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* Stand HK: The second hit on block is now -2 frames from 0 frames | * Stand HK: The second hit on block is now -2 frames from 0 frames | ||
* Forward Throw: Recovers 2 frames slower | * Forward Throw: Recovers 2 frames slower | ||
* Hyakki Gosho (Demon Flip --> | * Hyakki Gosho (Demon Flip --> Palm Strike): 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) | * EX Zanku Hadoken: Can now be performed during the start of EX Hyakkishu (Demon Flip) | ||
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* Added | * Added | ||
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<b>Both Stances</b> | |||
* Jump arcs in both stances have been adjusted (exact data unknown) | * Jump arcs in both stances have been adjusted (exact data unknown) | ||
<b>Mantis Stance</b> | |||
* Ultra II Added: Shitenketsu | |||
* Gekiro: Now Throw Invulnerable up to the first Active Frame | |||
* EX Gekiro: Now a true Uppercut, invincible up to the first Active Frame (7th frame) | |||
* Hyakurenko: Given much more pushback on block and hit, removing the Stand MK into Hyakurenko loop | |||
* Hyakurenko: Hard version is now Super and EX Focus cancelable for the first 4 hits instead of just the first hit | |||
* Zan'ei (SC): Recovery improved (exact data unknown) | |||
<b>Crane Stance</b> | |||
* Ultra II Added: Teiga | |||
* Crouch MK: Hurtbox reduced so that it can go under most Projectiles | |||
* Oga: Speed improved; faster to reach walls and quicker dives | |||
* EX Oga: No longer invincible on the way to the wall during initial startup | |||
* Jyakoha: Startup reduced (exact data unknown) | |||
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* | <b>Both Stances</b> | ||
* Bask Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo | |||
* | <b>Mantis Stance</b> | ||
* | * New Target Combo added: Crouch LK --> Crouch MK | ||
* | * New Target Combo added: Stand HP (1st Hit) --> Stand MK | ||
* | * Stand LP: Had a Hurtbox removed so that his arm from the elbow out can no longer be hit | ||
* | * Crouch MP: Startup reduced (exact data unknown) | ||
* | * Crouch MP: Now made Special, Super, and EX Focus cancelable | ||
* | * Crouch MK: Now made Special, Super, and EX Focus cancelable | ||
* Stand HK: Hitbox improved so it has better range | |||
* Shitenketsu (UC2): Hitbox increased so that it hits lower than before | |||
<b>Crane Stance</b> | |||
* Teiga (UC2): speed was improved | |||
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* | <b>Both Stances</b> | ||
* Focus Attack: Hit Stun on Level 1 lengthened by 3 frames | |||
* | <b>Mantis Stance</b> | ||
* Gekiro: Medium and Hard version given an extra +10 Super Meter gain on final hit | |||
* | * Gekiro: Final hit of the Hard version is now a Hard Knockdown | ||
* | <b>Crane Stance</b> | ||
* | * Crouch MK: Hit Stun changed so on hit is now +1; Block Stun changed so on block is now -1 (previous unknown) | ||
* | * Crouch MK: Hurtboxes shrunk mid-move (exact data unknown) | ||
* Crouch HP: Damage taken when Counter Hit out of this move reduced to the standard 1.25x damage | |||
* | * Crouch HK: Active Frames increased to 5 frames from 3 frames | ||
* | * Jyasen: Hit Stun and Block Stun increased on the second to last hit of the Light, Medium, and Hard versions by 4 frames | ||
* | * EX Jyasen: Hit Stun and Block Stun increased on the second to last hit by 5 frames and 4 frames respectively | ||
* | * EX Jyasen: Can now alter the distance by using different Punch combinations (Light + Medium, Medium + Hard, and Light + Heavy) | ||
* | * EX Jyasen: Now completely Projectile Invulnerable until final Active Frame | ||
* EX Oga: Travels faster; damage increased to 150 from 100 | |||
* EX Oga: Startup of the kicks from the wall reduced to 7 frames from 12 frames | |||
* EX Oga: Off of an EX Oga, the Far Kick (hold away from the wall) pops the opponent into the air more straight up than before (opponent now spirals in the air), allowing for easier follow-up juggles | |||
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<b>Both Stances</b> | |||
* Stun Gauge: Tncreased to 950 from 900 | |||
* Wake-up Timing: 1 frame of invincibility time on neutral wake-up removed | |||
* Focus Attack: A bug that made reversal Focus Attack more difficult to perform fixed | |||
<b>Mantis Stance</b> | |||
* Close HP: Stun damage distribution changed from 100 + 100 to 150 + 50 | |||
* Focus Attack: Hitbox size reduced to position of hurtbox | |||
* Hyakurenko: Hitbox of Light, Medium, and Hard versions slightly expanded downward; recovery increased by 1 frame to 18 frames from 17 frames | |||
* Hyakurenko: On hit and on block, the pushback of the Light, Medium, and EX versions reduced | |||
* Gekiro: Hard version now causes Soft Knockdown on last hit instead of Hard Knockdown; button input timing to get all hits now the same as previous EX version (easily mashed out) | |||
* EX Gekiro: Now causes Hard Knockdown instead of Soft Knockdown; button input timing to get all hits now the same as previous Hard version (requires precise timing) | |||
* EX Gekiro: On block is now -20 from -35; on block, follow-up inputs no longer possible | |||
* Zan’ei (SC): Now easier to use in air combos (unclear what this exactly means) | |||
* Shitenketsu (UC2): Hitbox slightly expanded forward; Stun damage increased to 600 from 0 | |||
<b>Crane Stance</b> | |||
* Crouch LP: On hit is now +5 from +3 | |||
* Crouch HP: Floats the opponent higher on Counter Hit | |||
* Crouch HK: Recovery reduced to 24 frames from 29 frames | |||
* Angled Jump HP: Hurtbox expanded downward | |||
* Angled Jump HK: Hurtbox expanded downward | |||
* Jyasen: On block, Light and Medium versions are now +0 from +3 | |||
* Jyasen: Damage increased on all versions by 10, up to 70, 75, 80, and 90 from 60, 65, 70, and 80 on Light, Medium, Hard, and EX versions respectively | |||
* Oga: Hitbox slightly reduced | |||
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* Ultra II Added: Denjin Hadoken | * Ultra II Added: Denjin Hadoken | ||
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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 | ||
* | * Normal Attacks: Received several improvements to his Normal Attacks overall with regards to startup, priority, and recovery, but no ranges were changed (exact data unknown) | ||
* Close | * Close MK: startup reduced to 3 frames (previous unknown) | ||
* Hit Stun | * Close HP: Hit Stun increased for better frame advantage (exact data unknown) | ||
* Hit Stun | * Close HK: Hit Stun increased for better frame advantage (exact data unknown) | ||
* Neutral | * Neutral Jump HP: Juggle Potential increased to 1 from 0; on hit against airborne opponents, now flattens opponents to the ground as a Soft Knockdown | ||
* | * Angled Jump HK: Juggle Potential increased to 1 from 0; on hit against airborne opponents, now flattens opponents to the ground as a Soft Knockdown | ||
* | * Back Throw: Damage increased to 1 from 0; now counts as part of Damage Scaling | ||
* Light | * Senkugoshoha: Light version sped up so that it attacks almost instantly with very little forward momentum | ||
* EX Tatsumaki Gorasen | * EX Tatsumaki Gorasen: Now "warps" opponent into place on first hit so that the entire move is guaranteed to connect | ||
* Hyakki Goheki ( | * Hyakki Goheki (Demon Flip --> Focus Absorb): Recovery reduced (exact data unknown) | ||
* Kongoshin | * Kongoshin: Inputs changed to be RDP + P only (no more RDP + K for low counters) with each button determining counter height: LP for lower attacks, MP for attacks to Gouken's torso area, and HP for attacks at head level; must be "aimed" properly now (for example, deeper Jump Attacks must be countered with MP) | ||
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* | * Stand MP: Made Special, Super, and EX Focus cancelable | ||
* | * Stand MP: Hit Stun increased by 1 frame | ||
* Fixed | * Close MK: Fixed so that two Goukens performing the move right next to each other no longer causes both to whiff | ||
* | * Stand HP: Active Frames increased to 5 frames from 3 frames | ||
* | * Crouch HP: Hit Stun increased by 1 frame | ||
* Sakotsukudaki ( | * Sakotsukudaki (Overhead): Hitbox increased downward; Hurtbox reduced on the upper arm | ||
* Sakotsukudaki ( | * Sakotsukudaki (Overhead): Active Frames increased to 4 frames from 2 frames; Hit Stun increased to match that of a standard Hard Attack | ||
* Light | * Senkugoshoha: Hitbox on Light version increased to reach farther | ||
* Medium | * Senkugoshoha: Medium version changed to match the original Light Senkugoshoha from Super Street Fighter IV | ||
* Medium and Hard | * Senkugoshoha: Hard version changed to match the original Medium Senkugoshoha from Super Street Fighter IV | ||
* | * Kongoshin: Hitbox of Medium and Hard versions increased in size when triggered | ||
* Forbidden Shoryuken startup drastically reduced to 3 frames from 11 frames | * Kongoshin: Stun damage on all versions changed to 200 (previous unknown) | ||
* Denjin Hadoken | * Forbidden Shoryuken (SC): startup drastically reduced to 3 frames from 11 frames | ||
* Before, different levels of | * Denjin Hadoken (UC2): Damage increased by 45 for all levels (to 300, 360, 420, 480, and 540 from 255, 315, 375, 435, and 495) | ||
* Can now start charging to higher levels | * Denjin Hadoken (UC2): Before, different levels of Ultra Meter determined how quickly you could reach higher levels of Denjin Hadoken; this has been normalized so that the time it takes to get to higher levels is the same regardless of how much Ultra Meter you have | ||
* Denjin Hadoken (UCs): Can now start charging to higher levels (a max of level 3) by shaking the controller even during the Ultra startup animation | |||
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* Stand LK: Now made Special, Super, and EX Focus cancellable | |||
* Crouch LP: Startup reduced to 3 frames from 4 frames | |||
* Crouch MP: Hit Stun increased os that it is now +3 from +1 on hit; now combos into Gohadoken | |||
* Back Throw: Untechable timing period now techable | |||
* Senkugoshoha: Forward movement of the Light version slightly increased | |||
* Kongoshin: No longer can be performed with a B, F, B + P input | |||
* Hyakki Gosai (Demon Flip --> Throw): stun damage reduced to 160 from 200 | |||
* EX Tatsumaki Gorasen: Startup reduced to 5 frames from 7 frames; invincibility reduced to 6 frames from 8 frames; Hitbox expanded downward and forward | |||
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