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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) | ||
| | | | ||
* | * 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; | * 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 + | * Dirty Bull (UC2): Changed to HCB HCB + PPP from 720 + PPP motion | ||
| | | | ||
* 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 | * 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 + | * 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 | * 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 | ||
| | | | ||
* Health | * 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 | * 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 | ||
| | | | ||
* | * 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 | * Close LK: Recovery improved (exact data unknown) | ||
* Close | * 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 | * Close HK: Recovery improved (exact data unknown) | ||
* Neutral | * Neutral Jump HP: Given a Juggle Potential of 1 from 0 | ||
* Neutral | * Neutral Jump HP: On hit against airborne opponents, now flattens opponents to the ground as a Soft Knockdown | ||
* Medium and Hard | * 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 | * 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 | * Haoh Gadoken (UC2): Loses invincibility frames at the start, being vulnerable from the 9th frame and beyond now (previous unknown) | ||
| | | | ||
* Close | * Close MP: Startup reduced to 5 frames from 6 frames | ||
* Close | * Close HK: Given shorter pushback on hit | ||
* | * Crouch HK: startup reduced to 10 frames from 12 frames | ||
* Hard | * 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 | * EX Air Dankukyaku: Height restriction lowered, allowing him to perform it 1 frame earlier in his jump | ||
* EX Air Dankukyaku | * EX Air Dankukyaku: Stun damage increased to 300 total (100 + 100 + 100) from 250 total (100 + 75 + 75) | ||
* EX Air Dankukyaku Juggle Potential increased to 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 | ||
* | * 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 | |||
| | | | ||
* 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 | ||
| | | | ||
* | * Stand LP: HUrtbox reduced | ||
* Close MP: was given an extra Active Frame (from 4 to 5) | |||
* Close | * 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 | * Air Slasher: Recovery reduced on Light, Medium, and Hard versions; Hit Stun and Block Stun reduced as well (exact data unknown) | ||
* Recovery Frames | * 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) | ||
* Hard | * Jackknife Maximum: Medium version made into true anti-air, given invincibility frames up until the first Active Frame | ||
* Climax Beat | * 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 | |||
| | | | ||
* | * Stand MP: Given a better Hitbox to the end of his glove and is now Special, Super, and EX Focus cancelable | ||
* First hit | * Close HK: First hit now forces stands on hit | ||
* Second 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 | * Air Slasher: Counter Hit reward on Recovery Frames removed | ||
* If the first hit of Medium | * 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 | ||
| | | | ||
* 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 | ||
| | | | ||
* | * 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 | * Down/Back MP: Startup reduced and better recovery (exact data unknown) | ||
* EX Yoga Flame | * EX Yoga Flame: Startup reduced, allowing for combos from Medium Normal Attacks (exact data unknown) | ||
* EX Yoga Flame | * EX Yoga Flame: Damage reduced to 120 from 180 | ||
* Yoga Inferno | * Yoga Inferno (UC1): Damage reduced to 300 from 350 | ||
| | | | ||
* | * Stand LP: Active Frames increased to 4 frames from 1 frame | ||
* | * Stand LP: Hit Stun increased by 1 frame, making it +2 on hit | ||
* Light and Medium | * 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 | ||
* Medium and | * Yoga Blast: Medium and Hard versions now have smaller Hurtboxes in the middle of the move | ||
* All versions | * Yoga Blast: All versions now cause Hard Knockdowns instead of Soft Knockdowns | ||
* Light, Medium, and Heavy | * Yoga Blast: Light, Medium, and Heavy versions can no longer be activated via Negative Edge | ||
* EX Yoga Blast | * EX Yoga Blast: Damage redistributed to 90 + 50, but overall damage is the same (previous unknown) | ||
* Yoga Inferno | * Yoga Inferno (UC1): Damage increased to 330 total (75x2 + 60x3) from 300 total (60x5) | ||
| | | | ||
* 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 | ||
| | | | ||
* | * 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 ( | * Dart Shot (F + HK): Hitbox increased so it connects from farther away | ||
* EX Version | * Throw: Bug fixed where Dudley sometimes couldn't throw opponents that were stunned | ||
* Jet Upper | * 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) | |||
| | | | ||
* | * 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 | * 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 | * 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: Level 1 now does 1 extra frame of Block Stun | ||
* Light and Medium | * 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: 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: Medium and Hard versions given 2 more frames of Hit Stun | ||
* All versions | * Thunderbolt: All versions given better Juggle Potential so it can connect all hits against airborne opponents | ||
* Thunderbolt | * 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 | * 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 | * Rolling Thunder (UC1): Given more Juggle Potential on the hits past the first hit, so it connects against airborne opponents better, though it will still not trigger the full animation | ||
| | | | ||
* Crouch LP: Hitbox slightly expanded forward; | |||
* Crouch LP: 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 | * Sumo Headbutt: Now can pass over Low Tiger Shots from Sagat | ||
* More invincibility added to Light and EX | * Sumo Headbutt: More invincibility added to Light and EX versions (exact data unknown) | ||
| | | | ||
* | * 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 | * Ultimate Killer Head Ram (UC1): Now Projectile Invulnerable through the last Active Frame | ||
* Orochi Breaker changed to HCB | * Orochi Breaker (UC2): Input changed to HCB HCB + PPP from 720 + PPP and give better range; startup increased to 2 frames from 1 frame so it can now be escaped on reaction | ||
| | | | ||
* | * Sumo Headbutt: Light version reverted back to being upper-body invincible until the 14th frame, no longer lower-body invincible | ||
* | * Sumo Headbutt: 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 | ||
* The Hitbox on the last hit of the Hard | * 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 | * EX Oicho Throw: Stun damage increased to 150 (75 + 75) from 100 (50 + 50) | ||
| | | | ||
* 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 | ||
| | | | ||
* | * Stand LP: Startup reduced to 4 frames from 5 frames | ||
* | * Crouch LP: Startup reduced to 4 frames from 5 frames | ||
* Guacamole Leg Throw | * Guacamole Leg Throw: Recovery on landing on all versions increased when whiffed (exact data unknown) | ||
* Propeller Tortilla | * Propeller Tortilla: Given reduced invincibility (exact data unknown) | ||
* El Fuerte Ultra Spark | * El Fuerte Ultra Spark (UC2): Startup increased; damage reduced; Hitbox earlier on in the move reduced (exact data unknown) | ||
| | | | ||
* | * 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 | ||
* EX Quesadilla Bomb | * 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 | * 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 | |||
| | | | ||
* 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 | |||
}} | }} | ||
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* Added | * Added | ||
| | | | ||
* Health | * 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 | ||
* Senbukyaku ( | * Crouch HK: Damage increased to 100 from 90; Active Frames increased to 3 frames from 2 frames | ||
* Target Combo ( | * 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 | ||
* The point in Evil Ryu's Jump at which the | * Shoryuken: Damage raised on Hard version to a total of 160 (100 + 60) from 150 (90 + 60) | ||
* Light | * 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: Light version does one more frame of Hit Stun | ||
* Hard | * 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 | ||
* EX Ryusokyaku | * Ryusokyaku: On hit against airborne opponents, Medium and Hard versions now cause Hard Knockdowns | ||
* Raging Demon | * EX Ryusokyaku: Startup reduced to 21 frames from 22 frames | ||
* The amount of time to charge | * 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 | |||
| | | | ||
* 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 | |||
}} | }} | ||
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| | | | ||
* Ultra II Added: Gekirinken | * Ultra II Added: Gekirinken | ||
* Tenshin | * Tenshin: Slightly improved (exact data unknown) | ||
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* | * 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) | ||
* | * Stand LP, Close LP: Hit Stun increased by 1 frame, making them +6 on hit now | ||
* Close | * Close MK: Startup changed to 4 frames (previous unknown) | ||
* | * EX Rekkaken: Recovery reduced on Hit and Block (exact data unknown) | ||
* Removed all invincibility frames from the Hard | * Rekkukyaku: Removed all invincibility frames from the Hard version | ||
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* | * Stand LP, Close LP: Hit Stun reduced by 1 frame, back to +5 on hit | ||
* Close | * Close MP: Can no longer combo into a Hard or EX Rekkukyaku (exact data unknown) | ||
* | * Crouch MP: Damage reduced to 55 from 65 | ||
* Chokkarakusho ( | * Chokkarakusho (Overhead): Damage increased to 70 from 60 | ||
* Engekishu ( | * 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 | ||
* 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 | * 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 | * 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 | * 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) | ||
* Block stun for a deep hit on all versions | * 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) | ||
* All versions | * Rekkukyaku: All versions made much more difficult to hit as Cross-up against opponents | ||
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* 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 | |||
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