El Fuerte Ultra Spark
* Ultra II Added: El Fuerte Ultra Spark
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* Far Light Punch startup improved to 4 frames from 5
* Stand LP: Startup reduced to 4 frames from 5 frames
* Crouching Light Punch startup improved to 4 frames from 5
* Crouch LP: Startup reduced to 4 frames from 5 frames
* Guacamole Leg Throw given more recovery on landing on whiff on all version (exact data unknown)
* Guacamole Leg Throw: Recovery on landing on all versions increased when whiffed (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 (UC2): Startup increased; damage reduced; Hitbox earlier on in the move reduced (exact data unknown)
|
|
* Crouching Light Punch 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)
* Reverted Guacamole Leg Throw to a shorter delay on landing, to 10 frames from 13 frames
* Guacamole Leg Throw: Recovery on whiff reverted back to 10 frames from 13 frames
* Reverted Propeller Tortilla to have more invincibility again, being Strike and Projectile Invulnerable until the 13th frame
* Propeller Tortilla: Reverted 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)
* Quesadilla Bomb: A fully charged or EX Quesadilla Bomb now has 10 less frames of recovery only on hit
* EX Quesadilla Bomb now causes a Wall Bounce on Counter Hit, allowing for a free juggle afterwards
* EX Quesadilla Bomb: Requires a shorter charge time, down to 210 frames (3.5 seconds) from 390 frames (6.5 seconds)
* A fully charged or EX Quesadilla Bomb has 10 less frames of recovery if it connects now
* EX Quesadilla Bomb: On Counter Hit now causes a Wall Bounce, also rewarding El Fuerte a Free Juggle
|
|
* Close LP: Hitbox expanded downward
* Stand LK: startup reduced to 3 frames from 5 frames; Active Frames increased to 2 frames from 1 frame
* Stand LK: On hit is now +6 from +5; can no longer be Special cancelled
* Close LK: Startup reduced to 3 frames from frames; Active Frames increased to 2 frames from 1 frame
* Close LK: On block is now +2 from +3; can no longer be Special cancelled
* Stand MK: Recovery reduced to 14 frames from 15 frames
* Close MK: Startup reduced to 11 frames from 14 frames; recovery reduced to 13 frames from 14 frames
* Close HK: Startup reduced to 10 frames from 12 frames
* 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
* EX Quesadilla Bomb: Now Throw Invulnerable for frames 1-7
* 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
* Gordita Sobat: Recovery reduced to 17 frames from 18 frames
}}
}}


Line 557: Line 631:
* Added
* Added
|
|
* Health increased to 900 from 850, stun increased to 900 from 850
* Health: Increased to 900 from 850
* Far Medium Kick given a farther reaching Hitbox as well as farther forward movement during startup
* Stun Gauge: Increased to 900 from 850
* Far Medium Kick given 1 less frame of recovery
* Stand MK: Given a farther reaching Hitbox as well as farther forward movement during startup
* Far Hard Punch now causes a Soft Knock-Down on Counter Hit
* Stand MK: Recovery reduced by 1 frame, down to 15 frames from 16 frames
* Far Hard Kick Hitboxes and Hurtboxes made to match Ryu's Far Hard Kick
* Stand HP: Now causes Soft Knockdown on Counter Hit
* Crouching Hard Kick damage raised to 100 from 90 and Active Frames increased to 3 frames from 2 frames
* Stand HK: Hitboxes and Hurtboxes made to match Ryu's Stand HK
* Senbukyaku (Toward + Medium Kick) can now be canceled into an Air Tatsumaki Senpukyaku, though the Air Tatsumaki Senpukyaku has unique properties different from the standard Air Tatsumaki Senpukyaku
* Crouch HK: Damage increased to 100 from 90; Active Frames increased to 3 frames from 2 frames
* Target Combo (Medium Punch -> Hard Punch) altered so that second hit now causes Soft Knock-Down
* Senbukyaku (F + MK): Can now be canceled into an Air Tatsumaki Senpukyaku, though the Air Tatsumaki Senpukyaku has unique properties different from the standard Air Tatsumaki Senpukyaku
* Increased number of invincible frames for Medium Shoryuken, up to 5 frames from 4 frames
* Target Combo 1 (Close MP --> HP): Changed so that the second hit now causes Soft Knockdown
* Hard Shoryuken damage raised to a total of 160 (100 + 60) from 150 (90 + 60)
* Shoryuken: Invincible frames increased on the Medium version, up to 5 frames from 4 frames
* The point in Evil Ryu's Jump at which the Air Tatsumaki Senpukyaku transitions from its first phase (where it loses momentum) and its second phase (normal behavior) was moved 3 frames later
* Shoryuken: Damage raised on Hard version to a total of 160 (100 + 60) from 150 (90 + 60)
* Light Ryusokyaku does one more frame of Hit Stun (exact data unknown)
* Air 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
* Medium Ryusokyaku increased to a Juggle Potential of 5 (exact data unknown)
* Ryusokyaku: Light version does one more frame of Hit Stun
* Hard Ryusokyaku given a Juggle Potential of 1 from 0
* Ryusokyaku: Medium version given increased Juggle Potential up of 5 (previous unknown)
* Hard Ryusokyaku startup reduced to 26 frames from 27 frames, damage reduced to 130 from 140, and stun damage reduced to 150 from 200
* Ryusokyaku: Hard version given a Juggle Potential of 1 from 0
* When connecting on an airborne opponent, Medium and Hard Ryusokyaku now cause Hard Knock-Downs
* Ryusokyaku: Startup reduced on Hard version to 26 frames from 27 frames; damage reduced to 130 from 140; stun damage reduced to 150 from 200
* EX Ryusokyaku startup reduced to 21 frames from 22 frames
* Ryusokyaku: On hit against airborne opponents, Medium and Hard versions now cause Hard Knockdowns
* Raging Demon damage raised to 370 from 350
* EX Ryusokyaku: Startup reduced to 21 frames from 22 frames
* The amount of time to charge Metsu Hadoken fully has been reduced (exact data unknown)
* Raging Demon (SC): Damage raised to 370 from 350
* 1st Active Frame of the fully charged Metsu Hadoken has an expanded Hitbox downward
* Metsu Hadoken: The amount of time to charge fully has been reduced (exact data unknown)
* Metsu Hadoken: Hitbox of the first Active Frame of the fully charged Metsu Hadoken expanded downward
|
|
* Health: Increased from 900 to 950
* Crouch MK: On block is now -3 from -4
* Crouch HK: startup reduced to 6 frames from 7 frames
* Target Combo 1 (MP --> HP): Can now be done from both Stand and Close MP
* Senbukyaku (F + MK): Hitbox greatly expanded downward
* 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
}}
}}


Line 587: Line 669:
|
|
* Ultra II Added: Gekirinken
* Ultra II Added: Gekirinken
* Tenshin (Command Throw) slightly improved (exact data unknown)
* Tenshin: Slightly improved (exact data unknown)
|
|
* Baskdash improved: first non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
* Bask Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
* Overall improvement on Frame Advantage for Normal Moves
* Normal Attacks: Overall improvement on Frame Advantage for Normal Moves (exact data unknown)
* Far and Close Light Punches given one extra frame of Hit Stun, making them +6 on hit now (exact data unknown)
* Stand LP, Close LP: Hit Stun increased by 1 frame, making them +6 on hit now
* Close Medium Kick changed to a 4 frame startup (exact data unknown)
* Close MK: Startup changed to 4 frames (previous unknown)
* Less recovery given to EX Rekka on Hit and Block (exact data unknown)
* EX Rekkaken: Recovery reduced on Hit and Block (exact data unknown)
* Removed all invincibility frames from the Hard Rekkukyaku
* Rekkukyaku: Removed all invincibility frames from the Hard version
|
|
* Both Close and Far Light Punch have had their Hit Stuns reduced by 1 frame
* Stand LP, Close LP: Hit Stun reduced by 1 frame, back to +5 on hit
* Close Medium Punch can no longer combo into a Hard or EX Rekkukyaku (exact data unknown)
* Close MP: Can no longer combo into a Hard or EX Rekkukyaku (exact data unknown)
* Crouching Medium Punch damage reduced to 55 from 65
* Crouch MP: Damage reduced to 55 from 65
* Chokkarakusho (the Overhead) damage increased to 70 from 60
* Chokkarakusho (Overhead): Damage increased to 70 from 60
* Engekishu (Toward + Hard Kick) damage reduced to 130 total (80 + 50) from 150 (90 + 60)
* Engekishu (F + HK): 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
* Engekishu (F + HK): Second hit now made Super or EX Focus cancelable
* The chip damage of the first and second Light Rekkakens reduced to 6 from 12, but no change to damage on hit was made
* Rekkaken: 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 chip damage of the first and second Medium Rekkakens reduced to 7 from 14, but no change to damage on hit was made
* Rekkaken: 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
* Rekkaken: The amount of pushback on the second Light, Medium, and Hard Rekkakens were 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
* Rekkaken: Hit Stun on the second Light, Medium, and Hard Rekkekens reduced so that Fei Long is now -8, -10, and -12 for those three versions respectively
* The damage of a deep hit with Light and Medium Shienkyaku reduced to 110 and 120 from 120 and 140
* Shienkyaku: The damage of a deep hit on the Light and Medium versions reduced to 110 from 120 for Light and to 120 from 140 for Medium
* Hard Shienkyaku damage reduced to 150 (100 + 50) from 160 (100 + 60), while EX Shienkyaku damage reduced to 190 total (100 + 50 + 40) from 200 (100 + 50 + 50)
* Shienkyaku: Damage reduced on the Hard version to 150 (100 + 50) from 160 (100 + 60); damage reduced on the EX version to 190 total (100 + 50 + 40) from 200 (100 + 50 + 50)
* Block stun for a deep hit on all versions of Shienkyaku reduced by 1 frame
* ShienKyaku: Block stun for a deep hit on all versions reduced by 1 frame
* Hard Rekkukyaku damage reduced to 100 total (35 + 35 + 30) from 140 total (40 + 40 + 60)
* Rekkukyaku: Damage reduced on Hard version to 100 total (35 + 35 + 30) from 140 total (40 + 40 + 60)
* All versions of Rekkukyaku can no longer hit as Cross-up against opponent
* Rekkukyaku: All versions made much more difficult to hit as Cross-up against opponents
|
|
* Crouch LK: Startup increased to 4 frames from 3 frames; can no longer be chained into another Crouch LK
* Crouch MP: Damage increased to 65 from 55
* Rekkaken: Forward movement distance on Light version reduced
* Rekkaken: Hit Stun on the second hit of Light, Medium, and Hard versions reduced by 2 frames
* Shienkyaku: No longer can be performed with a B, F, B + K input
* Tenshin: Damage increased on all versions to 1 from 0; now counts as part of Damage Scaling
* 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
* L, M and H Shienkyaku --> EX Focus Cancel --> Forward Dash is now -5 on block
}}
}}



Revision as of 19:59, 14 April 2014

Abel

SSFIV-Abel Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Breathless
  • Tornado Throw: Damage reduced (exact data unknown)
  • Soulless (UC1): Damage reduced (exact data unknown)
  • EX Falling Sky: More invincibility (exact data unknown)
Super SFIV:AE - 16 Dec 2010
  • Crouching HP: Given a smaller Hitbox on the 2nd hit
  • Tornado Throw: Damage reduced (exact data unknown)
  • Marseilles Roll: Less invincible frames at end (exact data unknown)
  • Soulless (UC1): Damage reduced to 300-450 from 333-500
  • Breathless (UC2): Damage reduced to 293-440 from 320-480
  • Breathless (UC2): Given longer startup and now loses all armor as soon as Abel dashes forward for the throw (exact data unknown)
  • Breathless (UC2): More Recovery Frames when canceled out of by pressing Punch
Super SFIV:AE v.2012 - 13 Dec 2011
  • Crouching HP: Hitbox increased for better anti-air ability
  • 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
  • Breathless (UC1): Now Strike Invulnerable when he starts the dashing part of the move up until the first Active Frame, but now is no longer Throw Invulnerable during that period
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • Close HP: First hit's Hitbox greatly expanded downward
  • Standing HK: Startup reduced to 13 frames from 14 frames; Active Frames increased to 3 frames from 2 frames; recovery reduced to 18 frames from 19 frames
  • 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
  • Soulless (UC1): Forward moving portion "taller" now so it's less likely to pass under opponents after Crouching HP in the corner
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}}}

Adon

SSFIV-Adon Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • Added
Super SFIV:AE - 16 Dec 2010
  • Wake-up Timing: Has been normalized so that Adon no longer gets up significantly faster than every other character in the game (exact data unknown)
  • Crouch LP, Stand MP, Close MP, Crouch HP: Buffs made (exact data unknown)
  • Stand LP: Hurtbox reduced so it can no longer be hit from the elbow outward
  • 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
  • Jaguar Kick: Altered the Hitbox of Medium version so that Close HP now combos into it
  • EX Jaguar Tooth: Now Projectile Invulnerable until it lands
  • 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): First hit's Hitbox is improved so that it hits a bit lower
Super SFIV:AE v.2012 - 13 Dec 2011
  • Close MP: Now pushes the opponent away less on hit and on block
  • Close MP: Now at -4 frames on block (previous unknown)
  • Focus Attack: Expanded the Hitbox downward so it no longer misses short opponents
  • Jaguar Kick: Increased Hurtboxes downward on the Light and Medium versions, though these expanded Hurtboxes are still Projectile Invulnerable
  • 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): The third hit, when connecting on an airborne opponent, now knocks the opponent further back
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • Close HK: Hitbox slightly expanded horizontally and upward
  • Jaguar Crunch (Overhead): On hit against standing opponents now +3 from +4
  • Rising Jaguar: 2nd hit of Light verion on grounded opponents now floats higher upward and slightly more forward for more consistent follow-up Rising Jaguar juggle in the corner
  • Jaguar Kick: Medium version damage reduced to 130 from 140
  • Jaguar Kick: Hard version damage reduced to 120 from 130
  • Air Jaguar Kick: All versions chip damage reduced to 10 from 20, actual damage unchanged
  • EX Air Jaguar Kick: 2nd hit now hits high
  • Jaguar Revolver (UC1): Forward movement from 2nd hit and on slightly shortened so it's easier to connect all hits on close opponents
  • Jaguar Revolver (UC1): Damage reduced to 480 from 510
  • Jaguar Revolver (UCa): First hit's Active Frames reduced to 6 frames from 7 frames
  • L, M and H Rising Jaguar --> EX Focus Cancel --> Forward Dash is now -5 on block at best
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}}}

Akuma

SSFIV-Akuma Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Demon Armageddon
  • No longer able to loop Stand Light Punch to Stand Hard Kick (which move was altered is currently unknown)
Super SFIV:AE - 16 Dec 2010
  • Bask 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)
  • EX Tatsumaki Zankukyaku: Damage and stun damage reduced (exact data unknown)
  • Air 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
Super SFIV:AE v.2012 - 13 Dec 2011
  • Stand HK: Damage reduced to 80 total (50 + 30) from 100 total (60 + 40)
  • Stand HK: The second hit on block is now -2 frames from 0 frames
  • Forward Throw: Recovers 2 frames slower
  • Hyakki Gosho (Demon Flip --> P): No longer an Overhead and can be blocked while crouching
  • EX Zanku Hadoken: Can now be performed during the start of EX Hyakkishu (Demon Flip)
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • Close MK: Now forces stand on hit; startup reduced to 4 frames from 5 frames; Hitbox expanded downward
  • Crouch HK: Can no longer be cancelled into Wrath of the Raging Demon (UC1)
  • 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
  • Goshoryuken: 2nd hit of Medium version can no longer be EX Focus cancelled on block
  • Goshoryuken: 2nd and 3rd hit of Hard version can no longer be EX Focus cancelled on block
  • 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
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}}}

Balrog

SSFIV-Balrog Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Dirty Bull
  • Input for Dash Upper made more lenient (exact change unknown)
Super SFIV:AE - 16 Dec 2010
  • 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; made Special, Super, and EX Focus cancelable
  • 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
  • Dirty Bull (UC2): Changed to HCB HCB + PPP from 720 + PPP motion
Super SFIV:AE v.2012 - 13 Dec 2011
  • Close HP: Hurtbox extended downwards to ensure hitting all crouching characters
  • Dash Swing Blow: Pushes the opponent less far back, making it easier to connect with Normal Attacks afterwards for a combo
  • Buffalo Headbutt: Damage reverted to 100, 120, 140, and 150 for Light, Medium, Hard, and EX versions from 100 on all versions
  • Dirty Bull (UC2): Damage increased to 399 from 300
  • Dirty Bull (UC2): Input now more lenient and easier to perform
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • 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 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: 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
  • 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 +0 from -2
  • 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 4 on hit is now -2 from -8, on block is now -4 from -12
  • Crazy Buffalo (SC): Last hit can now be changed to straight punch by holding a punch button
  • Dirty Bull (UC2): Recovery reduced to 48F from 58F; grab range extended to 1.30 from 1.09; damage reduced to 250 from 399
  • Dirty Bull (UC2): Changed back to 720 + PPP from HCB HCB + PPP
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}}}

Blanka

SSFIV-Blanka Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Shout Of Earth
  • Surprise Forward: Recovery reduced by 3 frames; total frame now 22 frames from 25 frames
  • Rolling Attack: Distances were altered (exact data unknown)
  • Electric Thunder: Distance on hit adjusted (not sure exact meaning of this)
  • Coward Crouch: Canceling the crouch now can only be done by returning controller to neutral; originally was any non down direction
  • Lightning Cannonball (UC1): Damage Reduced to 500 from 600; Hitbox adjusted to reduce its effectiveness as an anti-air.
Super SFIV:AE - 16 Dec 2010
  • Pushbox decreased (exact data unknown)
  • Rock Crusher (Close B or F + MP): Recovery reduced to 11 frames from 13 frames, allowing a link into Stand LP
  • Charged Rock Crusher (Overhead): On hit is now +4 on hit vs. standing opponents (previoud unknown)
  • Amazon River Run (slide): Active frames removed to 16 frames from 19 frames to make the move last shorter overall
  • Amazon River Run (slide): Hurtboxes increased during recovery
  • Surprise Forward: Given more grounded frames during startup, making the startup more vulnerable to throws (exact data unknown)
  • Rolling Attack: Hurtbox increased width-wise while traveling forward; Hitbox decreased in size
  • Rolling Attack: Now bounces back much less after connecting on Hard and Medium versions, making it easier to punish on block
  • Rolling Attack: Given more grounded frames during startup, making the startup more vulnerable to throws (exact data unknown)
  • EX Backstep Roll: Farthest forward traveling distance reduced; is now more controllable, backwards movement now possible
  • EX Electric Thunder: Startup reduced to 5 frames from 10 frames
Super SFIV:AE v.2012 - 13 Dec 2011
  • Rock Crusher (Close B or F + MP): Pushes opponent away less on hit and on block
  • Back Throw: Recovery when connected increased to 20 frames from 19 frames
  • Rolling Attack: Damage increased on all versions by 10 (110 from 100 for Light, 120 from 110 for Medium, 130 from 120 for Hard, and 120 from 110 for EX)
  • Rolling Attack: Both Hard and EX versions now knock the opponent down if connected on the first two Active Frames
  • EX Rolling Attack: First two Active Frames now give Blanka a Free Juggle
  • EX Vertical Roll: Now causes Soft Knockdown down on grounded opponents;
  • EX Vertical Roll: Recovery on landing increased to 12 frames from 7 frames; bounces back less, making it easier to punish on block
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • Surprise Forward: Total frames reduced to 20 frames from 21 frames (some inconsistency as frame data shows original total as 22 frames)
  • Close MK: Now airborne start on 3rd frame
  • Crouch MK: On hit is now +5 from +4; pushback on guard and hit increased
  • Rolling Attack: Hard version now causes Soft Knockdown on hit at all distances
  • Backstep Roll: All versions now cause 2 more frames of block-stun
  • Vertical Roll: All versions can now be cancelled into EX Focus on hit or block
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}}}

C. Viper

SSFIV-CViper Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Burning Dance
  • Crouch MP: Improved priority (exact data unknown)
  • Thunder Knuckle: Hard version given more invincibility (exact data unknown)
  • Burn Kick: All versions given slightly more recovery (exact data unknown)
Super SFIV:AE - 16 Dec 2010
  • Burning Dance (UC2): Hitbox improved
Super SFIV:AE v.2012 - 13 Dec 2011
  • Thunder Knuckle: Medium version damage increased to 120 from 110
  • Thunder Knuckle: Hard version now Throw Invulnerable 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 Seismic Hammer: No longer has any Throw Invulnerable frames
  • EX Seismic Hammer: Damage reduced to 100 from 120
  • Air Burn Kick: Damage reduced to 90 from 100
  • EX Air Burn Kick: Changed so the first three hits no longer increase Juggle Count, allowing for combos such as EX Seismo, EX Air Burn Kick, Burst Time
  • Burst Time (UC1): Total damage reduced to 441 from 480
  • Burst Time (UC1): Hitbox slightly improved to connect easier in Juggles
  • Burning Dance (UC2): Damage increased to 410 from 380
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • Crouch MK: Hitbox slightly expanded forward
  • Close HP: Damage increased from 90 to 100
  • Stand HK: Hurtbox slightly reduced
  • Focus Attack: Level 1 startup reduced to 23 frames from 26 frames
  • 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
  • Thunder Knuckle: Light version hitbox slightly expanded
  • 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
  • Emergency Combination (SC): Damage increased to 350 from 330
  • Burst Time (UC1): Smoke visual effects reduced
  • Burning Dance (UC2): Startup reduced to 9 frames from 10 frames; height restriction removed
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}}}

Cammy

SSFIV-Cammy Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • Added
Super SFIV - 27 Apr 2010
  • Ultra II Added: CQC (Cammy Quick Combination)
  • Angled Jump LK: Improved Hitbox for easier Cross-ups
  • Cannon Spike: Damage reduced on Light, Medium, and Hard versions to 100 from 150
  • Spiral Arrow: Recovery reduced (exact data unknown)
Super SFIV:AE - 16 Dec 2010
  • Stand LP, Close LP, Crouch LP: Recovery reduced (exact data unknown)
  • Close MP, Crouch MP, Close HP: Recovery reduced (exact data unknown)
  • Cannon Drill: Active Frames of the 2-hit Hard Cannon Drill changed to 2 and 17 frames from 7 and 12 frames
  • Cannon Spike: All versions do not bounce as far back as before, making them easier to be punished on block
  • Cannon Strike: Height Restriction given to Light, Medium, and Hard versions, making them only performable at half jump height and above
Super SFIV:AE v.2012 - 13 Dec 2011
  • Cannon Drill: Hard version reverted so that Active Frames are once again 7 and 12 frames from 2 and 17 frames
  • Quick Spin Knuckle: Amount of pushback on block reduced
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • Close HP: Damage reduced to 80 from 85; stun damage reduced to 120 from 150
  • Stand HP: First bufferable Active Frame damage reduced to 70 from 80
  • 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: 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 recovery increased to 7 frames from 5 frames
  • EX Cannon Strike: Block Stun reduced by 5 frames
  • 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
  • L, M and H Cannon Spike --> EX Focus Cancel --> Forward Dash is now -5 on block
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}}}

Chun-Li

SSFIV-ChunLi Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Kikosho
Super SFIV:AE - 16 Dec 2010
  • Crouch HK: Stun damage reduced (exact data unknown)
  • Rear Spin Kick (DF + LK): Heavily nerfed, given slower startup and a bigger Hurtbox (exact data unknown)
  • Focus Attack: Hurtboxes during charge up extended forward a bit, making it easier to absorb attacks
  • Hosenka (UC1): Hitboxes were altered in an unknown way (exact data unknown)
Super SFIV:AE v.2012 - 13 Dec 2011
  • Crouch LK: Hitbox expanded a bit to eliminate strange cases where it would whiff against opponents next to her
  • Close HP: Hit Stun increased by 1 frames
  • Close HP: Pushes the opponent away a shorter distance on hit
  • Crouch HK: Stun damage increased to 150 from 100
  • Kintekishu (B + MK): On Counter Hit, given 3 more frames of Hit Stun
  • Tenkukyaku (Kitenkishu follow-up): Hitbox increased to allow it to connect against crouching opponents more consistently
  • Yosokyaku (Headstomp): All three hits can now be perform with DF + MK as well as the original D + MK
  • EX Hyakuretsukyaku: Now moves forward a bit more upon activation
  • Spinning Bird Kick: Hard version now connects fully when canceled from a Close HP
  • Spinning Bird Kick: Hard version damage reduced to 200 (40 + 20x8) from 270 (30x9)
  • Hosenka (UC1): Hitboxes were reverted back to how they were in Super Street Fighter IV
  • Kikosho (UC2): Startup reduced to 9 frames from 10 frames
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • Health: Increased to 950 from 900
  • Rear Spin Kick (DF + LK): Hitbox expanded; startup reduced to 10 frames from 12 frames; Active Frames reduced to 3 frames from 4 frames; recovery increased to 16 frames from 15 frames
  • Yosokyaku (Headstomp): Hitboxes on all three hits expanded downward and horizontally
  • EX Kikoken: Now causes Soft Knockdown on hit
  • Spinning Bird Kick: Light, Medium, and Hard versions now cause Soft Knockdown on last hit
  • EX Spinning Bird Kick: Hitbox slightly expanded forward and downward; 5th hit's Hitbox slightly expanded upward
  • EX Hazanshu: Now given Armor Breaker properties
  • Kikosho (UC2): Invincibility on startup increased to 9 frames from 8 frames (up to but not including the first Active Frame); damage increased to 365 from 330
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}}}

Cody

SSFIV-Cody Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • Added
Super SFIV:AE - 16 Dec 2010
  • Crouch LK: Startup reduced to 3 frames from 4 frames
  • Crack Kick (F + HK): Had a unique property in Super where it, upon landing, would automatically increase the Juggle Count to 1 (even though it wasn't a Juggle Hit), preventing many moves from Juggling afterwards; this was removed so now all moves with Juggle Potential of 1 will connect after a Crack Kick is landed
  • Pick Up Knife: Distance from knife at which Cody can perform this increased
Super SFIV:AE v.2012 - 13 Dec 2011
  • Walk Speed: Forward and backward walk speeds increased
  • Angled Jump MP: Given larger Hitboxes upward and downward
  • Hammer Hook (Overhead): Hit Stun and Block Stun increased by 2 frames
  • Hammer Hook (Overhead): Can now be performed even when holding the knife
  • Pick Up Knife: At any point during Pick Up Knife's animation, Cody can block any attacks
  • Stand LP with knife: Hit Stun increased (exact data unknown)
  • Stand MP with knife: Changed to a 2-hit attack, but total move length and total damage remains the same
  • Crouch MP with knife: Hurtbox made smalled on attacking arm; Active Frames increased to 4 frames (previous unknown)
  • Stand HP with knife: Hit Stun increased (exact data unknown)
  • Crouch HP with knife: startup reduced to 7 frames from 9 frames
  • Angled Jump LP with knife: Active Frames icreased (exact data unknown)
  • Angled Jump MP with knife: Hitboxes expanded upward and downward
  • Ruffian Kick: Medium version Hitbox expanded slightly forward
  • EX Zonk Knuckle: Knocks the opponent farther away when connecting
  • Bad Spray: Made a 2-hit attack now, though no changes to the move's overall length or total damage were made
  • Bad Spray: Can now be canceled into Super or EX Focus Attack on the second hit
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • Back Dash: Distance slightly increased
  • Crouch MK: On hit is now -1 from -3, on block is now -2 from -6
  • Jaw Crusher (B + MP): When struck during startup, it is now treated as a Counter Hit like normal
  • Crack Kick (F + HK): Now considered airborne starting at 8th Frame (until which frame is unknown)
  • Knife Throw: Now given Armor Breaker properties
  • Knife Attack: All grounded versions (except Crouch HP) given Juggle Potential; can combo after L Criminal Upper for example
  • Zonk Knuckle: Can now be EX Focus cancelled
  • 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 strike invincible until 1 frame before active
  • 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
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}}}

Dan

SSFIV-Dan Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • Added
Super SFIV - 27 Apr 2010
  • Ultra II Added: Haoh Gadoken
  • Taunts: All versions now have Hitboxes that can hit the opponent
Super SFIV:AE - 16 Dec 2010
  • Stand LP: Recovery improved (exact data unknown)
  • Close LP: Startup reduced to 3 frames from 4 frames
  • Crouch LP: Recovery improved (exact data unknown)
  • Close LK: Recovery improved (exact data unknown)
  • Close MP: Recovery improved (exact data unknown)
  • Crouch MP: Startup reduced to 5 frames from 7 frames
  • Crouch MK: Recovery improved (exact data unknown)
  • Close HK: Recovery improved (exact data unknown)
  • Neutral Jump HP: Given a Juggle Potential of 1 from 0
  • Neutral Jump HP: On hit against airborne opponents, now flattens opponents to the ground as a Soft Knockdown
  • Dankyukyaku: Medium and Hard versions had damage changed (exact data unknown)
  • Koryuken: First vulnerable frame of Koryukens now considered airborne, causing trades with the Koryuken against airborne opponents to make Dan flip to the ground
  • Haoh Gadoken (UC2): Loses invincibility frames at the start, being vulnerable from the 9th frame and beyond now (previous unknown)
Super SFIV:AE v.2012 - 13 Dec 2011
  • Close MP: Startup reduced to 5 frames from 6 frames
  • Close HK: Given shorter pushback on hit
  • Crouch HK: startup reduced to 10 frames from 12 frames
  • Dankukyaku: Hard version damage increased to 130 total (50 + 40 + 40) from 120 total (50 + 40 + 30)
  • Air Dankukyaku: Hard version damage increased to 150 total (50 + 50 + 50) from 120 total (50 + 40 + 30)
  • EX Air Dankukyaku: Height restriction lowered, allowing him to perform it 1 frame earlier in his jump
  • 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 1, 2, and 3 for the 3 hits so it can now connect fully off of something such as Koryuken FADC
  • Taunt: Crouch and Jump Taunts now gives 70 Super Meter on hit and 30 Super Meter on block (previous unknown)
  • Hissho Buraiken (SC): Will connect fully when used up close against all characters
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • Stand LP: Hitbox slightly expanded upward
  • Stand HK: Now activates regardless of distance from the opponent
  • Close HK: No longer close HK, changed to a Unique Move with input of B + HK
  • Gadoken: Hurtbox on the arm for all versions have been removed from the actual hand and reduced to the wrist area
  • Dankukyaku: Light version Hitbox expanded downward
  • Koryuken: 1st hit of the Hard version has slightly expanded forward Hitbox
  • Ducking Taunt: Just performing it now builds 40 Super Meter; Super Meter build on hit reduced to 0 from 70
  • Jumping Taunt: Just performing it now builds 10 Super Meter
  • Shisso Buraiken (UC1): 1st hit now has Armor Breaker properties
  • Haoh Gadoken (UC2): Now connects all hits on air opponents; damage reduced to 331 total vs. airborne opponents only, down from 368
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}}}

Decapre

SSFIV-Decapre Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • N/A
Super SFIV:AE - 16 Dec 2010
  • N/A
Super SFIV:AE v.2012 - 13 Dec 2011
  • N/A
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • Added
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}}}

Dee Jay

SSFIV-DeeJay Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • Added
Super SFIV:AE - 16 Dec 2010
  • Stand LP: HUrtbox reduced
  • Close MP: was given an extra Active Frame (from 4 to 5)
  • 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: First hit of the new Stand MK made Special, Super, and EX Focus cancelable
  • 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: 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)
  • Angled 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 Frames now reward opponent a Counter Hit if struck during them
  • Double Rolling Sobat: Light version startup reduced to 12 frames (exact data unknown)
  • Double Rolling Sobat: Light version given longer lower-body invincibility; no longer considered airborne at any point (exact data unknown)
  • Double Rolling Sobat: First hit of Medium, Hard, and EX versions now have increased Hit Stun, allowing for better FADC combos (exact data unknown)
  • Machine Gun Upper: Damage increased (exact data unknown)
  • Jackknife Maximum: Light version damage increased (exact data unknown)
  • Jackknife Maximum: Medium version made into true anti-air, given invincibility frames up until the first Active Frame
  • Jackknife Maximun: Hard and EX versions made less likely to miss follow-up hits after first hit connects
  • Climax Beat (UC2): Given better recovery on hit (exact data unknown)
  • The ability to Forward Dash into Climax Beat made much more lenient so combing after EX Machine Gun Upper made easier
Super SFIV:AE v.2012 - 13 Dec 2011
  • Stand MP: Given a better Hitbox to the end of his glove and is now Special, Super, and EX Focus cancelable
  • 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 on block is now -2 (previous unknown)
  • Air Slasher: Counter Hit reward on Recovery Frames removed
  • Double Rolling Sobat: If the first hit of the Medium version connects, the Hitbox on the second hit is expanded to combo more consistently; Hitbox remains the same on block and whiff
  • Double Rolling Sobat: Damage increased to 90 from 80 for Light version, 110 from 100 for Medium version, and 130 from 120 for Hard version
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • Crouch LK: Startup reduced to 4 frames from 5 frames
  • Stand MP: Startup reduced to 6 frames from 7 frames
  • Crouch MP: Hitbox expanded forward
  • Crouch MK: Damage increased to 80 from 70
  • Stand HP: Late Active Frames on hit vs. airborne opponents now floats on Counter Hit
  • Crouch HP: Hitbox expanded forward
  • Knee Shot (Andgled Jump 2 + LK): Hit Stun increased by 3 frames
  • Air Slasher: Chip damage increased to 15 from 12; regular damage unchanged
  • 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
  • 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 Invulnerable 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: Hitbox on first hit slightly expanded forward; floats the opponent higher on hit, with or without mash;
  • EX Machine Gun Upper: All hits can be EX Focus cancelled on hit or block, with or without mash
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}}}

Dhalsim

SSFIV-Dhalsim Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Yoga Shangri-La
Super SFIV:AE - 16 Dec 2010
  • Bask 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)
  • Down/Back MP: Startup reduced and better recovery (exact data unknown)
  • EX Yoga Flame: Startup reduced, allowing for combos from Medium Normal Attacks (exact data unknown)
  • EX Yoga Flame: Damage reduced to 120 from 180
  • Yoga Inferno (UC1): Damage reduced to 300 from 350
Super SFIV:AE v.2012 - 13 Dec 2011
  • Stand LP: Active Frames increased to 4 frames from 1 frame
  • Stand LP: Hit Stun increased by 1 frame, making it +2 on hit
  • Yoga Blast: Light and Medium versions now recover 10 frames faster; Hard version recovers 5 frames faster
  • Yoga Blast: Hard version now gives Dhalsim a Free Juggle
  • Yoga Blast: Medium and Hard versions now have smaller Hurtboxes in the middle of the move
  • Yoga Blast: All versions now cause Hard Knockdowns instead of Soft Knockdowns
  • Yoga Blast: Light, Medium, and Heavy versions can no longer be activated via Negative Edge
  • EX Yoga Blast: Damage redistributed to 90 + 50, but overall damage is the same (previous unknown)
  • Yoga Inferno (UC1): Damage increased to 330 total (75x2 + 60x3) from 300 total (60x5)
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • Back + LK: Damage increased to 40 from 30
  • Stand MP: startup reduced to 9 frames from 10 frames; Hit Stun and Block Stun reduced by 1 frame
  • 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
  • Stand HP: Damage increased to 80 from 75; on hit is now +1 from +0
  • Back + HK: Damage increased to 100 from 90
  • Yoga Blast: Light version Hurtbox reduced
  • Yoga Blast: Medium version startup reduced to 14 frames from 15 frames
  • EX Yoga Flame: Damage increased to 70 + 70 from 50 + 70; Hitbox slightly expanded horizontally
  • EX Yoga Blast: Damage increased to 90 + 60 from 90 + 50; on hit now causes Soft Knockdown instead of Hard Knockdown; Hitbox slightly expanded forward
  • Yoga Shangri-La (UC2): Grab range slightly increased; input changed to QCF QCF + KKK in air from QCF QCF + PPP in air
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}}}

Dudley

SSFIV-Dudley Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • Added
Super SFIV:AE - 16 Dec 2010
  • 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)
  • Angled 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): Hitboxes improved so it can beat out some lower attacks
  • Dart Shot (F + HK): Hitbox increased so it connects from farther away
  • Throw: Bug fixed where Dudley sometimes couldn't throw opponents that were stunned
  • Duck: EX Version added
  • Jet Upper: Block Stun reduced so that Jet Upper --> EX Focus Cancel --> Forward Dash is now -2 on block (previous unknown)
Super SFIV:AE v.2012 - 13 Dec 2011
  • 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
  • Angled 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
  • Angled 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
  • Focus Attack: Level 1 now does 1 extra frame of Block Stun
  • Jet Upper: Startup of Light and Medium versions reduced to 5 frames from 6 frames; Hard version startup reduced to 3 frames from 4 frames
  • Short Swing Blow: Medium and Hard versions given smaller Hurtboxes in Dudley's lower half after their Throw Invulnerability runs out (12th frame for Medium version, 14th frame for Hard version)
  • Short Swing Blow: Medium and Hard versions given 2 more frames of Hit Stun
  • Thunderbolt: All versions given better Juggle Potential so it can connect all hits against airborne opponents
  • Thunderbolt: Changed to be a Hard Knockdown against grounded or airborne opponents
  • 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
  • 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
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • Crouch LP: Hitbox slightly expanded forward;
  • Crouch LP: Can no longer chain into F + LP
  • Crouch MK: startup reduced to 7 frames from 8 frames
  • Stand HP: Hitbox slightly expanded forward and downward
  • Stand HK: On counter-hit, pushback reduced
  • Kidney Blow (F + MK): Hitbox slightly expanded forward
  • Step Straight (F + HP): Now causes Soft Knockdown against airborne opponent
  • Target Combos: All Target Combos damage increased by 10
  • Victory Rose: Damage increased to 1 from 0; on hit is now +13 from +6
  • Machinegun Blow: Light version on block is now -1 from -2
  • Machinegun Blow: Hard version on hit pushback reduced by half
  • Short Swing Blow: Throw Invulnerability of Light, Medium, and Hard versions extended until the end of Active Frames
  • EX Short Swing Blow: Throw Invulnerability extended until the end of the first hit’s Active Frames
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}}}

E. Honda

SSFIV-EHonda Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Orochi Breaker
  • Sumo Headbutt: Now can pass over Low Tiger Shots from Sagat
  • Sumo Headbutt: More invincibility added to Light and EX versions (exact data unknown)
Super SFIV:AE - 16 Dec 2010
  • Bask Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
  • Angled 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
  • Ultimate Killer Head Ram (UC1): Now Projectile Invulnerable 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
Super SFIV:AE v.2012 - 13 Dec 2011
  • 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: Medium version made completely lower body invincible; Also made Projectile Invulnerable 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
  • EX Oicho Throw: Stun damage increased to 150 (75 + 75) from 100 (50 + 50)
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • Close HP: Hitbox expanded upward
  • 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
  • Angled Jump MP: Hurtbox slightly reduced
  • Angled Jump MK: Active frames increased by 1 frame, up to 9 frames from 8 frames
  • EX Sumo Headbutt: When blocked, the move bounces back much less, making it easier to punish
  • EX Hundred Hand Slap: On hit is now +5 from +4
  • EX Oicho Throw: Frames 1-5 now given Throw Invulnerability
  • Super Killer Head Ram (SC): startup reduced to 10 frames from 11 frames
  • Orochi Breaker (UC2): Input changed to 720 + PPP from HCB HCB + PPP
  • Orochi Breaker (UC2): Startup reduced to 1 frame from 2 frames so it can no longer be escaped on reaction; grab range increased from 1.16 to 1.40
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}}}

El Fuerte

SSFIV-ElFuerte Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No change
Super SFIV - 27 Apr 2010
  • Ultra II Added: El Fuerte Ultra Spark
Super SFIV:AE - 16 Dec 2010
  • Stand LP: Startup reduced to 4 frames from 5 frames
  • Crouch LP: Startup reduced to 4 frames from 5 frames
  • Guacamole Leg Throw: Recovery on landing on all versions increased when whiffed (exact data unknown)
  • Propeller Tortilla: Given reduced invincibility (exact data unknown)
  • El Fuerte Ultra Spark (UC2): Startup increased; damage reduced; Hitbox earlier on in the move reduced (exact data unknown)
Super SFIV:AE v.2012 - 13 Dec 2011
  • 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
  • Propeller Tortilla: Reverted to have more invincibility again, being Strike and Projectile Invulnerable until the 13th frame
  • 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: On Counter Hit now causes a Wall Bounce, also rewarding El Fuerte a Free Juggle
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • Close LP: Hitbox expanded downward
  • Stand LK: startup reduced to 3 frames from 5 frames; Active Frames increased to 2 frames from 1 frame
  • Stand LK: On hit is now +6 from +5; can no longer be Special cancelled
  • Close LK: Startup reduced to 3 frames from frames; Active Frames increased to 2 frames from 1 frame
  • Close LK: On block is now +2 from +3; can no longer be Special cancelled
  • Stand MK: Recovery reduced to 14 frames from 15 frames
  • Close MK: Startup reduced to 11 frames from 14 frames; recovery reduced to 13 frames from 14 frames
  • Close HK: Startup reduced to 10 frames from 12 frames
  • 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
  • EX Quesadilla Bomb: Now Throw Invulnerable for frames 1-7
  • 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
  • Gordita Sobat: Recovery reduced to 17 frames from 18 frames
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}}}

Elena

SSFIV-Elena Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • N/A
Super SFIV:AE - 16 Dec 2010
  • N/A
Super SFIV:AE v.2012 - 13 Dec 2011
  • N/A
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • Added
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}}}

Evil Ryu

SSFIV-Evil Ryu Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • N/A
Super SFIV:AE - 16 Dec 2010
  • Added
Super SFIV:AE v.2012 - 13 Dec 2011
  • Health: Increased to 900 from 850
  • Stun Gauge: Increased to 900 from 850
  • Stand MK: Given a farther reaching Hitbox as well as farther forward movement during startup
  • Stand MK: Recovery reduced by 1 frame, down to 15 frames from 16 frames
  • Stand HP: Now causes Soft Knockdown on Counter Hit
  • 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
  • Senbukyaku (F + MK): Can now be canceled into an Air Tatsumaki Senpukyaku, though the Air Tatsumaki Senpukyaku has unique properties different from the standard Air Tatsumaki Senpukyaku
  • Target Combo 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: Damage raised on Hard version to a total of 160 (100 + 60) from 150 (90 + 60)
  • Air 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: Medium version given increased Juggle Potential up of 5 (previous unknown)
  • Ryusokyaku: Hard version given a Juggle Potential of 1 from 0
  • Ryusokyaku: Startup reduced on Hard version to 26 frames from 27 frames; damage reduced to 130 from 140; stun damage reduced to 150 from 200
  • Ryusokyaku: On hit against airborne opponents, Medium and Hard versions now cause Hard Knockdowns
  • EX Ryusokyaku: Startup reduced to 21 frames from 22 frames
  • Raging Demon (SC): Damage raised to 370 from 350
  • Metsu Hadoken: The amount of time to charge fully has been reduced (exact data unknown)
  • Metsu Hadoken: Hitbox of the first Active Frame of the fully charged Metsu Hadoken expanded downward
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • Health: Increased from 900 to 950
  • Crouch MK: On block is now -3 from -4
  • Crouch HK: startup reduced to 6 frames from 7 frames
  • Target Combo 1 (MP --> HP): Can now be done from both Stand and Close MP
  • Senbukyaku (F + MK): Hitbox greatly expanded downward
  • 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
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}}}

Fei Long

SSFIV-FeiLong Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • Added
Super SFIV - 27 Apr 2010
  • Ultra II Added: Gekirinken
  • Tenshin: Slightly improved (exact data unknown)
Super SFIV:AE - 16 Dec 2010
  • Bask 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)
  • Stand LP, Close LP: Hit Stun increased by 1 frame, making them +6 on hit now
  • Close MK: Startup changed to 4 frames (previous unknown)
  • EX Rekkaken: Recovery reduced on Hit and Block (exact data unknown)
  • Rekkukyaku: Removed all invincibility frames from the Hard version
Super SFIV:AE v.2012 - 13 Dec 2011
  • Stand LP, Close LP: Hit Stun reduced by 1 frame, back to +5 on hit
  • Close MP: Can no longer combo into a Hard or EX Rekkukyaku (exact data unknown)
  • Crouch MP: Damage reduced to 55 from 65
  • Chokkarakusho (Overhead): Damage increased to 70 from 60
  • Engekishu (F + HK): Damage reduced to 130 total (80 + 50) from 150 (90 + 60)
  • Engekishu (F + HK): Second hit now made Super or EX Focus cancelable
  • Rekkaken: The chip damage of the first and second Light Rekkakens reduced to 6 from 12, but no change to damage on hit was made
  • Rekkaken: The chip damage of the first and second Medium Rekkakens reduced to 7 from 14, but no change to damage on hit was made
  • Rekkaken: The amount of pushback on the second Light, Medium, and Hard Rekkakens were reduced
  • Rekkaken: Hit Stun on the second Light, Medium, and Hard Rekkekens reduced so that Fei Long is now -8, -10, and -12 for those three versions respectively
  • Shienkyaku: The damage of a deep hit on the Light and Medium versions reduced to 110 from 120 for Light and to 120 from 140 for Medium
  • Shienkyaku: Damage reduced on the Hard version to 150 (100 + 50) from 160 (100 + 60); damage reduced on the EX version to 190 total (100 + 50 + 40) from 200 (100 + 50 + 50)
  • ShienKyaku: Block stun for a deep hit on all versions reduced by 1 frame
  • Rekkukyaku: Damage reduced on Hard version to 100 total (35 + 35 + 30) from 140 total (40 + 40 + 60)
  • Rekkukyaku: All versions made much more difficult to hit as Cross-up against opponents
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • Crouch LK: Startup increased to 4 frames from 3 frames; can no longer be chained into another Crouch LK
  • Crouch MP: Damage increased to 65 from 55
  • Rekkaken: Forward movement distance on Light version reduced
  • Rekkaken: Hit Stun on the second hit of Light, Medium, and Hard versions reduced by 2 frames
  • Shienkyaku: No longer can be performed with a B, F, B + K input
  • Tenshin: Damage increased on all versions to 1 from 0; now counts as part of Damage Scaling
  • 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
  • L, M and H Shienkyaku --> EX Focus Cancel --> Forward Dash is now -5 on block
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}}}

Gen

SSFIV-Gen Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • Added
Super SFIV - 27 Apr 2010
  • Ultra II Added: Shitenketsu (Mantis Stance) and Teiga (Crane Stance)
  • Mantis Stance: Gekiro now Throw Invulnerable
  • Mantis Stance: EX Gekiro now a true Uppercut, invincible up to the first Active Frame (7th frame)
  • Mantis Stance: Standing Medium Kick into Hyakurenko loop removed due to increased pushback from Hyakurenko
  • Mantis Stance: Hard Punch Hyakurenko is now Super Cancelable for the first 4 hits instead of just the first hit
  • Mantis Stance: Zan'ei recovers quicker (exact data unknown)
  • Crane Stance: Crouching Medium Kick can go under most Projectiles now
  • Crane Stance: Oga's speed improved; faster to reach walls and quicker dives
  • Crane Stance: EX Oga no longer invincible on the way to the wall during initial startup
  • Crane Stance: Jyakoha has quicker startup (exact data unknown)
  • Jump arcs in both stances have been adjusted (exact data unknown)
Super SFIV:AE - 16 Dec 2010
  • Baskdash improved: first non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
  • Mantis Stance: New Target Combo added: Crouching Light Kick -> Crouching Medium Kick
  • Mantis Stance: New Target Combo added: Standing Hard Punch (1st Hit) -> Standing Medium Kick
  • Mantis Stance: Standing Light Punch had a Hurtbox removed so that his arm from the elbow outran no longer be hit
  • Mantis Stance: Crouching Medium Punch has better startup (exact data unknown)
  • Mantis Stance: Crouching Medium Punch can now be canceled into Special Moves and Supers
  • Mantis Stance: Crouching Medium Kick can now be canceled into Special Moves and Supers
  • Mantis Stance: Standing Hard Kick has had its Hitbox improved so it has better range
  • Mantis Stance: Shitenketsu given a better Hitbox so that it hits lower than before
  • Crane Stance: Teiga's speed was improved
Super SFIV:AE v.2012 - 13 Dec 2011
  • 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: 8th hit of Hard Gekiro now a Hard Knock-Down so you can no longer Quick Rise
  • Crane Stance: Changed Crouching Medium Kick's Hit Stun and Block Stun to be +1 on hit and -1 on block (exact data unknown)
  • Crane Stance: Hurtboxes of Crouching Medium Kick shrunk mid-move (exact data unknown)
  • Crane Stance: Damage taken when Counter Hit out of Crouching Hard Punch reduced to the standard 1.25x damage
  • Crane Stance: Increased Crouching Hard Kick Active Frames to 5 frames from 3 frames
  • Crane Stance: The second to last hit of the Light, Medium, and Hard Jyasen now cause 4 extra frames of Hit Stun and Block Stun
  • Crane Stance: The second to last hit of the EX Jyasen now cause 5 extra frames of Hit Stun and 4 extra frames of Block Stun
  • Crane Stance: Can now alter the distance of EX Jyasen by using different Punch combinations (Light + Medium, Medium + Hard, and Light + Heavy)
  • Crane Stance: EX Jyasen now completely Projectile Invulnerable until final Active Frame
  • 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: 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
Ultra SFIV (Arcade JP) - 18 Apr 2014
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}}}

Gouken

SSFIV-Gouken Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • Added
Super SFIV - 27 Apr 2010
  • Ultra II Added: Denjin Hadoken
Super SFIV:AE - 16 Dec 2010
  • Baskdash improved: first non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
  • Gouken received several improvements to his Normal moves overall with regards to startup, priority, and recovery but no ranges were changed
  • Close Medium Kick startup reduced to 3 frames (exact data unknown)
  • Hit Stun on Close Hard Punch increased for better frame advantage (exact data unknown)
  • Hit Stun on Close Hard Kick increased for better frame advantage (exact data unknown)
  • Neutral Jumping Hard Punch given Juggle Potential of 1 from 0 and against other airborne opponents will now flatten them to the ground for a knock-down
  • Diagonal Jumping Hard Kick given Juggle Potential of 1 from 0 and against other airborne opponents will now flatten them to the ground for a knock-down
  • Gouken's Amaoroshi (Back Throw) now counts as part of a Combo, so any hits afterwards will be scaled appropriately (raw Ultra, for example, will now do 80% damage instead of 100%)
  • Light Senkugoshoha sped up so that it attacks almost instantly with very little forward momentum
  • EX Tatsumaki Gorasen now "warps" opponent into place on first hit, so that the entire move is guaranteed to connect
  • Hyakki Goheki (the hit absorb from the Hyakkishu) now recovers quicker (exact data unknown)
  • Kongoshin now 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 higher up; must be "aimed" properly now (for example, deeper Jump Attacks must be countered with MP)
Super SFIV:AE v.2012 - 13 Dec 2011
  • Far Medium Punch now cancelable into Special Moves and Supers
  • Far Medium Punch Hit Stun increased by 1 frames
  • Fixed Close Medium Kick so that two Goukens performing the move right next to each other no longer causes both to whiff
  • Far Hard Punch given 2 extra Active Frames, going to 5 frames from 3 frames
  • Crouching Hard Punch Hit Stun increased by 1 frames
  • Sakotsukudaki (the Overhead) was given a better Hitbox downward and a smaller Hurtbox on the upper arm
  • Sakotsukudaki (the Overhead) given 2 extra Active Frames (going to 4 frames from 2 frames) and longer Hit Stun made to match that of a standard Hard Attack
  • Light Senkugoshoha given a farther reaching Hitbox
  • Medium Senkugoshoha changed to match the original Light Senkugoshoha from Super Street Fighter IV and Heavy Senkugoshoha changed to match the original Medium Senkugoshoha from Super Street Fighter IV
  • Medium and Hard Kongoshin given larger Hitboxes when triggered
  • All versions of Kongoshin now do 200 stun (exact data unknown)
  • Forbidden Shoryuken startup drastically reduced to 3 frames from 11 frames
  • Denjin Hadoken damage increased by 45 for all levels (to 300, 360, 420, 480, and 540 from 255, 315, 375, 435, and 495)
  • Before, different levels of Ultras Meter determined how quickly you could reach the other levels of Denjin Hadoken; this has been normalized so that the time it takes to get to the other levels is the same regardless of how much Ultra Meter you have
  • Can now start charging to higher levels of Denjin Hadoken (a max of level 3) by shaking the controller even during the Ultra startup animation
Ultra SFIV (Arcade JP) - 18 Apr 2014
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}}}

Guile

SSFIV-Guile Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Sonic Hurricane
  • Charge time for Sonic Boom reduced to 50 frames from 55 frames
  • Flash Explosion damage increased (exact data unknown)
  • New Taunt move added that makes Guile put on Sunglasses
Super SFIV:AE - 16 Dec 2010
  • Spinning Back Knuckle (Towards + Hard Punch) had its damage reduced (exact data unknown)
  • Reverse Spin Kick (the Upside-Down Kick) had Hurtboxes removed so that low hitting moves like Ryu's Crouching Medium Kick will miss and get countered
  • Reduced damage on the Reverse Spin Kick (the Upside-Down Kick)
  • Sonic Boom now builds less Super Meter on activation (exact data unknown)
  • All non-EX Flash Kicks had damaged reduced (exact data unknown)
  • Sonic Hurricane is now slower to startup and its overall damage has been reduced (exact data unknown)
Super SFIV:AE v.2012 - 13 Dec 2011
  • Increased Spinning Back Knuckle (Toward + Hard Punch) damage to 100 from 90
  • Reverse Spin Kick (the Upside-Down Kick) now Throw Invulnerable from 6th frame until landing
  • Hit Stun on Reverse Spin Kick (the Upside-Down Kick) increased by 1 frame, making it +5 on hit
  • Both air throws (Flying Mare and Flying Buster Drop) reduced startup time to 3 frames from 4 frames
  • When struck out of the Recovery Frames of a Sonic Boom, Guile will no longer be Counter Hit
  • Increased the damage for Flash Kick on all version except EX (110 from 100 for Light, 130 from 120 for Medium, and 140 from 130 for Hard)
  • Sonic Hurricane had its damage redistributed to 90 + 30x4 + 90, but overall damage is the same
Ultra SFIV (Arcade JP) - 18 Apr 2014
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}}}

Guy

SSFIV-Guy Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • Added
Super SFIV:AE - 16 Dec 2010
  • Far Light Punch Hurtbox reduced so that the elbow to hand can no longer be hit
  • Crouching Light Punch damage increased (exact data unknown)
  • Far Medium Punch given better Hitbox for better range
  • Far Medium Kick given quicker startup and shorter recovery (exact data unknown)
  • Neck Breaker (Toward + Medium Punch) not hits twice and is also now +2 on hit instead of negative (exact data unknown)
  • EX Run can now be canceled into follow-ups in 5 frames, same as regular Run (exact data unknown)
  • The Sudden Stop follow-up from an EX Run now has one hit of armor
  • The Shadow Kick follow-up from an EX Run is now Projectile Invulnerable for the first 28 frames
  • Bushin Hasoken now does more damage and given better Juggle Potential so that it will connect all hits in combos (exact data unknown)
Super SFIV:AE v.2012 - 13 Dec 2011
  • Backwards walking speed increased
  • Diagonal Jumping Medium Punch given larger Hitboxes in all directions, but given larger Hurtboxes as well
  • Neutral Jump Hard Punch given larger Hitboxes upward and downward
  • Diagonal Jump Hard Kick given larger Hitboxes in all directions, but given larger Hurtboxes as well
  • Elbow Drop can now be performed with Down / Toward + Medium Punch as well as the original Down + Medium Punch
  • Both throws given slightly more range (exact data unknown)
  • Can perform attacks quicker after a Wall Jump (exact data unknown)
  • Recovery time of the Bushin Flip reduced if no follow up is performed (exact data unknown)
  • EX Bushin Senpukyaku has a larger Hitbox for the first hit
  • First hit of EX Bushin Senpukyaku also now has 2 Active Frames increased from 1 Active Frame
  • The Neck Flip (Hard Kick follow-up to Run) 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 for the final hit, making it connect more consistently
  • Bushin Goraisenpujin moves farther forward before the first hit than before
  • Bushin Musou Renge given increased throw range
  • Bushin Musou Renge input made easier to perform (exact data unknown)
Ultra SFIV (Arcade JP) - 18 Apr 2014
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}}}

Hakan

SSFIV-Hakan Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • Added
Super SFIV:AE - 16 Dec 2010
  • Standing Hard Punch made into a better anti-air by reducing its Hurtbox
  • Step Low (Toward + Light Kick) given quicker startup (exact data unknown)
  • Step Low (Toward + Light Kick) now made Special Move cancelable
  • 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 Attack
  • Peforming multiple Oil Showers will now continue to stake up the amount of time Hakan stays oiled, up to a maximum of 30 seconds
  • 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
  • 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)
  • If you hold the button down on the Oil Dive, you can now cancel the startup "running-in-place" animation into a Guard Position
Super SFIV:AE v.2012 - 13 Dec 2011
  • 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
Ultra SFIV (Arcade JP) - 18 Apr 2014
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}}}

Hugo

SSFIV-Hugo Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • N/A
Super SFIV:AE - 16 Dec 2010
  • N/A
Super SFIV:AE v.2012 - 13 Dec 2011
  • N/A
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • Added
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}}}

Ibuki

SSFIV-Ibuki Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • Added
Super SFIV:AE - 16 Dec 2010
  • New Target Combo added: Crouching Hard Kick -> Standing Hard Kick
  • Far Light Kick improved to a 4 frame startup (exact data unknown)
  • Far Medium Kick changed to a 5 frame startup (exact data unknown)
  • Kunai damage increased (exact data unknown)
  • Kunais performed while jumping backwards now have a much more vertical trajectory, thrown almost straight down
  • The Neck Breaker damage and stun damage was reduced (exact data unknown)
  • Tsuijigoe no longer registers Counter Hits when struck out of it
Super SFIV:AE v.2012 - 13 Dec 2011
  • 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)
  • 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
  • Tsuijigoe's 7 grounded frames of startup are now Throw Invulnerable
  • Hurtboxes for the first 11 frames of Tsuijigoe removed except for her head area
  • Tsuijigoe can noe be canceled into Kasumi Suzaku starting from the 10th frame
  • 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
  • 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)
Ultra SFIV (Arcade JP) - 18 Apr 2014
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}}}

Juri

SSFIV-Juri Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • Added
Super SFIV:AE - 16 Dec 2010
  • Improved walking speeds for both forward and backwards walking
  • Far Light Punch given improved Hitbox and reduced Hurtbox
  • Crouch Light Punch given a reduced Hurtbox
  • The first activation hit of Fuhajin now pops the opponent higher up into the air, allowing for follow-up juggles
  • The first activation hit of Fuhajin now does less damage and less stun
  • Focus Attack Hitbox improved to no longer go over certain characters / moves
Super SFIV:AE v.2012 - 13 Dec 2011
  • 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
Ultra SFIV (Arcade JP) - 18 Apr 2014
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}}}

Ken

SSFIV-Ken Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Guren Senpukyaku
Super SFIV:AE - 16 Dec 2010
  • Baskdash improved: first non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
  • Recovery on Crouching Medium Punch improved (exact data unknown)
  • Far Light Punch has a better Hitbox
  • Crouching Medium Kick Active Frames reduced to 2 frames from 4 frames
  • The Hitbox on the second hit of his Target Combo (Close Medium Punch -> Close Hard Punch) has been improved
  • Light Shoryuken now has two more frames of recovery (exact data unknown)
  • Light Shoryuken now does 120 damage up from 100
  • EX Hadoken given better Juggle Potential (exact data unknown)
  • EX Air Tatsumaki Senpukyaku no longer counts as a high hit and can be blocked standing or crouching
Super SFIV:AE v.2012 - 13 Dec 2011
  • Far Hard Kick had startup reduced to 11 frames from 12 and shortened its recovery by 4 frames to 18 frames from 22 frames
  • 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
  • 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 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)
Ultra SFIV (Arcade JP) - 18 Apr 2014
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}}}

Makoto

SSFIV-Makoto Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • Added
Super SFIV:AE - 16 Dec 2010
  • Health increased to 1000 from 950
  • Forward and Back Dashes both improved to be shorter than before (exact data unknown)
  • Toward + Light Punch given better startup to 3 frames from 4 frames
  • Standing Light Kick can now be Kara Canceled during startup
  • Crouching Light Kick improved Hitbox for better range
  • Crouching Medium Kick has a lower Hurtbox, making it more effective an anti-air
  • Crouching Hard Punch given more Active Frames (exact data unknown)
  • Crouching Hard Kick given improved priority with a larger Hitbox and a smaller Hurtbox
  • EX Hayate is now an Armor Breaker with improved startup (exact data unknown)
  • Fukiage had its Hurtbox from the torso up removed and its Hitbox extended downwards (though it still prevented from hitting standing opponents on the ground)
  • Startup of Fukiage improved (exact data unknown)
  • Hard Punch Oroshi and EX Oroshi now cause untouchable knock-down
  • EX Tsurugi Height Restriction reduced so that it can be done very low to the ground
  • The damage on Seichusan Godanzuki was redistributed amongst the hits; does same damage overall
  • The startup of Abare Tosanami has been improved (exact data unknown)
Super SFIV:AE v.2012 - 13 Dec 2011
  • Health decreased to 950 from 1000
  • 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
  • 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
  • Both Light and Medium Hayate at level 4 now behave exactly like Hard Hayate at Level 4
  • All three Level 5 Hayates now are considered Armor Breakers and all behave exactly the same in terms of distance, damage, etc.
  • 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)
  • 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
  • Tanden Renki lasts 3 seconds longer than it used to, lasting a total of 12 seconds as opposed to 9 seconds
Ultra SFIV (Arcade JP) - 18 Apr 2014
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}}}

M. Bison

SSFIV-MBison Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Psycho Punisher
Super SFIV:AE - 16 Dec 2010
  • Altered Standing Hard Kick so that, if only the tip connects (where his foot is), the damage is 80 as opposed to 110
  • Increased Hurtbox on Crouching Light Kick, making it easier to hit
  • Light Double Knee Presses have increased pushback, leaving him farther from opponent after block
  • Knee Press Knightmare now fully Projectile Invulnerable starting from 9th frame until end
  • Psycho Punisher code changed from instant QCF x 2 + 3K to charge Back, Toward Back Toward + 3P
Super SFIV:AE v.2012 - 13 Dec 2011
  • 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)
  • All versions of the Double Knee Press had their stun damage increased to 150 total (100 + 50) from 100 total (50 + 50)
Ultra SFIV (Arcade JP) - 18 Apr 2014
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}}}

Oni

SSFIV-Oni Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • N/A
Super SFIV:AE - 16 Dec 2010
  • Added
Super SFIV:AE v.2012 - 13 Dec 2011
  • Health increased to 1000 from 950
  • Diagonal Jumping Hard Punch given 1 extra Active Frame up to 5 frames from 4 frames
  • Ganka Uchi (Back + Medium Punch) causes a different reeling reaction on crouching opponents to fix a problem where follow-ups could miss
  • 2nd hit of Goshoryuken now pushes the opponent farther away so that when FADC canceled from at closest range, Oni no longer dashes under the opponent for a few frames
  • EX Tatsumaki Zankukyaku tweaked to connect fully more consistently
  • EX Air Tatsumaki Zankukyaku, when canceled out of a Medium or Hard Zanku Hadosho, has been given unique properties and will now immediately gain downward momentum upon activation with 22 Recovery Frames upon landing
  • EX Air Tatsumaki Zankukyaku, when canceled out of a Medium or Hard Zanku Hadosho, now only does one hit of 140 damage and 200 stun damage that results in the opponent falling slowly in a spiraling reel
  • Light Rakan Dantojin given extra Hitbox to connect against opponents super close to Oni
  • Medium Rakan Dantojin given 3 more frames of Projectile Invulnerability, increasing it to 19 frames total from 16 frames
  • Light and Hard Zanku Hadosho given larger Hitboxes
  • Zanku Hadosho can now be canceled into a Messatsu-Gozanku (Air version of Ultra 1) when connecting on opponent, but not on whiff
  • Raging Demon damage increased to 370 from 350
  • Air Raging Demon changed to a physical hit instead of a Throw, but it can only strike enemies who are airborne themselves
  • Air Raging Demon given a Juggle Potential of at least 3 (exact data unknown)
  • Messatsu-Gotenha (Kick version of Ultra 1) made invincible until the first Active Frame and given one less Active Frame bringing the total to 9 frames from 10 frames
  • Tenchi Sokaigen now knocks the opponent back less as a juggle to allow subsequent hits to connect fully more consistently
Ultra SFIV (Arcade JP) - 18 Apr 2014
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}}}

Poison

SSFIV-Poison Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • N/A
Super SFIV:AE - 16 Dec 2010
  • N/A
Super SFIV:AE v.2012 - 13 Dec 2011
  • N/A
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • Added
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}}}

Rolento

SSFIV-Rolento Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • N/A
Super SFIV:AE - 16 Dec 2010
  • N/A
Super SFIV:AE v.2012 - 13 Dec 2011
  • N/A
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • Added
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}}}

Rose

SSFIV-Rose Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • Added
Super SFIV - 27 Apr 2010
  • Ultra II Added: Soul Satellite
  • Crouching Hard Punch damage increased (exact data unknown)
  • Increased damage on all versions of Soul Throw (exact data unknown)
  • Soul Reflect given more Active Frames for easier Projectile reflection (exact data unknown)
  • Soul Throw given Juggle Potential of 1 from 0
  • Soul Spark given improved recovery (exact data unknown)
Super SFIV:AE - 16 Dec 2010
  • Can no longer perform a Aura Soul Spark if a regular Soul Spark is still on the screen
  • Soul Satellite given 1 frame of startup (from 0 frames) so that she can be struck before the orbs appear
Super SFIV:AE v.2012 - 13 Dec 2011
  • Close Medium Kick Hit Stun increased by 1 frame
  • Fixed a bug where Counter Hit damage was taken even when hit out of Active and Recovery Frames of Crouching Medium Kick
  • Reduced overall time of Soul Piede (Toward + Hard Kick) to 29 frames total from 33 frames total (exact data unknown)
  • Soul Piede given a better reaching Hitbox and reduced the Hurtbox during Active Frames
  • Meter gain on Soul Spark increased to 30 from 20 on non-EX versions
  • EX Soul Spiral damage increased to 120 from 100
  • EX Soul Reflect now Projectile Invulnerable 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
  • Startup time for Soul Satellite reduced to 5 frames from 7 frames
Ultra SFIV (Arcade JP) - 18 Apr 2014
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}}}

Rufus

SSFIV-Rufus Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Big Gang Typhoon
  • Damage on Falcon Kick (Dive Kick) reduced (exact data unknown)
  • Damage on EX Snake Strike reduced (exact data unknown)
Super SFIV:AE - 16 Dec 2010
  • The first part of EX Messiah Kick (no followup) total damage was reduced to 80 from 100
  • Big Bang Typhoon only connects for 10 hits against airborne opponents now, doing less damage when used as anti-air
Super SFIV:AE v.2012 - 13 Dec 2011
  • 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
  • Medium version of the Messiah Kick now properly combos into the High Attack (Light Kick ender of Messiah Kick)
  • Big Bang Typhoon will now only connect 10 total hits on an airborne opponent
Ultra SFIV (Arcade JP) - 18 Apr 2014
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}}}

Ryu

SSFIV-Ryu Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Metsu Shoryuken
  • Medium and Hard Punch Shoryukens now both 2 hits
  • Damage and Invincibility on Shoryukens reduced (exact data unknown)
  • First vulnerable frame of Shoryukens now considered airborne, causing trades with the Shoryuken against airborne opponents to make Ryu flip to the ground, preventing trades into Metsu Hadoken
Super SFIV:AE - 16 Dec 2010
  • Baskdash improved: first non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
  • Far Medium Punch can now be canceled into Special Moves and Supers
  • Close Medium Kick damage increased to 80 from 70
  • Crouching Medium Kick Active Frames dropped from 5 frames to 3 frames
  • Crouching Medium Kick Hurtbox enlarged to extend beyond Hitbox
  • Hit Stun and Block Stun on Close Hard Kick increased (exact data unknown)
  • Solar Plexus Strike (Toward + Hard Punch) reduced in damage to 90 total from 120 total
  • Air Tatsumaki Senpukyaku now loses momentum when performed during the beginning of a jump to prevent escape from corners
  • EX Air Tatsumaki Senpukyaku now doesn't cause opponent to float higher on every hit, ensuring all hits connect after the first one connects
Super SFIV:AE v.2012 - 13 Dec 2011
  • Crouching Medium Kick Active Frames reverted from 3 frames to 5 frames
  • Close Hard Kick changed to have equal Frame Advantage on hit and block (exact data unknown)
  • 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
  • Changed EX Hadoken so that if the first hit connects as a Counter Hit, Ryu gets a free juggle afterwards
  • Medium Shoryuken
  • Hard Shoryuken now only 1 hit; does 160 damage on first two Active Frames, 60 on others
  • Hard Shoryuken now invincible through the 4th frame
  • Hard Shoryuken can no longer be EX Focus Canceled
  • Hard Shoryuken can no longer Juggle (Juggle Potentail reduced to 0 from 1 on original 2nd hit)
  • The point in Ryu's Jump at which the Air Tatsumaki Senpukyaku transitions from its first phase (where it loses momentum) and its second phase (normal behavior) was moved 3 frames later
  • Metsu Shoryuken Hitbox extended upwards on the 3 Active Frame
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • Shortcut code for DP ignored during Crouching Medium Kick to make Crouching Medium XX Hadouken easier
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}}}

Sagat

SSFIV-Sagat Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Tiger Cannon
  • New Special Move Added: Angry Scar (costs 1 meter)
  • Reduced damage on Standing Hard Kick (exact data unknown)
  • Reduced damage on Tiger Uppercuts (exact data unknown)
Super SFIV:AE - 16 Dec 2010
  • Standing Light Kick overall damage increased (exact data unknown)
  • The Tiger Uppercut does more damage when connecting on the first or second Active Frame (exact data unknown)
  • Angry Scar changed to QCB x 2 + Kick instead of QCB x 2 + P
Super SFIV:AE v.2012 - 13 Dec 2011
  • Crouching Medium Punch has a better Hitbox (exact data unknown)
  • Uppercuts performed after Angry Scar now do more damage, to 150 from 140 for Light, to 170 from 160 for Medium, and 250 total from 240 total for EX (Hard version damage unchanged)
Ultra SFIV (Arcade JP) - 18 Apr 2014
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}}}

Sakura

SSFIV-Sakura Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • Added
Super SFIV - 27 Apr 2010
  • Ultra II Added: Shunku Hadoken
  • Improved Hitbox on Jumping Medium Kick for easier Cross-ups
Super SFIV:AE - 16 Dec 2010
  • Baskdash improved: 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
  • Close Medium Punch given better recovery (exact data unknown)
  • Far Medium Punch can now be canceled into Special Moves and Supers
  • Reduced Hurtbox on Far Medium Kick
  • Hadouken now has reduced recovery (exact data unknown)
  • Second hit of Air Shunpukyaku given Juggle Potential of 1 from 0 for more hits against airborne opponents
Super SFIV:AE v.2012 - 13 Dec 2011
  • EX Hadoken level 1 damage changed to 120 total (60 + 60) from 100 total (40 + 60)
  • EX Hadoken level 2 damage changed to 130 total (60 + 70) from 120 total (50 + 70)
  • Fixed an issue where EX Shunpukyaku would pass through some characters in certain combos when connecting
  • Sakura Otoshi given less "command priority" so it's hard to do, and can no longer be performed with Negative Edge
Ultra SFIV (Arcade JP) - 18 Apr 2014
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}}}

Seth

SSFIV-Seth Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • Added
Super SFIV - 27 Apr 2010
  • Ultra II Added: Tanden Typhoon
  • More recovery added to Yoga Teleport
  • Diagonal Jumping Hard Punch has faster startup (exact data unknown)
  • Tandem Stream can no longer be activated with a Sonic Boom still on screen
Super SFIV:AE - 16 Dec 2010
  • Health increased to 800 from 750, stun increased to 900 from 750
  • Close Medium Punch has quicker startup and better recovery, giving it better Frame Advantage on hit (exact data unknown)
  • Far Medium Kick improved as a poke by extending its Hitbox forward and reducing its Hurtbox at the foot
  • Crouching Medium Kick given more Active Frames (exact data unknown)
  • Startup on Crouching Hard Punch reduced (exact data unknown)
  • Original Neutral and Back Jump Hard Punch (the long, stretching arms punch) removed; Replaced by Toward Jumping Hard Punch
  • Jump Hard Punch given doubled Active Frames (exact data unknown)
  • Each of the 3 Yosokyakus (Head Stomps) have reduced Active Frames (exact data unknown)
  • The Tenmakujinkyaku (Dive Kick) has decreased Hit Stun and Block Stun (exact data unknown)
  • Sonic Boom recovery reduced by 1 frame (from 48 to 47)
  • EX Sonic Boom recovery reduced by 3 frames (from 61 to 58)
  • Hyakuretsukyaku damage and stun increased (exact data unknown)
  • Tanden Storm given more damage as well as more Juggle Potential (exact data unknown)
  • Tanden Stream had its damage increased, but recovery increased as well (exact data unknown)
  • Tanden Typhoon had its invincibility reduced heavily from 88 frames to 12 frames only; Recovery, however, was reduced to make up for it (exact data unknown)
Super SFIV:AE v.2012 - 13 Dec 2011
  • Seth's foot area during the Recovery Frames of Diagonal Jumping Medium Kick are now Projectile Invulnerable until he lands
  • Jumping Hard Punch Active Frames increased to 4 frames from 2 frames
  • The 2nd hit of the Shoryuken causes less Block Stun so that, when FADC canceled, Seth is -3 at best (exact data unknown)
  • Seth is now completely invincible as soon as Tandem Stream connects
  • Tandem Stream now does full damage when combed from Crouching Hard Punch
  • Tandem Stream damage lowered to 340 from 380
Ultra SFIV (Arcade JP) - 18 Apr 2014
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}}}

T. Hawk

SSFIV-THawk Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • Added
Super SFIV:AE - 16 Dec 2010
  • Hurtbox for Far Light Punch reduced
  • Increased Hit Stun and Block Stun for Far Standing Hard Kick
  • Close Standing Hard Kick has better recovery time, now +4 on block (exact data unknown)
  • More Active Frames given to Neutral Jump Hard Kick (exact data unknown)
  • EX Condor Dive can now be used outside of EX Tomahawk Buster by pressing all three Kicks in the air
  • Improved Hitbox at the front of Light Condor Spire
  • Condor Spire builds more Super Meter when performed (exact data unknown)
  • The range on Double Typhoon increased to 1.5 from 1.35
  • Ultra II improved in a myriad of ways: faster startup, more invincibility, and more Active Frames (exact data unknown)
Super SFIV:AE v.2012 - 13 Dec 2011
  • 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
  • Made area near T.Hawk's head during Crouching Roundhouse Projectile Invulnerable so it can pass under Sagat's High Tiger Shot
  • Thrust Peak Hit Stun increased by 1 frame
  • Heavy Shoulder (Down + Medium Punch) can now be done from a Neutral Jump
  • Heavy Body Press (Down + Hard Punch) can now be done from a Neutral Jump
  • 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)
  • Raging Slash input made easier to perform (exact data unknown)
Ultra SFIV (Arcade JP) - 18 Apr 2014
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}}}

Vega

SSFIV-Vega Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Splendid Claw
  • Claw and Mask were made harder to knock off
  • Piece of Mercury (Down / Toward + Medium Kick) now hits as Overhead
  • Bloody High Claw now has Hitbox on the way to the wall
Super SFIV:AE - 16 Dec 2010
  • Baskdash improved: first non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo
  • Damage reduced on Crouching Medium Punch
  • Damage reduced on Crouching Medium Kick
  • Crouching Medium Kick has improved startup, down to 6 frames from 8 frames
  • More recovery time given to Cosmic Heel on block (exact data unknown)
  • EX Rolling Crystal Flash has better recovery to allow for links afterwards for extended combos
  • Splendid Claw slower startup (exact data unknown)
Super SFIV:AE v.2012 - 13 Dec 2011
  • Crouching Hard Kick (the Slide) damage increased to 100 from 90
  • Gave Cosmic Heel increased Block Stun by 1 frame
  • All versions of Sky High Claw now knock the opponent down when they connect
  • Expanded the Hurtbox of Sky High Claw downward to ensure connecting on all crouching characters at closer ranges
  • 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
  • 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
Ultra SFIV (Arcade JP) - 18 Apr 2014
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}}}

Yang

SSFIV-Yang Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • N/A
Super SFIV:AE - 16 Dec 2010
  • Added
Super SFIV:AE v.2012 - 13 Dec 2011
  • 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)
Ultra SFIV (Arcade JP) - 18 Apr 2014
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}}}

Yun

SSFIV-Yun Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • N/A
SFIV (Console) - 12 Feb 2009
  • N/A
Super SFIV - 27 Apr 2010
  • N/A
Super SFIV:AE - 16 Dec 2010
  • Added
Super SFIV:AE v.2012 - 13 Dec 2011
  • 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
Ultra SFIV (Arcade JP) - 18 Apr 2014
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}}}

Zangief

SSFIV-Zangief Face.jpg
SFIV (Arcade JP) - 18 Jul 2008
  • Added
SFIV (Console) - 12 Feb 2009
  • No changes
Super SFIV - 27 Apr 2010
  • Ultra II Added: Siberian Blizzard
Super SFIV:AE - 16 Dec 2010
  • Far Hard Punch range increased
  • EX Banishing Flat (Green Hand) no longer knocks down on hit
  • Light Punch Spinning Piledriver given increased throw range (exact data unknown)
  • Light Punch and Heavy Punch Spinning Piledriver damage increased (exact data unknown)
  • Siberian Blizzard is more controllable than before, so it's able to move farther forward, for example; also given more delay on whiff
Super SFIV:AE v.2012 - 13 Dec 2011
  • Crouching Light Punch Hitbox expanded
  • Far Hard Punch now causes a Soft Knock-Down
  • Crouching Hard Kick has reduced Hurtboxes in the middle of the move
  • Hard Spinning Piledriver does 150 stun damage now from 100 stun damage
  • EX Banishing Flat has increased damage to 140 (90 + 50) from 130 (80 + 50) as well as increased stun damage to 150 (100 + 50) from 100 (50 + 50)
Ultra SFIV (Arcade JP) - 18 Apr 2014
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}}}