Street Fighter IV/Changelist: Difference between revisions

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* Heartless (SC): Active Frames increased to 4 frames from 2 frames
* 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
* Soulless (UC1): Forward moving portion "taller" now so it's less likely to pass under opponents after Crouching HP in the corner
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* Close Stand HP 1st hit hitbox greatly expanded downward
* <b>Crouch HP 2nd hit hitbox greatly expanded downward</b>
* Far Stand HK start-up reduced by 1 frame (14F → 13F); active frames increased by 1 frame (2F → 3F); recovery reduced by 1 frame (19F → 18F)
* Falling Sky active frames increased by 1 frame (2F → 3F); upper-body invincibility time extended by 1 frame (6-7F → 6-8F)
* <b>EX Change of Direction start-up reduced by 3 frames (16F → 13F)</b>
* <b>Second Low advantage on hit increased by 4 frames (+1F → +5F)</b>
* <b>Finish Low start-up reduced by 5 frames (22F → 17F)</b>
* Heartless (SC) active frames increased by 2 (2F → 4F)
* Soulless (UC1) pushbox greatly expanded upward, less likely to cross under after Crouch HP in the corner
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* Jaguar Revolver (UCa): First hit's Active Frames reduced to 6 frames from 7 frames
* 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
* L, M and H Rising Jaguar --> EX Focus Cancel --> Forward Dash is now -5 on block at best
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* Close Stand HK hitbox slightly expanded horizontally and upward
* <b>Crouch LP advantage on hit increased by 1 frame (+5F → +6F)</b>
* Jaguar Crunch (6+MP) frame advantage against standing opponents reduced by 1 frame (+4F → +3F)
* L Rising Jaguar 2nd hit on grounded opponents floats higher upward and slightly more forward, easier to follow in the corner
* L, M and H Rising Jaguar → EX Focus Cancel → Forward Dash is now -5F on block
* L and M Jaguar Kick damage reduced by 10 (140 → 130); <b>damage against airborne opponents reduced by an additional 40 (130 → 90)</b>; chip damage changed to 33
* H Jaguar Kick damage reduced by 10 (130 → 120); <b>damage against airborne opponents reduced by an additional 20 (120 → 100)</b>; chip damage changed to 30;<b> upward hitbox slightly reduced</b>
* <b>M Airborne Jaguar Kick <b>advantage on block reduced by 1 frame</b> (-1F → -2F <b>when <b>done at the lowest height and <b>blocked on the 1st active frame</b></b></b>)</b>
* <b>H<b> Airborne Jaguar Kick</b></b> <b><b><b><b>advantage on block reduced by 2 frames</b></b></b><b><b><b><b> (±0F → -2F <b><b><b><b>when <b>done at the lowest height<b><b> and <b>blocked on the 1st active frame</b></b></b>)</b></b></b></b></b></b></b></b></b></b>
* L, M, H and EX Airborne Jaguar Kick chip reduced by half
* EX Airborne Jaguar Kick 2nd hit changed to mid attack (overhead)
* Jaguar Revolver (UC1) forward movement distance from 2nd hit and after slightly shortened, easier to connect all hits on very close opponents; damage reduced by 30 (510 → 480); active frames on the first kick reduced by 1 frame (7F → 6F)
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* Goshoryuken: Hard version startup invincibility reduced to 5 frames from 6 frames
* 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
* L, M and H Goshoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best
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* Close Stand MK now forces stand on hit; start-up reduced by 1 frame (5F → 4F); hitbox expanded downward; <b>attack recognition range increased, can be used when slightly distanced from the opponent</b>
* <b>Far Stand HP now Special-, EX Focus- and EX Red Focus-Cancellable; damage reduced by 30 (120 → 90)</b>
* Crouch HK can no longer be cancelled into Wrath of the Raging Demon (UC1)
* <b>EX Shakunetsu Hadoken start-up reduced by 6 frames (25F → 19F)</b>
* <b>L Tatsumaki Zankukyaku hitbox expanded downward</b>
* L, M, H and EX Back Jump Zanku Hadoken recovery increased by 2 frames
* L, M and H Hyakkishu now have the same EX Zanku Hadoken follow-up as EX Hyakkishu
* M Goshoryuken 2nd hit can no longer be EX Focus Cancelled on block
* H Goshoryuken 2nd and 3rd hit can no longer be EX Focus Cancelled on block; invincibility time reduced by 1 frame (1-6F → 1-5F)
* L, M and H Goshoryuken → EX Focus Cancel → Forward Dash is now -5F on block
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* 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 + PPP from HCB HCB + PPP
* Dirty Bull (UC2): Changed back to 720 + PPP from HCB HCB + PPP
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* L Dash Straight advantage on hit increased by 1 frame (-2F → -1F)
* <b>M Dash Straight pushback on hit reduced, easier to combo into EX Red Focus</b>
* L Dash Swing Blow damage reduced by 10 (80 → 70); stun reduced by 30 (100 → 70); advantage on hit reduced by 10 frames (+10F → ±0F); advantage on block increased by 3 frames (-5F → -2F); charge time reduced by 10 frames (55F → 45F)
* M Dash Swing Blow advantage on hit reduced by 8 frames (+10F → +2F); advantage on block increased by 1 frame (-7F → -6F); charge time reduced by 5 frames (55F → 50F)
* Turn Punch charge from Level 2-4 has been adjusted to approximately 2 seconds per level
* <del>Turn Punch Level 1 advantage on block increased by 2 frames (-2F to ±0F)</del>
* <b>Turn Punch Level 2 advantage on block increased by 1 frame </b><del>4 frames</del><b> ( -5F → -4F </b><del>-1F</del><b>); <b>advantage on hit increased by 1 frame </b><del>2 frames</del><b> (-1F → ±0</b></b><b><b>F </b><del>+1F</del><b>)</b></b>
* <b>Turn Punch Level 3 advantage on block increased by 1 frame </b><del>6 frames</del><b> (-8F → -7F </b><del>-2F</del><b>); advantage on hit increased by 1 frame </b><del>3 frames</del><b> (-4F → -3F </b><del>-1F</del><b>)</b>
* <b>Turn Punch Level 4 advantage on block increased by 3 frames </b><del>8 frames</del><b> (-12F → -9F </b><del>-4F</del><b>); advantage on hit increased by 3 frames </b><del>6 frames</del><b> (-8F → -5F </b><del>-2F</del><b>)</b>
* Violent Buffalo (UC1) last hit can be changed to a straight when holding P or an uppercut when holding K
* Dirty Bull (UC2) input command changed from 63214 x2+PPP to 720+PPP; recovery reduced by 10 frames (58F → 48F); throw range extended by .21 (1.09 → 1.30); damage reduced by 149 (399 → 250)
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* Backstep Roll: All versions now cause 2 more frames of block-stun
* 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
* Vertical Roll: All versions can now be cancelled into EX Focus on hit or block
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* Forward Dash total frames reduced by 1 frame (21F → 20F)
* Close Stand MK now airborne 1 frame earlier (from 4F → 3F); <b>airborne timing changed from frames 3-4 to 3-5</b>
* Crouch MK advantage on hit increased by 1 frame (+4F → +5F); pushback on block and hit increased
* H Rolling Attack knocks down the opponent at all distances
* L, M, H and EX Backstep Roll block-stun increased by 2 frames
* L, M, H and EX Vertical Roll can be EX Focus Cancelled on hit or block
* <b>Shout of Earth (anti-air) (UC2) 1st hit box now the same as 2nd hit; no longer hits grounded opponents</b>
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* Burst Time (UC1): Smoke visual effects reduced
* Burst Time (UC1): Smoke visual effects reduced
* Burning Dance (UC2): Startup reduced to 9 frames from 10 frames; height restriction removed
* Burning Dance (UC2): Startup reduced to 9 frames from 10 frames; height restriction removed
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* <del>Close Stand HP damage increased by 10 (90 → 100)</del>
* Far Stand HK hurtbox slightly reduced; <b>can now be performed with 3+HK, regardless of distance from the opponent</b>
* Crouch MK hitbox slightly expanded horizontally
* <b>Crouch HP hurtbox added to arm area of the 2nd active frame; stun reduced by 50 (200 → 150)</b>
* Level 1 Focus Attack start-up reduced by 3 frames (26F → 23F)
* Level 2 Focus Attack start-up after button release reduced by 3 frames (17F → 14F)
* Level 3 Focus Attack start-up reduced by 2 frames (70F → 68F)
* <b>Focus Attack forward hitbox slightly reduced, to the elbow area</b>
* <del>L, M and EX Thunder Knuckle cancel recovery increased by 1 frame (6F → 7F)</del>
* L Thunder Knuckle hitbox slightly expanded; <b>stun damage increased by 50 (150 → 200)</b>
* M Thunder Knuckle now +4 after EX Focus Cancel → Forward Dash on hit; <b>damage increased by 10 (110 → 120); stun reduced by 50 (200 → 150)</b>
* H Thunder Knuckle cancel recovery increased by 1 frame (6F → 7F); <b>after EX Focus Cancel → Forward Dash is now -5F on block</b>
* Emergency Combination (SC) damage increased by 20 (330 → 350); <b>command changed from 236236+P to 214214+P</b>
* Burst Time (UC1) smoke visual effects at the time of activation reduced
* Burning Dance (UC2) start-up reduced by 1 frame (10F → 9F); height restriction removed
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* Gyro Drive Smasher (UC1): Last hit of the non-cinematic version damage reduced to 170 from 210
* 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
* L, M and H Cannon Spike --> EX Focus Cancel --> Forward Dash is now -5 on block
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* Close Stand HP damage reduced by 5 (85 → 80); stun reduced by 30 (150 → 120)
* Far Stand HP 1st active frame damage reduced by 10 (80 → 70)
* Crouch LK start-up increased by 1 frame (3F → 4F)
* Crouch HP damage reduced by 10 (90 → 80); stun reduced by 50 (200 → 150); advantage on hit decreased by 1 frame (+7F → +6F); <del>advantage on block reduced by 2 frames (+2F → ±0F)</del>
* <b>H Spiral Arrow 1st hit hit-stun increased by 1 frame, increasing advantage on hit after EX Focus Cancel → Forward Dash <b>(+3F → +4F)</b></b>
* L, M, and H Cannon Strike height restriction slightly reduced; landing recovery increased by 2 frames (5F → 7F)
* EX Cannon Strike block-stun reduced by 5 frames
* Hooligan Combination now has L, M, and H Cannon Strike follow-up
* L, M, and H Cannon Spike → EX Focus Cancel → Forward Dash is now -5F on block
* Gyro Drive Smasher (UC1) non-cinematic last hit damage reduced by 40 (210 → 170)
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* EX Hazanshu: Now given Armor Breaker properties
* 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
* 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
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* Vitality increased by 50 (900 → 950)
* Rear Spin Kick (3+LK) hitbox expanded; start-up reduced by 2 frames (12F → 10F); active frames reduced by 1 frame (4F → 3F); recovery increased by 1 frame (15F → 16F)
* Yosokyaku (while jumping 2+MK) all 3 hits hitbox expanded downward and horizontally
* L Spinning Bird Kick final hit now causes knockdown; <b>damage reduced by 60 (160 → 100); landing recovery reduced by 2 frames (12F → 10F); stun reduced by 80 (180 → 100)</b>
* <del>M Spinning Bird Kick final hit now causes knockdown</del>
* <b>H Spinning Bird Kick total damage increased by 10 (200 → 210)</b>; final hit now causes knockdown on hit; <b>landing recovery increased by 4 frames (12F → 16F)</b>
* EX Spinning Bird Kick hitbox slightly expanded forward and downward; 5th hit hitbox slightly expanded upward
* EX Kikoken now causes knockdown on hit
* EX Hazanshu now has Armor Break properties
* <b>Hosenka (UC1) hits 2-7 now float lower on air hit, easier to land full hits in air combos in the corner; on air hit, damage on <b>hits 2-9</b> reduced by 10 each (30 → 20)</b>
* Kikosho (UC2) invincibility time increased by 1 frame, continues until attack start-up (1-8F → 1-9F); damage increased by 35 (330 → 365)
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* Dead End Irony (SC): Hard version's float of opponent on hit changed
* 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
* Last Dread Dust (UC2): Damage reduced to 466 from 506; forward movement slightly increased
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* <b>Walk speed slightly increased</b>
* Back Dash movement distance slightly increased
* Crouch MK advantage on hit increased by 2 frames (-3F → -1F); <b>advantage on block increased by 3 frames </b><del>4 frames</del><b> (-6F → -3F </b><del>-2F</del><b>)</b>
* When Jaw Crusher (4+MP) is beaten during start-up, is now treated as a counter-hit
* Crack Kick (6+HK) now airborne beginning from the 8th frame; start-up increased by 1 frame (14F → 15F)
* <b>Pick up Knife can now be done as a cancel from normal attacks</b>
* Knife Throw now has Armor Break properties
* Grounded Knife Attacks now can be used as follows, can combo after L Criminal Upper and other moves; corresponds to Stand LP, Crouch LP, Stand MP, Crouch MP, Stand HP, Crouch HP
* Zonk Knuckle can now be EX Focus Cancelled
* When Bad Stone is held, the stone is thrown immediately at button release; <b>bug where releasing the button during the maximum charge motion would cause the projectile to be thrown as Level 2 charge fixed</b>
* <b>L Criminal Upper advantage on block increased by 1 frame (-5F → -4F)</b>
* EX Criminal Upper now strike-invincible until 1 frame before attack start-up; pushback on block reduced by half
* H Dead End Irony (SC) float of opponent on hit changed
* Last Dread Dust (UC2) damage reduced by 40 (506 → 466); forward movement distance slightly increased
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* Shisso Buraiken (UC1): 1st hit now has Armor Breaker properties
* 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
* 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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* Ducking Taunt (2+HP+HK) SC Gauge increase amount increased by 40 (0 → 40); SC Gauge increase amount on hit reduced by 70 (70 → 0)
* Jumping Taunt (in air HP+HK) SC Gauge increase amount increased by 10 (0 → 10)
* Close Stand HK input command changed to 4+HK
* Far Stand HK now activates regardless of distance from the opponent
* Far Stand LP hitbox slightly expanded upward
* L Dankukyaku hitbox expanded downward
* H Koryuken 1st hit hitbox slightly expanded forward
* <b>L, M and H Koryuken → EX Focus Cancel → Forward Dash is now -5F on block</b>
* L, M, H and EX Gadoken hurtbox on arm reduced to the wrist area
* Shisso Buraiken (UC1) 1st hit now has Armor Break properties
* Haoh Gadoken (UC2) now connects all hits on airborne opponents; air hit damage reduced to 331
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{{Changelist_StreetFighterIV|Decapre|Decapre|
{{Changelist_StreetFighterIV|Decapre|Decapre|
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* N/A
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* N/A
* N/A
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* 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: 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
* EX Machine Gun Upper: All hits can be EX Focus cancelled on hit or block, with or without mash
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* Far Stand MP start-up reduced by 1 frame (7F → 6F)
* Far Stand HP late active frame hit now floats airborne opponents on counter-hit
* Crouch LK start-up reduced by 1 frame (5F → 4F)
* Crouch MP hitbox expanded forward
* Crouch MK damage increased by 10 (70 → 80)
* Crouch HP hitbox expanded forward
* Knee Shot (during angled jump 2+LK) hit-stun increased by 3 frames; <b>damage reduced by 20 (50 → 30)</b>
* Air Slasher chip damage increased by 3 (12 → 15)
* L Double Rolling Sobat advantage on block increased by 2 frames (-5F → -3F); <b>lower-body invincibility removed</b>
* M Double Rolling Sobat 1st hit hit-stun increased by 2 frames, increasing advantage on hit after EX Focus Cancel → Forward Dash (+6F → +8F)
* EX Machinegun Upper start-up reduced by 6 frames (12F → 6F); full invincibility time reduced by 2 frames (1-4F → 1-2F), all-but-midsection invincibility time reduced by 3 frames and shifted (5-9F → 3-4F), above-the-chest invincibility time reduced by 1 frame and shifted (10-31F → 5-25F), now throw-invincible from frames 1-7; advantage on block reduced by 3 frames (-5F → -8F, -9 → -12 with mash); 1st hit hitbox slightly expanded forward; floats the opponent higher on hit with or without mash; all hits can be EX Focus Cancelled on hit or block with or without mash; <b>pushback on block reduced</b>
* <b>Sobat Festival (UC1) travels farther during the first two kicks</b>
* <b>Climax Beat (UC2) damage reduced by 41 (501 → 460); recovery after cinematic version reduced by 11 frames</b>
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* 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
* 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
* 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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* Stand MP start-up reduced by 1 frame (10F → 9F); hit- and block-stun reduced by 1 frame
* <del>Stand MK changed to two hits; damage increased by 10 (60 → 40·30), stun distribution changed (100 → 50·50)</del>
* Stand HP damage increased by 5 (75 → 80); advantage on hit increased by 1 frame (±0F → +1F)
* <del>4+LK damage increased by 10 (30 → 40)</del>
* <b>4+HP start-up reduced by 2 frames (7F → 5F)</b>
* 4+MK pushback on hit and block reduced
* 4+HK damage increased by 10 (90 → 100)
* L Yoga Blast hurtbox reduced
* M Yoga Blast start-up reduced by 1 frame (15F → 14F)
* EX Yoga Blast damage increased by 10 (90·50 → 90·60); hitbox slightly expanded horizontally; <del>now causes quick standable knockdown instead of forced knockdown on hit</del>
* <b>EX Yoga Flame damage decreased by 20 (50·70 → 50·50)</b>; hitbox slightly expanded horizontally; <b>recovery reduced by 3 frames (16F → 13F); advantage on block increased by 3 frames (-1F → +2F); on hit can be followed by normal attacks</b>
* <b>Yoga Catastrophe (UC1) can now be activated even when Yoga Fire remains on-screen</b>
* Yoga Shangri-La (UC2) throw range slightly increased; command changed from in air 236236+PPP to in air 236236+KKK
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* Short Swing Blow: Throw Invulnerability of Light, Medium, and Hard versions extended until the end of Active Frames
* 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
* EX Short Swing Blow: Throw Invulnerability extended until the end of the first hit’s Active Frames
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* Stand HP hitbox slightly expanded horizontally and downward
* Stand HK pushback on counter-hit reduced
* Crouch LP hitbox slightly expanded horizontally; Crouch LP → 6+LP chain-cancel no longer possible
* Crouch MK start-up reduced by 1 frame (8F → 7F)
* <b>Vertical Jump HP is now the same attack as Diagonal Jump HP</b>
* Kidney Blow (6+MK) hitbox slightly expanded horizontally
* Step Straight (6+HP) now knocks down on air hit
* <b>Dart Shot (6+HK) can now be used in air combos</b>
* All Target Combo damage increased by 10
* Target Combo 1 (6+LP → MP) 2nd hit chip damage on block removed (7 → 0)
* Victory Rose (2+HP+HK) damage increased by 1 (0 → 1); advantage on hit increased by 7 frames (+6 → +13); <b>total frames reduced by 18 frames (78F → 60F)</b>
* <del>L Machinegun Blow advantage on block increased by 1 frame (-2F → -1F)</del>
* H Machinegun Blow pushback on hit reduced by half
* L, M, and H Short Swing Blow throw invincibility time extended until the end of active frames
* EX Short Swing Blow throw invincibility time extended until the end of the 1st hit&#8217;s active frames; <b>start-up reduced by 4 frames (24F → 20F); causes forced knockdown</b>
* <b>Rolling Thunder (UC1) 1st hit forward travel distance increased by 50%</b>
}}
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* Orochi Breaker (UC2): Input changed to 720 + PPP from HCB HCB + PPP
* 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
* 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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* Close Stand HP hitbox expanded upward
* Far Stand HP tip damage increased by 10 (80 → 90)
* Far Stand HK advantage on hit increased by 1 frame (-3F → -2F); advantage on block increased by 1 frame (-7F → -6F); hurtbox slightly expanded forward
* Diagonal Jump MP hurtbox slightly reduced
* Diagonal Jump MK active frames extended by 1 frame (8F → 9F)
* EX Sumo Headbutt pushback on block reduced
* EX Hundred Hand Slap advantage on hit increased by 1 frame (+4F → +5F); <b>damage reduced by 20 (140 → 120)</b>
* EX Oicho Throw now throw-invincible from frames 1-5
* <b>Super Killer Head Ram (SC) 1st hit now has Armor Break properties</b>
* Ultimate Killer Head Ram (UC1) start-up reduced by 1 frame (11F → 10F)
* Orochi Breaker (UC2) throw range increased by .24 (1.16 → 1.40); input command changed to 720+PPP; <del>start-up reduced by 1 frame (2F → 1F)</del>
* <b>Ultra Combo W scaling changed from 60% to 75%</b>
}}
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* Tostada Press: Startup reduced to 19 frames from 20 frames; Active Frames increased to 8 frames from 7 frames
* 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
* Gordita Sobat: Recovery reduced to 17 frames from 18 frames
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* Close Stand LP hitbox expanded downward
* Close Stand LK active frames increased by 1 frame (1F → 2F) ; <del>start-up reduced by 2 frames (5F → 3F);</del> <del>advantage on block reduced by 1 frame (+3F → +2F); can no longer be Special-cancelled</del>
* Close Stand MK start-up reduced by 3 frames (14F → 11F); recovery reduced by 1 frame (14F → 13F)
* Far Stand LK active frames increased by 1 frame (1F → 2F); advantage on hit increased by 1 frame (+5F → +6F); <del>start-up reduced by 2 frames (5F → 3F); can no longer be Special-cancelled</del>
* Far Stand MK recovery reduced by 1 frame (15F → 14F)
* Close Stand HK start-up reduced by 2 frames (12F → 10F)
* EX Guacamole Leg Throw landing recovery reduced by 4 frames (10F → 6F)
* Level 1, Level 2, Level 3, and EX Quesadilla Bomb start-up reduced by 3 frames (17F → 14F); recovery reduced by 4 frames (18F → 14F)
* <b>Quesadilla Bomb Level 1 damage increased by 30 (50 → 80); charge time reduced by 60 frames (120F → 60F)</b>
* <b>Quesadilla Bomb Level 2 damage increased by 20 (100 → 120); charge time reduced by 90 frames (210F → 120F); no longer knocks down the opponent on hit, can now be used in EX Red Focus combos</b>
* <b>Quesadilla Bomb Level 3 charge time reduced by 120 frames (300F → 180F)</b>
* <b>EX Quesadilla Bomb now fully invincible from frames 1-15</b>; <del>now throw-invincible from frames 1-7 </del>
* Fajita Buster damage increased by 30 (150 → 180)
* Tostada Press start-up reduced by 1 frame (20F → 19F); active frames increased by 1 frame (7F → 8F)
* Gordita Sobat recovery reduced by 1 frame (18F → 17F)
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* Added
* Added
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* Walk speed slightly increased
* Stand Guard bug where if blocking certain forward-moving attacks, Elena would slip through fixed
* Stand LK advantage on hit reduced by 2 frames (+4F → +2F); advantage on block reduced by 2 frames (+1F → -1F); active frames reduced by 2 frames (4F → 2F)
* Stand HP bug where attempting to cancel into Special Moves using HK would result in a Target Combo fixed
* Crouch LP advantage on hit increased by 1 frame (+4F → +5F); advantage on block increased by 1 frame (+1F → +2F)
* Crouch LK advantage on hit reduced by 2 frames (+5F → +3F); advantage on block reduced by 2 frames (+2F → ±0F)
* Crouch MP start-up reduced by 1 frame (6F → 5F)
* Crouch HP no longer cancellable; SC Gauge increase amount on block increased by 10 (20 → 30)
* Jump MP forward hitbox slightly reduced; active frames reduced by 3 frames (7F → 4F)
* Jump MK active frames reduced by 2 frames (6F → 4F)
* Jump HP forward hitbox slightly reduced; active frames reduced by 2 frames (6F → 4F)
* Jump HK 1st hit active frames increased by 3 frames (1F → 4F); 1st hit knocks down on hit against airborne opponents, can be followed; if the 1st hit connects on airborne opponents, the 2nd hit still occurs
* Slide (3+HK) is no longer low state before attack start-up; active frames reduced by 3 frames (13F → 10F)
* L Lynx Tail advantage on block increased by 2 frames (-9F → -7F); SC Gauge increase amount on hit reduced by 10 (40 → 30), on block by 5 (20 → 15)
* M Lynx Tail SC Gauge increase amount on hit reduced by 10 (20+40 → 20+30), on block by 5 (20+10 → 10+15)
* H Lynx Tail SC Gauge increase amount on hit reduced by 25 (30+20+20+20 → 20+15+15+15), on block by 14 (15+10+10+10 → 10+7+7+7)
* EX Lynx Tail damage reduced by 30 (130 → 100)
* L Mallet Smash advantage on block reduced by 2 frames (-5 → -7); SC Gauge increase amount on activation reduced by 10 (30 → 20), on hit by 30 (40+20 → 15+15), on block by 16 (20+10 → 7+7)
* M Mallet Smash advantage on block reduced by 2 frames (-3 → -5); SC Gauge increase amount on activation reduced by 15 (35 → 20), on hit by 35 (45+20 → 15+15), on block by 18 (22+10 → 7+7)
* H Mallet Smash SC Gauge increase amount on activation reduced by 20 (40 → 20), on hit by 50 (50+30 → 15+15), on block by 26 (25+15 → 7+7)
* L Scratch Wheel SC Gauge increase amount on hit reduced by 10 (30+10 → 20+10), on block by 5 (15+5 → 10+5)
* M Scratch Wheel SC Gauge increase amount on hit reduced by 11 (30+16 → 20+15), on block by 3 (15+5 → 10+7)
* H Scratch Wheel SC Gauge increase amount on hit reduced by 10 (30+10+10 → 20+10+10), on block by 5 (15+5+5 → 10+5+5)
* L, M and H Scratch Wheel invincibility time before attack start-up removed (L version: 1-4F, M version: 1-3F, H version: 1-3F)
* EX Scratch Wheel invincibility time increased by 4 frames (1-3F → 1-7F); number of hits increased from 3 to 4, damage changed to 150 (60+30+30+30)
* L Rhino Horn damage reduced by 30 (50&#215;3 → 40&#215;3)
* M Rhino Horn damage reduced by 30 (60&#215;3 → 50&#215;3)
* H Rhino Horn damage reduced by 30 (70&#215;3 → 60&#215;3)
* EX Rhino Horn damage reduced by 30 (60&#215;3 → 50&#215;3)
* L Spin Scythe damage with follow-up attack reduced by 40 (140 → 100)
* M Spin Scythe recovery after follow-up increased by 2 frames (27F → 29F)
* EX Spin Scythe damage reduced by 40 (40&#215;4 → 30&#215;4)
* Spinning Beat (SC) now fully connects on airborne opponents
* Brave Dance (UC1) damage reduced by 25 (465 → 440)
* Level 1 Red Focus Attack bug where if the attack hit an airborne opponent, moves that normally can&#8217;t hit be used in air combos could be used as follows fixed; advantage on block made the same as Level 1 Focus Attack
* Red Focus Attack start-up made the same as Level 2 Focus Attack
}}
}}


Line 660: Line 893:
* Ryusokyaku: Startup on Hard version reduced to 25 frames from 26 frames
* 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
* L, M and H Shoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block
|
* Vitality increased by 50 (900 → 950)
* Crouch MK advantage on block increased by 1 frame (-4F → -3F)
* Crouch HK start-up reduced by 1 frame (7F → 6F)
* Target Combo 1 (near opponent MP → HP) can now be done from Far Stand MP
* Senbukyaku (6+MK) hitbox greatly expanded downward
* HK Ryusokyaku start-up reduced by 1 frame (26F → 25F)
* L, M, and H Shoryuken → EX Focus Cancel → Forward Dash is now -5F on block
* <b>Far Stand MP bug where attempting to cancel into Special Moves using HP would result in a Target Combo fixed</b>
}}
}}


Line 703: Line 945:
* Rekkashingeki (UC1): Non-cinematic 3rd hit floats the opponent higher so that last hit now connects consistently against airborne opponents
* 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
* L, M and H Shienkyaku --> EX Focus Cancel --> Forward Dash is now -5 on block
|
* Crouch LK start-up increased by 1 frame (3F → 4F); can no longer be chain-cancelled into Crouch LK; <b>advantage on hit increased by 1 frame (+3F → +4F)</b>
* Crouch MP damage increased by 10 (55 → 65)
* <b>Close Stand HP attack recognition range increased, can be used when slightly distanced from the opponent</b>
* <b>Engekishu (6+HK) 2nd hit pushback on hit reduced</b>
* <b>Focus Attack hitbox reduced slightly, to the palm area</b>
* L Rekkaken forward movement distance reduced
* <b>L, M, and H Rekkaken 1st hit recovery increased by 1 frame;</b> 2nd hit hit-stun reduced by 2 frames
* <b>M Rekkukyaku 3rd hit hitbox greatly expanded upward</b>
* Shienkyaku no longer activates with 464+K input
* L, M, and H Shienkyaku → EX Focus Cancel → Forward Dash is now -5F on block
* L, M, H and EX Tenshin now do 1 damage (0 → 1)
* EX Tenshin start-up reduced by 2 frames (12F → 10F)
* Rekkashingeki (UC1) non-cinematic 3rd hit floats the opponent higher, when used in air combos the last hit now connects
}}
}}


Line 782: Line 1,038:
* 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
* 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
* Oga: Hitbox slightly reduced
|
* Neutral wake-up 1-frame invincibility time removed
* Wake-up bug that made reversal Focus Attack more difficult to perform fixed
* Stun increased by 50 (900 → 950)
* <b>When Change Style and Red Focus Attack are pressed at the same time, Red Focus no longer activates</b>
</ul>
<p><span style="text-decoration: underline;">Mantis Style</span></p>
<ul>
* Focus Attack hitbox size reduced to position of hurtbox
* <b>Close Stand HP stun distribution changed (150·50 → 100·100)</b>
* <b>Crouch MP damage reduced by 10 (70 → 60)</b>
* L, M, and H Hyakurenko hitbox slightly expanded downward; recovery increased by 1 frame (17F → 18F)
* L, M, and EX Hyakurenko pushback on hit and block slightly reduced
* <b>L Gekiro invincibility time on frames 1-3 removed</b>
* H Gekiro causes quick standable knockdown instead of forced knockdown; button input timing now the same as Ver.2012 EX Gekiro
* EX Gekiro advantage on block increased by 15 frames (-35F → -20F); now causes forced knockdown; follow-up inputs no longer possible on block; button input timing now the same as Ver.2012 H Gekiro
* <b>Zan&#8217;ei (SC) damage reduced by 50 (300 → 250); </b><del>can now be used in air combos</del>
* Shitenketsu (UC2) hitbox slightly expanded forward; <b>when activated at less than 75% Revenge Gauge, does 300 stun; when activated at 75% or more Revenge Gauge, does 450 stun</b> <del>600 stun value added</del>
</ul>
<p><span style="text-decoration: underline;">Crane Style</span></p>
<ul>
* Crouch LP advantage on hit increased by 2 frames (+3F → +5F)
* Crouching HP floats the opponent higher on counter-hit
* Crouch HK recovery reduced by 5 frames (29F → 24F)
* Diagonal Jump HP hurtbox expanded downward
* Diagonal Jump HK hurtbox expanded downward
* <b>L Jyasen advantage on hit increased by 1 frame (+1F → +2F)</b>
* <b>L and M Jyasen advantage on block increased by 2 frames </b><del>3 frames</del><b> (-3F → -1F </b><del>±0F</del><b>)</b>
* <b>L, M, H and EX Jyasen charge time reduced by 10 frames (60F → 50F)</b>; last hit damage increased by 10
* Oga hitbox slightly reduced
}}
}}


Line 830: Line 1,116:
* Hyakki Gosai (Demon Flip --> Throw): stun damage reduced to 160 from 200
* 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
* EX Tatsumaki Gorasen: Startup reduced to 5 frames from 7 frames; invincibility reduced to 6 frames from 8 frames; Hitbox expanded downward and forward
|
* Far Stand LK now Special-, EX Focus-, EX Red Focus-, and Super Combo-Cancellable
* Crouch LP start-up reduced by 1 frame (4F → 3F)
* Crouch MP advantage on hit increased by 2 frames (+1F → +3F)
* Back Throw (Amaoroshi) untechable timing period now techable
* Kongoshin no longer activates with 464+P input
* Hyakki Gosai stun damage reduced by 40 (200 → 160)
* L Senkugoshoha forward movement distance slightly increased
* EX Tatsumaki Gorasen start-up reduced by 2 frames (7F → 5F); invincibility time reduced by 2 frames (1-8F → 1-6F); hitbox expanded downward and forward; <b>7th and 8th hits which would whiff on Poison now connect</b>
}}
}}


Line 858: Line 1,153:
* Sonic Hurricane had its damage redistributed to 90 + 30x4 + 90, but overall damage is the same
* Sonic Hurricane had its damage redistributed to 90 + 30x4 + 90, but overall damage is the same
|
|
|
* <b>Vitality decreased by 50 (1000 → 950)</b>
* Hurtbox on wake-up reduced
* Air Throw (Flying Mare/Flying Buster Drop) range slightly increased
* Crouch LP advantage on hit increased by 1 frame (+4F → +5F)
* Crouch MK hitbox and hurtbox expanded forward
* Reverse Spin Kick (near opponent 4 or 6+HK) hitbox expanded downward
* <b>Guile High Kick (3+HK) hitbox expanded downward</b>
* L, M, H and EX Flash Kick invincibility time extended by 1 frame
* <b>L, M, and H Flash Kick → EX Focus Cancel → Forward Dash now -5F on block</b>
* L, M, H and EX Sonic Boom take counter-hit damage on frames 1-20
* <b>Flash Explosion (UC1) start-up reduced by 1 frame </b><del>2 frames</del><b> (7F → 6F </b><del>5F</del><b>)</b>; damage reduced by 60 (510 → 450); 2nd Flash Kick start-up now slower, less likely to whiff on high air opponents ; invincibility time reduced by 4 frames (1-10F → 1-6F); <del>if opponent is behind on activation, corrects to face the opponent</del>
* Sonic Hurricane (UC2) damage increased by 30 (300 → 330); all hits now connect in air combos
}}
}}


Line 894: Line 1,202:
* Bushin Musou Renge input made easier to perform (exact data unknown)
* Bushin Musou Renge input made easier to perform (exact data unknown)
|
|
|
* Walk speed slightly increased
* <b>Close Stand LK attack recognition range reduced, less likely to activate beyond very close range</b>
* Far Stand LK hitbox slightly expanded upward; <b>active frames increased by 1 frame (2F → 3F); start-up reduced by 2 frames (6F → 4F); recovery reduced by 1 frame (9F → 8F)</b>
* Far Stand HK start-up reduced by 1 frame (8F → 7F); active frames increased by 2 frames (3F → 5F); <b>recovery reduced by 1 frame (16F → 15F)</b>; hitbox expanded horizontally and upward
* Crouch MP hitbox adjusted, no longer can be used as an anti-air
* <b>Diagonal Jump MK hitbox slightly extended forward</b>
* Elbow Drop (while jumping 2+MP) hitbox expanded downward
* <b>Ninja Sickle (3+HK) start-up reduced by 4 frames </b><del>2 frames</del><b> (11F → 7F </b><del>9F</del><b>); recovery reduced by 1 frame (13F → 12F); pushback on block slightly reduced</b>
* Target Combo (MP → HP) 2nd hit expanded downward and horizontally
* H Hozanto start-up reduced by 2 frames (30F → 28F)
* Run-Sudden Stop recovery reduced by 1 frame (17F → 16F)
* Run-Neck Flip 1st hit expanded downward
* EX Run-Neck Flip now knocks down on air hit
* EX Bushin Senpukyaku hitbox slightly expanded, easier to pull in opponent; <del>start-up reduced by 2 frames (4F → 2F)</del>
* Bushin Goraisenpujin (UC1) 2nd hit movement distance slightly increased, easier to use in combos
}}
}}


Line 935: Line 1,259:
* Flying Oil Spin had the hurtboxes around the arms removed during startup
* Flying Oil Spin had the hurtboxes around the arms removed during startup
|
|
|
* <b>Stand MP <b>recovery reduced by 1 frame (10F → 9F)</b>; advantage on hit increased by 1 frame (+4F → +5F); advantage on block increased by 1 frame (+1F → +2F)</b>
* Stand HP hitbox expanded upward
* Crouch LK recovery reduced by 1 frame (9F → 8F)
* Crouch MP now Special-, Super Combo-, and EX Focus-Cancellable
* <b>Step Knee<b> (no oil)</b> (6+HK) causes forced knockdown on hit (same as when done with oil)</b>
* <b>Vertical Jump MP cause knockdown on hit like Diagonal Jump MP</b>
* Diagonal Jump MK hitbox expanded, easier to cross-up
* Hakan Tackle (6+MP) advantage on block increased by 1 frame (-5F → -4F); advantage on hit increased by 2 frames (-2F → ±0F)
* Air Throw (Hakan Stomp) damage increased by 10 (140 → 150)
* L, M, and H Oil Rocket (no oil) throw range increased by .08 (0.97 → 1.05)
* EX Oil Rocket (no oil) throw range increased by .23 (0.97 → 1.20)
}}
}}


Line 950: Line 1,286:
|
|
* Added
* Added
|
* Stand MP damage increased by 20 (100 → 120)
* Crouch MP damage increased by 30 (80 → 110)
* Hammer Hook (6+HP) changed from mid attack (overhead) to high attack
* L, M and H Shootdown Backbreaker SC Gauge increase amount on hit reduced by 30 (110 → 80); when cancelled into after the last hit of Hammer Mountain (SC), a special 100 damage, 100 stun Shootdown Backbreaker occurs
* EX Shootdown Backbreaker invincibility time increased by 1 frame (1-4F → 1-5F)
* L, M and H Moonsault Press start-up reduced by 1 frame (3F → 2F)
* M Giant Palm Bomber start-up reduced by 2 frames (21F → 19F)
* L, M and H Ultra Throw throw range reduced to the same range as H Moonsault Press
* EX Ultra Throw throw range reduced to the same range as L Moonsault Press
* L Monster Lariat no longer has a running motion, attack occurs in place; damage reduced by 20 (120 → 100)
* EX Monster Lariat maintains Hyper Armor until 3 frames before attack start-up; during Armor, can absorb multiple attacks from the opponent; on hit or block now EX Focus-, EX Red Focus- and Super Combo-Cancellable
* Hammer Mountain (SC) now has invincibility while in the running motion towards the opponent (minimum 3F, maximum 11F); now combos on airborne opponents; no longer can be cancelled into Shootdown Backbreaker on block; damage reduced by 60 (360 → 300)
* Gigas Breaker (UC1) total frames increased by 10 (39F → 49F)
* Level 1 Red Focus Attack bug where if the attack hit an airborne opponent, moves that normally can&#8217;t hit be used in air combos could be used as follows fixed
}}
}}


Line 967: Line 1,318:
* The Neck Breaker damage and stun damage was reduced (exact data unknown)
* The Neck Breaker damage and stun damage was reduced (exact data unknown)
* Tsuijigoe no longer registers Counter Hits when struck out of it
* Tsuijigoe no longer registers Counter Hits when struck out of it
|
|
|
* Hammer Kick (Toward + Medium Kick) given 1 less status frame, down to 25 frames from 26 frames, including when done during Target Combo 7 (Back + Medium Kick -> Toward + Medium Kick)
* 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)
Line 979: Line 1,331:
* Yoroitoshi input made easier to perform (exact data unknown)
* Yoroitoshi input made easier to perform (exact data unknown)
|
|
* Guard bug where El Fuerte&#8217;s 6+MK would cross over fixed
* <b>Walk speed has been increased</b>
* Crouch LP start-up reduced by 1 frame (4F → 3F)
* Target Combo 4 (near opponent LP → MP → HP) 2nd hit hitbox expanded downward
* <b>Target Combo 6 (<b><b>near opponent</b></b> LP → MP <b>→</b> 2+HK <b>→ HK)</b> and Target Combo 8 <b>(<b><b><b>near opponent</b></b></b> HP <b>→</b> 2+HK <b>→ HK)</b> final Far Stand HK now causes knockdown</b></b>
* <b>Target Combo 10 (Crouch HK → HK) no longer hits crouching opponents</b>
* Hammer Kick (6+MK) hitbox expanded downward; advantage on block reduced by 1 frame (+3F → +2F)
* Backhand Punch (far from opponent HP → HP) now Special-, EX Focus-, EX Red Focus-, and Jump-Cancellable
* L, M, and H Tsujigoe total frames reduced by 6 frames, can now be cancelled into any attack immediately upon landing
* L, M, H and EX Tsumuji hitbox slightly expanded downward
* M Tsumuji recovery increased by 1 frame (14F → 15F)
* EX Kazegiri invincibility time increased by 1 frame (1-6F → 1-7F); 1st hit hitbox on active frames 2-3 expanded, easier to use as an anti-air
* <b>L, M, H and EX Raida have one more hit of follow potential, easier to use in air combos</b>
}}
}}


Line 1,007: Line 1,372:
* Forward dash now travels farther forward during a Feng Shui Engine, but overall total frames unchanged
* Forward dash now travels farther forward during a Feng Shui Engine, but overall total frames unchanged
|
|
|
* Close Stand LP hitbox expanded downward
* Close Stand MP start-up speed during Feng Shui Engine now the same as normal version
* Close Stand MK start-up speed during Feng Shui Engine now the same as normal version; <b>throw-invincible on 1F;</b> <b>considered airborne from frames 2-5</b>
* Far Stand MP now Special-cancellable
* Far Stand LK start-up reduced by 1 frame (5F → 4F)
* Far Stand HK hitbox size during Feng Shui Engine now the same as normal version
* <del>Crouch MK start-up reduced by 1 frame (6F → 5F); recovery reduced by 1 frame (17F → 16F)</del>
* Kasatushi now takes recoverable damage when absorbing attacks
* L, M, and H Shikusen no longer can be done from a backward jump
* Second Impact and Third Strike hitbox expanded, less likely to miss hits during the move
* EX Shikusen now has input follow-ups like the normal version, activates with any single K button; trajectory changes with button combination: L+M is L Shikusen, M+H is M Shikusen, L+H is H Shikusen trajectory; <b>block-stun reduced by 3 frames</b>
* EX Fuhajin (M+H) now hits grounded opponents
* EX Fuhajin (L+H) damage increased 20 (50·50 → 60·60)
* EX Senpusha invincibility time increased by 1 frame (1-6F → 1-7F); advantage on block reduced by 1 frames (-14F → -15F); <b>all hits except the final hit pull in the opponent on hit or block</b>
* Feng Shui Engine (UC1) invincibility time reduced by 2 frames (1-4F → 1-2F)
* Kaisen Dankairaku (UC2) hitbox slightly expanded horizontally
}}
}}


Line 1,034: Line 1,416:
* EX Shoryuken damage increased to 200 total (80 + 30 + 30 + 60) from 180 total (70 + 30 + 30 + 50)
* EX Shoryuken damage increased to 200 total (80 + 30 + 30 + 60) from 180 total (70 + 30 + 30 + 50)
|
|
|
* Walk speed slightly increased
* Close Stand MK hitbox expanded downward, easier to connect on crouching opponents
* <del>Crouch MK recovery reduced by 3 frames (16F → 13F); advantage on block increased by 3 frames-(&#8211;1F → +2F), advantage on block increased by 3 frames (-4F → -1F)</del>
* Crouch HK start-up reduced by 1 frame (8F → 7F); <b>advantage on block reduced by 2 frames (-6F → -8F)</b>; <del>recovery reduced by 2 frames (21F → 19F)</del>
* Thunder Kick (6+HK) advantage on hit increased by 1 frame (-1F → ±0F); advantage on block increased by 3 frames (-4F → -1F)
* L, M, and H Hadoken damage increased by 10 (60 → 70)
* EX Hadoken damage increased by 10 (50·40 → 50·50)
* M Shoryuken 1st hit now knocks down
* L, M, and H Shoryuken (1st hit) → EX Focus Cancel → Forward Dash is now -5F on block
* H Shoryuken <del>2nd hit can no longer be EX Focus Cancelled on block</del>; damage increased by 10 (70·40·30 → 70·50·30); <b>2nd hit → EX Focus Cancel → Forward Dash is -7F on block</b>
* L, M, H and <b>EX</b> Airborne Tatsumaki Senpukyaku rising trajectory changed
* <del>EX Airborne Tatsumaki Senpukyaku trajectory on activation changed</del>
* <b>Shinryuken (UC1) non-cinematic damage increased by </b><del>60</del><b> 30 (330 → 360)</b>
* Guren Senpukyaku (UC2) movement distance of first several frames slightly increased
}}
}}


Line 1,073: Line 1,470:
* Tanden Renki lasts 3 seconds longer than it used to, lasting a total of 12 seconds as opposed to 9 seconds
* Tanden Renki lasts 3 seconds longer than it used to, lasting a total of 12 seconds as opposed to 9 seconds
|
|
|
* Forward/Neutral Throw (Head Butt) range increased by .05 (0.90 → 0.95)
* Back Throw (Triple Threat) range decreased by .05 (0.90 → 0.85)
* Stand HP hit-stun increased by 1 frame on crouching opponents (now matches the hit-stun time when used against standing opponents)
* Crouch HK stun increased by 100 (100 → 200)
* Jump MK hitbox slightly expanded, easier to cross-up
* L, M, and H Karakusa recovery on whiff increased by 4 frames (47F → 51F)
* <b>EX Oroshi can now be used in air combos</b>
* EX Fukiage now hits grounded opponents; now jump-cancellable on hit only; damage reduced by 40 (120 → 80); stun reduced by 100 (200 → 100)
* L and M Tsurugi block-stun reduced by 2 frames,  (at lowest height is -3F on block)
* Seichusen Godanzuki (UC1) damage decreased by 40 (480 → 440)
* Abare Tosanami (UC2) after the freeze now fully projectile-invincible until landing; <b>while traveling to the wall, invincibility changed from complete invincibility to projectile- and throw-invincibility</b>
* <b>Ultra Combo W scaling changed from 60% to 75%</b>
}}
}}


Line 1,093: Line 1,503:
* All versions of the Double Knee Press had their stun damage increased to 150 total (100 + 50) from 100 total (50 + 50)
* All versions of the Double Knee Press had their stun damage increased to 150 total (100 + 50) from 100 total (50 + 50)
|
|
|
* Far Stand MP start-up reduced by 2 frames (8F → 6F); recovery increased by 1 frame (11F → 12F); <del>advantage on hit reduced by 1 frames (+3F → +2F); advantage on block reduced by 1 frame (±0 → -1)</del>; now Special-, Super Combo-, and EX Focus-Cancellable; <b>damage reduced by 20 (90 → 70)</b>
* Crouch HP start-up reduced by 2 frames (12F → 10F)
* Hell Attack (during angled jump, MP after MP) now has the same hit effect as Jump MP, when only Hell Attack hits, can follow with normal attacks, etc.
* Bison Warp total frames increased by 5 frames (42F → 47F)
* L Double Knee Press advantage on block reduced by 1 frame (±0F → -1F); damage increased by 10 (60·30 → 60·40)
* M Double Knee Press damage increased by 10 (60·50 → 60·60)
* H Double Knee Press damage increased by 10 (70·60 → 70·70)
* EX Double Knee Press damage increased by 10 (70·70 → 70·80); projectile-invincibility time increased by 7 frames (1-12F → 1-19F)
* L, M, and H Head Press start-up reduced 2 frames (22F → 20F)
* EX Devil Reverse movement speed slightly increased
* L, M, and H Psycho Crusher leg hitbox can now be used in air combos
* EX Psycho Crusher damage reduced by 15 (75·75 → 75·60)
* <b>Nightmare Booster (UC1) start-up reduced by 2 frames (12F → 10F)</b>
* Psycho Punisher (UC2) damage reduced by 30 (450 → 420); charge time reduced by 15 frames (55F → 40F)
}}
}}


Line 1,122: Line 1,547:
* Tenchi Sokaigen now knocks the opponent back less as a juggle to allow subsequent hits to connect fully more consistently
* Tenchi Sokaigen now knocks the opponent back less as a juggle to allow subsequent hits to connect fully more consistently
|
|
|
* <b>Vitality reduced by 50 (1000 → 950)</b>
* Crouch HK start-up reduced by 1 frame (9F → 8F); recovery reduced by 1 frame (24F → 23F)
* 6+MK start-up reduced by 2 frames (13F → 11F)
* Focus Attack hitbox expanded horizontally
* L Gorai Hadoken total frames reduced by 2 (54F → 52F)
* M Gorai Hadoken total frames reduced by 2 (61F → 59F)
* H Gorai Hadoken total frames reduced by 2 (69F → 67F)
* <b>L Sekisei Jiraiken 1st frame changed from airborne state to grounded state, throw-invincibility added to the 1st frame; </b><del>advantage on block increased by 1 frames (-7F → -6F)</del>
* M Sekisei Jiraiken 1F invincibility time removed; <del>advantage on block increased by 2 frames (-6F → -4F)</del>
* H Goshoryuken complete invincibility time reduced by 3 frames (1-8F → 1-5F); strike-invincibility time shifted (9-10F → 6-7F)
* L, M, H and EX Goshoryuken can now be EX Focus Cancelled on the 1st hit, on hit or block
* L, M, and H Goshoryuken → EX Focus Cancel → Forward Dash is now -5F on block
* <b>L, M, H and EX Goshoryuken cause forced knockdown if only the 1st hit connects</b>
* <b>EX Goshoryuken bug where if only the 1st hit connects, delayed standing could not be performed fixed</b>
* L Rakan Dantojin damage reduced by 10 (120 → 110); stun damage reduced by 20 (150 → 130)
* EX Rakan Dantojin advantage on block increased by 1 frame (-10F → -9F)
* H and EX Rakan Dantojin rear hurtbox just before the attack starts reduced to throwbox area
* Meido Gohado (anti-ground UC1) non-cinematic damage increased by 25 (350 → 375); start-up reduced by 2 frames (11F → 9F)
* Meido Gozanku (in air UC1) start-up reduced by 3 frames (14F → 11F)
* Tenchi Sokaigen (UC2) command changed from 41236&#215;2+PPP to 63214&#215;2+PPP
}}
}}


Line 1,137: Line 1,583:
|
|
* Added
* Added
|
* Crouch LP start-up reduced by 1 frame (4F → 3F)
* Crouch HK no longer cancellable
* Vertical and Diagonal Jump HK active frames reduced by 5 frames (10F → 5F)
* Focus Attack forward hurtbox reduced
* Backflip (KKK) backward movement distance reduced
* L, M and H Kissed by a Goddess → EX Focus Cancel → Forward Dash now -5F on block
* EX Kissed by a Goddess 1st hit hitbox expanded upward, easier to use as an anti-air
* L, M, H and EX Whip of Love 1st and 2nd hits can be EX Focus-, EX Red Focus- or Super Combo-Cancelled on block
* EX Whip of Love 4th hit no longer jump-cancellable on block; 4th hit can be followed by jump attacks on hit
* L, M and H Aeolus Edge recovery reduced by 1 frame; L version is ±0F on hit, -3 on block; M version is +3F on hit, ±0F on block, H version is +10F on hit, +7F on block
* L, M, H and EX Aeolus Edge bug where if overlapping with the opponent&#8217;s back area as they rise, the attack wouldn&#8217;t connect fixed
}}
}}


Line 1,152: Line 1,610:
|
|
* Added
* Added
|
* Close Stand MK start-up reduced by 1 frame (6F → 5F); attack recognition range slightly expanded
* Far Stand MP active frames reduced by 3 frames (6F → 3F)
* Far Stand MK hurtbox at the feet reduced
* Crouch MK start-up reduced by 1 frame (6F → 5F); advantage on hit increased by 2 frames (-2F → ±0F)
* Vertical Jump HP active frames reduced by 2 frames (6F → 4F)
* Diagonal Jump HP active frames reduced by 3 frames (6F → 3F)
* Focus Attack active frames reduced by 2 frames (4F → 2F)
* Stinger earliest timing for knife throw now earlier
* EX Stinger damage reduced by 30 (40&#215;3 → 30&#215;3)
* L Patriot Circle advantage on block reduced by 1 frame (-2F → -3F)
* M Patriot Circle 3rd hit SC Gauge increase amount reduced by half (12 → 6)
* EX Patriot Circle invincibility time removed; damage increased by 30 (70 → 100)
* Mekong Delta Attack pushback on block reduced by half; on hit or block now EX Focus-, EX Red Focus- and Super Combo-Cancellable
* EX Mekong Delta Attack advantage on block reduced by 8 frames (-2F → -10F)
* EX Mekong Delta Air-Raid frames 1-10 changed from complete invincibility to projectile-invincibility; advantage on hit increased by 3 frames (+5F → +8F); advantage on block reduced by 3 frames (±0F → -3F); pushbox added to Rolento, less likely to fly past the opponent at very close range
* EX Mekong Delta Escape descent trajectory can now be controlled with directional input
* Mine Sweeper (SC) damage increased by 50 (300 → 350)
* Take No Prisoners (UC2) start-up increased by 1 frame (6F → 7F)
}}
}}


Line 1,180: Line 1,657:
* Startup time for Soul Satellite reduced to 5 frames from 7 frames
* Startup time for Soul Satellite reduced to 5 frames from 7 frames
|
|
|
* Forward Dash total frames reduced by 1 frame (21F → 20F)
* Close Stand MK hitbox slightly expanded downward
* Crouch LP damage increased by 10 (20 → 30)
* Crouch LK damage increased by 10 (30 → 40)
* Crouch MP damage increased by 10 (60 → 70)
* L Soul Spiral forward movement distance slightly increased
* L, M, and H Soul Spiral damage increased by 10 (100 → 110)
* EX Soul Spiral damage increased by 10 (120 → 130); stun increased by 100 (100 → 200); strike- and projectile-invincibility time increased by 2 frames (1-11F → 1-13F); throw-invincibility removed
* <b>L, M, H and EX Soul Spiral can now be used in air combos</b>
* M Soul Spark start-up reduced by 2 frames (22F → 20F)
* H Soul Spark start-up reduced by 2 frames (29F → 27F)
* Illusion Spark (UC1) start-up reduced by 2 frames (12F → 10F)
* Soul Satellite (UC1) command input changed from 214214+PPP to 214214+KKK; recovery increased by 2 frames (2F → 4F)
}}
}}


Line 1,200: Line 1,691:
* Big Bang Typhoon will now only connect 10 total hits on an airborne opponent
* Big Bang Typhoon will now only connect 10 total hits on an airborne opponent
|
|
|
* Forward/Neutral Throw (Head Bazooka) damage reduced by 15 (150 → 135)
* Far Stand MP now Special-, EX Focus-, EX Red Focus-, and Super Combo-Cancellable
* Far Stand MK active frames increased by 1 frame (1F → 2F)
* <b>Close Stand HP hitbox expanded downward</b>
* Target Combo (near opponent LK → HK) advantage on block reduced by 3 frames (-5F → -8F)
* <b>EX Snake Strike bug causing the move to not activate when the simultaneous P button timing was off by 1 frame fixed</b>
* L Messiah Kick can now be used in air combos
* <b>Messiah Kick LK follow-up (High Attack) can now be used in air combos</b>
* Messiah Kick MK follow-up (Low Attack) recovery increased by 3 frames (19F → 22F)
* Messiah Kick HK follow-up (Mid Attack) recovery increased 2 frames (17F → 19F)
* EX Messiah Kick less likely to cross over even when hitting low-state opponents; invincibility time reduced by 3 frames (1-16F → 1-13F); <b>2nd hit and after can now connect against airborne opponents; knocks down opponents differently on air hit</b>
* Spectacle Romance (SC) 2nd hit hitbox expanded to the tip of the fist
* Space Opera Symphony (UC1) damage reduced by 40 (460 → 420)
* Big Bang Typhoon (UC2) damage reduced by 60 (420 → 360); knocks down opponents different on air hit
}}
}}


Line 1,237: Line 1,743:
|
|
* Shortcut code for DP ignored during Crouching Medium Kick to make Crouching Medium XX Hadouken easier
* Shortcut code for DP ignored during Crouching Medium Kick to make Crouching Medium XX Hadouken easier
|
* Crouch MK advantage on block increased by 1 frame (-3F → -2F on block)
* Jump MP 1st hit now cancellable into L, M, H and EX Airborne Tatsumaki Senpukyaku
* <b>EX Hadoken start-up reduced by 1 frame (12F → 11F)</b>
* L, M, and H Airborne Tatsumaki Senpukyaku can now be used in air combos
* EX Airborne Tatsumaki Senpukyaku hitbox expanded and vacuum effect on hit increased, easier to land all hits
* L and M Shoryuken → EX Focus Cancel → Forward Dash is now -5F on block
* EX Shoryuken (1 hit) → EX Focus Cancel → Forward Dash can be followed by all strikes except throws
* Metsu Shoryuken (UC2) invincibility time increased by 1 frame (1-8F → 1-9F)
}}
}}


Line 1,257: Line 1,772:
* 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)
* 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)
|
|
|
* Close Stand LK 2nd hit now Special-, EX Focus-, EX Red Focus-, and Super Combo-Cancellable
* <b>Step Low Kick (6+LK) pushback on block reduced</b>
* <b>Step High Kick (6+HK) damage reduced by 20 (100 → 80)</b>
* <b>L, M and H High Tiger Shot recovery increased by 3 frames (39F → 42F)</b>
* L, M, H and EX Tiger Knee Crush 1st hit now forces stand
* <del>EX Tiger Knee Crush advantage on block increased by 1 frame (-1F → ±0F)</del>
* L, M, and H Tiger Uppercut→ EX Focus Cancel → Forward Dash is now -5F on block *Also applies to Tiger Uppercuts with Angry Charge
* Tiger Destruction (UC1) air hit damage reduced by 55 (395 → 340); forward movement distance reduced; when hitting airborne opponents in the corner, now does full hits
* Tiger Cannon (UC2) now does full hits on airborne opponents; <b>air hit damage reduced by 129 </b><del>75</del><b> (384 → 255 </b><del>309</del><b>); damage on grounded opponents reduced by 27 (384 → 357)</b>
}}
}}


Line 1,281: Line 1,806:
* Sakura Otoshi given less "command priority" so it's hard to do, and can no longer be performed with Negative Edge
* Sakura Otoshi given less "command priority" so it's hard to do, and can no longer be performed with Negative Edge
|
|
|
* <b>Back Throw (Choba Throw) tosses the opponent a shorter distance</b>
* <b>Close Stand MP pushback on hit reduced</b>
* Far Stand MP hitbox slightly expanded horizontally
* <b>Far Stand HP now Special-, EX Focus-, EX Red Focus-, and Super Combo-Cancellable</b>
* Diagonal Jump HP hurtbox slightly increased
* L, M, H and EX Airborne Shunpukyaku trajectory on activation changed
* EX Shunpukyaku advantage on block reduced by 2 frames (+4F → +2F); made easier to connect on crouching opponents
* L, M, H and EX Shouoken hitbox slightly expanded forward
* EX Sakura Otoshi earliest timing for additional attacks reduced by 3 frames (15F → 12F)
* Shinku Hadoken (UC2) rear hitbox removed
}}
}}


Line 1,317: Line 1,853:
* Tandem Stream damage lowered to 340 from 380
* Tandem Stream damage lowered to 340 from 380
|
|
|
* Wall Jump (mid-jump, near wall 9) movement distance reduced
* <b>Crouch MP recovery reduced by 2 frames (11F → 9F); advantage on hit increased by 2 frames (+3F → +5F); advantage on block increased by 2 frames (-1F → +1F)</b>
* Far Stand HP advantage on hit increased by 6 frames (-11F → -5F), advantage on block increased by 7 frames (-15F → -8F)
* Diagonal Jump MK now crosses up; <b>hitbox matches Diagonal Jump HK in Ver.2012</b>
* Diagonal Jump HK no longer crosses up
* Yosokyaku (while jumping 2+MK) active frames increased by 1 (3F → 4F); <b>hitbox slightly expanded downward</b>
* Tenmakujinkyaku (at top of forward jump arc 2+HK) hurtbox slightly expanded; <b>hit-stun increased by 1 frame</b>
* M Hyakuretsukyaku stun reduced by 50 (150 → 100)
* H Hyakuretsukyaku stun reduced by 50 (200 → 150)
* <b>L, M, H and EX Hyakuretsukyaku damage increased by 10</b>
* L, M, H and EX Spinning Piledriver stun reduced by 50 (200 → 150)
* L, M, and H Shoryuken 2nd hit no longer can be EX Focus Cancelled on block; after EX Focus Cancel → Forward Dash is now -5F on block
* M and H Shoryuken invincibility time reduced by 2 frames (1-7F → 1-5F)
* L, M, and H Tanden Engine can no longer be cancelled into from normal attacks
* Tanden Stream (UC1) recovery reduced by 11 frames (66F → 55F); pushback on block increased
* Tanden Typhoon (UC2) now easier to land all hits on airborne opponents; advantage on block increased by 19 frames (-89 → -70)
}}
}}


Line 1,347: Line 1,900:
* Raging Slash input made easier to perform (exact data unknown)
* Raging Slash input made easier to perform (exact data unknown)
|
|
|
* Walk speed slightly increased
* Close Stand MP pushback on hit and block reduced
* Far Stand HK hurtbox slightly expanded; advantage on block increased by 2 frames (-7F → -5F)
* Crouch MK now Special-,  EX Focus-, EX Red Focus-, and Super Combo-Cancellable
* <del>Thrust Beak command changed from 3+LP to 4+LP</del>
* Condor Spire command changed from 421+P to 623+K
* L Condor Spire advantage on hit increased by 3 frames (-5F → -2F); start-up reduced by 9 frames (20F → 11F)
* M Condor Spire start-up reduced by 6 frames (20F → 14F)
* EX Condor Spire forward movement distance slightly increased; <b>damage reduced by 30 (150 → 120)</b>
* L Tomahawk Buster start-up reduced by 1 frame (5F → 4F); recovery reduced by 1 frame (28F → 27F)
* EX Tomahawk Buster now EX Focus-Cancellable; <b>0 damage bug when only the 1st hit connects fixed</b>
* L Mexican Typhoon throw range increased by .50 (1.50 → 1.55)
* Raging Slash (UC2) command changed from 63214&#215;2+PPP to 63214&#215;2+KKK; hitbox slightly expanded horizontally
}}
}}


Line 1,377: Line 1,944:
* Splendid Claw's startup was reduced to 8 frames from 9 frames
* Splendid Claw's startup was reduced to 8 frames from 9 frames
|
|
|
* Crouch HP active frames increased by 2 (2F → 4F)
* <b>Close Stand MK start-up reduced by 1 frame (6F → 5F); recovery reduced by 3 frames (13F → 10F); advantage on hit increased by 3 frames (+2F → +5F); advantage on block increased by 3 frames (-1F → +2F)</b>
* <b>Diagonal Jump LK now crosses up</b>
* Pick up Mask is now a command, 2+PP while standing over the mask
* <b>L, M, H, and EX Rolling Crystal Flash charge time reduced by 10 frames (60F → 50F)</b>
* L, H and EX Rolling Crystal Flash → EX Focus Cancel → Forward Dash advantage on block increased by 5 frames (±0F → +5F)
* M Rolling Crystal Flash → EX Focus Cancel → Forward Dash advantage on block increased by 3 frames (±0F → +3F)
* Flying Barcelona Special (SC) now has an attack added during the motion to the wall, <b>does 100 damage </b><del>0 damage</del>; Rolling Izuna Drop damage reduced by 100 (100·100·200 → 100·100·100); gauge consumption timing changed from when Vega reaches the wall to at the time of activation
* <b>Bloody High Claw (UC1) forward charge attack&#8217;s hitbox expanded to match EX Flying Barcelona Attack</b>
* Splendid Claw (UC2) start-up reduced by 1 frame (8F → 7F)
}}
}}


Line 1,421: Line 1,999:
* The non-animation version of Tenshin Senkyuutai now does 90 damage on the final hit (exact data unknown)
* The non-animation version of Tenshin Senkyuutai now does 90 damage on the final hit (exact data unknown)
|
|
|
* Walk speed slightly increased
* Close Stand LK start-up reduced by 1 frame (5F → 4F)
* Close Stand MK hitbox expanded downward, easier to connect on crouching opponents
* Far Stand MP now Special-, Super Combo-, and EX Focus-cancellable
* Far Stand LK start-up reduced by 1 frame (5F → 4F)
* Crouch LK damage increased by 10 (20 → 30)
* Diagonal Jump MK hitbox size expanded, now in between the AE and Ver.2012 versions
* L and M Torouzan 3rd hit damage increased by 5 (60 → 65)
* H Torouzan 3rd hit damage increased by 10 (60 → 70)
* <b>L, M, H and EX Torouzan hitbox increased downward, mitigating cases where it was difficult to connect on certain character&#8217;s crouching states</b>
* L Senkyutai 1st hit hit-stop increased by 4 frames (8F → 12F), now matches the hit-stop on block; <b>after EX Focus Cancel → Forward Dash now -5F on block</b>
* L, M, H and EX Zenpou Tenshin now do 1 damage (0 → 1)
* Tenshin Senkyutai (UC2) start-up reduced by 1 frame (7F → 6F)
}}
}}


Line 1,465: Line 2,057:
* Damage of Senpuukyaku (Toward + Medium Kick) during Genei Jin reduced to 80 from 85
* Damage of Senpuukyaku (Toward + Medium Kick) during Genei Jin reduced to 80 from 85
|
|
|
* Far Stand MP damage increased by 10 (50 → 60)
* Crouch MP damage increased by 10 (50 → 60)
* <b>Jump MK active frames reduced by 4 frames (8F → 4F); hitbox slightly expanded backward, crosses up</b>
* <b>H Nishokyaku frames 1-7 changed from complete invincibility to strike-invincibility</b> <del>lower-body invincibility</del>; now airborne from 7th frame
* <del>Zenpou Tenshin throw range reduced by .10 (1.10 → 1.00)</del>
* <del>EX Zenpou Tenshin throw range reduced by .10 (1.30 → 1.20)</del>
* L, M, H and EX Zenpou Tenshin now do 1 damage (0 → 1)
* <b>Ex Zesshou Hohou advantage on block increased by 2 frames (-1F → +1F)</b>
* <b>Forward or Backward Dash bug where inputting Red Focus Attack after the dash would result in Focus Attack fixed</b>
}}
}}


Line 1,487: Line 2,089:
* 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)
* 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)
|
|
|
* Close Stand LK now Special-, EX Focus-, EX Red Focus-, and Super Combo-cancellable
* <b>Close Stand MK recovery reduced by 5 frames (15F → 10F); advantage on hit increased by 5 frames (±0F → +5F); advantage on block increased by 5 frames (-3F → +2F)</b>
* Far Stand MP hurtbox slightly expanded; hurtbox in front sticks out 1 frame before active
* Far Stand MK advantage on hit increased by 4 frames (-7F → -3F); advantage on block increased by 3 frames (-10F → -7F)
* <b>Crouch LK advantage on hit increased by 1 frame (+4F → +5F)</b>
* Diagonal Jump HP hurtbox slightly expanded
* L Spinning Piledriver throw range reduced by .05 (1.75 → 1.70)
* L Banishing Flat start-up reduced by 3 frames (11F → 8F); <b>advantage on hit increased by </b><b>3 frames </b><del>2 frames</del><b> (-5F → -2F</b> <del>-3F</del><b>)</b>; <del>advantage on block reduced by 1 frame (-7F → -8F)</del>
* M Banishing Flat start-up reduced by 2 frames (13F → 11F); advantage on block increased by 2 frames (-8F → -6F)
* H Banishing Flat start-up reduced by 2 frames (16F → 14F); <del>advantage on hit increased by 1 frame (-7F → -6F)</del>; advantage on block increased by 2 frames (-9F → -7F)
* <b>Final Atomic Buster (SC) throw range increased to match range of M Spinning Piledriver</b>
}}
}}

Revision as of 18:03, 5 June 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
  • Close Stand HP 1st hit hitbox greatly expanded downward
  • Crouch HP 2nd hit hitbox greatly expanded downward
  • Far Stand HK start-up reduced by 1 frame (14F → 13F); active frames increased by 1 frame (2F → 3F); recovery reduced by 1 frame (19F → 18F)
  • Falling Sky active frames increased by 1 frame (2F → 3F); upper-body invincibility time extended by 1 frame (6-7F → 6-8F)
  • EX Change of Direction start-up reduced by 3 frames (16F → 13F)
  • Second Low advantage on hit increased by 4 frames (+1F → +5F)
  • Finish Low start-up reduced by 5 frames (22F → 17F)
  • Heartless (SC) active frames increased by 2 (2F → 4F)
  • Soulless (UC1) pushbox greatly expanded upward, less likely to cross under after Crouch HP in the corner
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
  • Close Stand HK hitbox slightly expanded horizontally and upward
  • Crouch LP advantage on hit increased by 1 frame (+5F → +6F)
  • Jaguar Crunch (6+MP) frame advantage against standing opponents reduced by 1 frame (+4F → +3F)
  • L Rising Jaguar 2nd hit on grounded opponents floats higher upward and slightly more forward, easier to follow in the corner
  • L, M and H Rising Jaguar → EX Focus Cancel → Forward Dash is now -5F on block
  • L and M Jaguar Kick damage reduced by 10 (140 → 130); damage against airborne opponents reduced by an additional 40 (130 → 90); chip damage changed to 33
  • H Jaguar Kick damage reduced by 10 (130 → 120); damage against airborne opponents reduced by an additional 20 (120 → 100); chip damage changed to 30; upward hitbox slightly reduced
  • M Airborne Jaguar Kick advantage on block reduced by 1 frame (-1F → -2F when done at the lowest height and blocked on the 1st active frame)
  • H Airborne Jaguar Kick advantage on block reduced by 2 frames (±0F → -2F when done at the lowest height and blocked on the 1st active frame)
  • L, M, H and EX Airborne Jaguar Kick chip reduced by half
  • EX Airborne Jaguar Kick 2nd hit changed to mid attack (overhead)
  • Jaguar Revolver (UC1) forward movement distance from 2nd hit and after slightly shortened, easier to connect all hits on very close opponents; damage reduced by 30 (510 → 480); active frames on the first kick reduced by 1 frame (7F → 6F)
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 --> 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)
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
  • Close Stand MK now forces stand on hit; start-up reduced by 1 frame (5F → 4F); hitbox expanded downward; attack recognition range increased, can be used when slightly distanced from the opponent
  • Far Stand HP now Special-, EX Focus- and EX Red Focus-Cancellable; damage reduced by 30 (120 → 90)
  • Crouch HK can no longer be cancelled into Wrath of the Raging Demon (UC1)
  • EX Shakunetsu Hadoken start-up reduced by 6 frames (25F → 19F)
  • L Tatsumaki Zankukyaku hitbox expanded downward
  • L, M, H and EX Back Jump Zanku Hadoken recovery increased by 2 frames
  • L, M and H Hyakkishu now have the same EX Zanku Hadoken follow-up as EX Hyakkishu
  • M Goshoryuken 2nd hit can no longer be EX Focus Cancelled on block
  • H Goshoryuken 2nd and 3rd hit can no longer be EX Focus Cancelled on block; invincibility time reduced by 1 frame (1-6F → 1-5F)
  • L, M and H Goshoryuken → EX Focus Cancel → Forward Dash is now -5F on block
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
  • L Dash Straight advantage on hit increased by 1 frame (-2F → -1F)
  • M Dash Straight pushback on hit reduced, easier to combo into EX Red Focus
  • L Dash Swing Blow damage reduced by 10 (80 → 70); stun reduced by 30 (100 → 70); advantage on hit reduced by 10 frames (+10F → ±0F); advantage on block increased by 3 frames (-5F → -2F); charge time reduced by 10 frames (55F → 45F)
  • M Dash Swing Blow advantage on hit reduced by 8 frames (+10F → +2F); advantage on block increased by 1 frame (-7F → -6F); charge time reduced by 5 frames (55F → 50F)
  • Turn Punch charge from Level 2-4 has been adjusted to approximately 2 seconds per level
  • Turn Punch Level 1 advantage on block increased by 2 frames (-2F to ±0F)
  • Turn Punch Level 2 advantage on block increased by 1 frame 4 frames ( -5F → -4F -1F); advantage on hit increased by 1 frame 2 frames (-1F → ±0F +1F)
  • Turn Punch Level 3 advantage on block increased by 1 frame 6 frames (-8F → -7F -2F); advantage on hit increased by 1 frame 3 frames (-4F → -3F -1F)
  • Turn Punch Level 4 advantage on block increased by 3 frames 8 frames (-12F → -9F -4F); advantage on hit increased by 3 frames 6 frames (-8F → -5F -2F)
  • Violent Buffalo (UC1) last hit can be changed to a straight when holding P or an uppercut when holding K
  • Dirty Bull (UC2) input command changed from 63214 x2+PPP to 720+PPP; recovery reduced by 10 frames (58F → 48F); throw range extended by .21 (1.09 → 1.30); damage reduced by 149 (399 → 250)
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
  • Forward Dash total frames reduced by 1 frame (21F → 20F)
  • Close Stand MK now airborne 1 frame earlier (from 4F → 3F); airborne timing changed from frames 3-4 to 3-5
  • Crouch MK advantage on hit increased by 1 frame (+4F → +5F); pushback on block and hit increased
  • H Rolling Attack knocks down the opponent at all distances
  • L, M, H and EX Backstep Roll block-stun increased by 2 frames
  • L, M, H and EX Vertical Roll can be EX Focus Cancelled on hit or block
  • Shout of Earth (anti-air) (UC2) 1st hit box now the same as 2nd hit; no longer hits grounded opponents
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
  • Close Stand HP damage increased by 10 (90 → 100)
  • Far Stand HK hurtbox slightly reduced; can now be performed with 3+HK, regardless of distance from the opponent
  • Crouch MK hitbox slightly expanded horizontally
  • Crouch HP hurtbox added to arm area of the 2nd active frame; stun reduced by 50 (200 → 150)
  • Level 1 Focus Attack start-up reduced by 3 frames (26F → 23F)
  • Level 2 Focus Attack start-up after button release reduced by 3 frames (17F → 14F)
  • Level 3 Focus Attack start-up reduced by 2 frames (70F → 68F)
  • Focus Attack forward hitbox slightly reduced, to the elbow area
  • L, M and EX Thunder Knuckle cancel recovery increased by 1 frame (6F → 7F)
  • L Thunder Knuckle hitbox slightly expanded; stun damage increased by 50 (150 → 200)
  • M Thunder Knuckle now +4 after EX Focus Cancel → Forward Dash on hit; damage increased by 10 (110 → 120); stun reduced by 50 (200 → 150)
  • H Thunder Knuckle cancel recovery increased by 1 frame (6F → 7F); after EX Focus Cancel → Forward Dash is now -5F on block
  • Emergency Combination (SC) damage increased by 20 (330 → 350); command changed from 236236+P to 214214+P
  • Burst Time (UC1) smoke visual effects at the time of activation reduced
  • Burning Dance (UC2) start-up reduced by 1 frame (10F → 9F); height restriction removed
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
  • Close Stand HP damage reduced by 5 (85 → 80); stun reduced by 30 (150 → 120)
  • Far Stand HP 1st active frame damage reduced by 10 (80 → 70)
  • Crouch LK start-up increased by 1 frame (3F → 4F)
  • Crouch HP damage reduced by 10 (90 → 80); stun reduced by 50 (200 → 150); advantage on hit decreased by 1 frame (+7F → +6F); advantage on block reduced by 2 frames (+2F → ±0F)
  • H Spiral Arrow 1st hit hit-stun increased by 1 frame, increasing advantage on hit after EX Focus Cancel → Forward Dash (+3F → +4F)
  • L, M, and H Cannon Strike height restriction slightly reduced; landing recovery increased by 2 frames (5F → 7F)
  • EX Cannon Strike block-stun reduced by 5 frames
  • Hooligan Combination now has L, M, and H Cannon Strike follow-up
  • L, M, and H Cannon Spike → EX Focus Cancel → Forward Dash is now -5F on block
  • Gyro Drive Smasher (UC1) non-cinematic last hit damage reduced by 40 (210 → 170)
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
  • Vitality increased by 50 (900 → 950)
  • Rear Spin Kick (3+LK) hitbox expanded; start-up reduced by 2 frames (12F → 10F); active frames reduced by 1 frame (4F → 3F); recovery increased by 1 frame (15F → 16F)
  • Yosokyaku (while jumping 2+MK) all 3 hits hitbox expanded downward and horizontally
  • L Spinning Bird Kick final hit now causes knockdown; damage reduced by 60 (160 → 100); landing recovery reduced by 2 frames (12F → 10F); stun reduced by 80 (180 → 100)
  • M Spinning Bird Kick final hit now causes knockdown
  • H Spinning Bird Kick total damage increased by 10 (200 → 210); final hit now causes knockdown on hit; landing recovery increased by 4 frames (12F → 16F)
  • EX Spinning Bird Kick hitbox slightly expanded forward and downward; 5th hit hitbox slightly expanded upward
  • EX Kikoken now causes knockdown on hit
  • EX Hazanshu now has Armor Break properties
  • Hosenka (UC1) hits 2-7 now float lower on air hit, easier to land full hits in air combos in the corner; on air hit, damage on hits 2-9 reduced by 10 each (30 → 20)
  • Kikosho (UC2) invincibility time increased by 1 frame, continues until attack start-up (1-8F → 1-9F); damage increased by 35 (330 → 365)
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
  • Walk speed slightly increased
  • Back Dash movement distance slightly increased
  • Crouch MK advantage on hit increased by 2 frames (-3F → -1F); advantage on block increased by 3 frames 4 frames (-6F → -3F -2F)
  • When Jaw Crusher (4+MP) is beaten during start-up, is now treated as a counter-hit
  • Crack Kick (6+HK) now airborne beginning from the 8th frame; start-up increased by 1 frame (14F → 15F)
  • Pick up Knife can now be done as a cancel from normal attacks
  • Knife Throw now has Armor Break properties
  • Grounded Knife Attacks now can be used as follows, can combo after L Criminal Upper and other moves; corresponds to Stand LP, Crouch LP, Stand MP, Crouch MP, Stand HP, Crouch HP
  • Zonk Knuckle can now be EX Focus Cancelled
  • When Bad Stone is held, the stone is thrown immediately at button release; bug where releasing the button during the maximum charge motion would cause the projectile to be thrown as Level 2 charge fixed
  • L Criminal Upper advantage on block increased by 1 frame (-5F → -4F)
  • EX Criminal Upper now strike-invincible until 1 frame before attack start-up; pushback on block reduced by half
  • H Dead End Irony (SC) float of opponent on hit changed
  • Last Dread Dust (UC2) damage reduced by 40 (506 → 466); forward movement distance slightly increased
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
  • Ducking Taunt (2+HP+HK) SC Gauge increase amount increased by 40 (0 → 40); SC Gauge increase amount on hit reduced by 70 (70 → 0)
  • Jumping Taunt (in air HP+HK) SC Gauge increase amount increased by 10 (0 → 10)
  • Close Stand HK input command changed to 4+HK
  • Far Stand HK now activates regardless of distance from the opponent
  • Far Stand LP hitbox slightly expanded upward
  • L Dankukyaku hitbox expanded downward
  • H Koryuken 1st hit hitbox slightly expanded forward
  • L, M and H Koryuken → EX Focus Cancel → Forward Dash is now -5F on block
  • L, M, H and EX Gadoken hurtbox on arm reduced to the wrist area
  • Shisso Buraiken (UC1) 1st hit now has Armor Break properties
  • Haoh Gadoken (UC2) now connects all hits on airborne opponents; air hit damage reduced to 331
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
  • N/A
Ultra SFIV (Console) - 3 Jun 2014
  • Added
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
  • Far Stand MP start-up reduced by 1 frame (7F → 6F)
  • Far Stand HP late active frame hit now floats airborne opponents on counter-hit
  • Crouch LK start-up reduced by 1 frame (5F → 4F)
  • Crouch MP hitbox expanded forward
  • Crouch MK damage increased by 10 (70 → 80)
  • Crouch HP hitbox expanded forward
  • Knee Shot (during angled jump 2+LK) hit-stun increased by 3 frames; damage reduced by 20 (50 → 30)
  • Air Slasher chip damage increased by 3 (12 → 15)
  • L Double Rolling Sobat advantage on block increased by 2 frames (-5F → -3F); lower-body invincibility removed
  • M Double Rolling Sobat 1st hit hit-stun increased by 2 frames, increasing advantage on hit after EX Focus Cancel → Forward Dash (+6F → +8F)
  • EX Machinegun Upper start-up reduced by 6 frames (12F → 6F); full invincibility time reduced by 2 frames (1-4F → 1-2F), all-but-midsection invincibility time reduced by 3 frames and shifted (5-9F → 3-4F), above-the-chest invincibility time reduced by 1 frame and shifted (10-31F → 5-25F), now throw-invincible from frames 1-7; advantage on block reduced by 3 frames (-5F → -8F, -9 → -12 with mash); 1st hit hitbox slightly expanded forward; floats the opponent higher on hit with or without mash; all hits can be EX Focus Cancelled on hit or block with or without mash; pushback on block reduced
  • Sobat Festival (UC1) travels farther during the first two kicks
  • Climax Beat (UC2) damage reduced by 41 (501 → 460); recovery after cinematic version reduced by 11 frames
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
  • Stand MP start-up reduced by 1 frame (10F → 9F); hit- and block-stun reduced by 1 frame
  • Stand MK changed to two hits; damage increased by 10 (60 → 40·30), stun distribution changed (100 → 50·50)
  • Stand HP damage increased by 5 (75 → 80); advantage on hit increased by 1 frame (±0F → +1F)
  • 4+LK damage increased by 10 (30 → 40)
  • 4+HP start-up reduced by 2 frames (7F → 5F)
  • 4+MK pushback on hit and block reduced
  • 4+HK damage increased by 10 (90 → 100)
  • L Yoga Blast hurtbox reduced
  • M Yoga Blast start-up reduced by 1 frame (15F → 14F)
  • EX Yoga Blast damage increased by 10 (90·50 → 90·60); hitbox slightly expanded horizontally; now causes quick standable knockdown instead of forced knockdown on hit
  • EX Yoga Flame damage decreased by 20 (50·70 → 50·50); hitbox slightly expanded horizontally; recovery reduced by 3 frames (16F → 13F); advantage on block increased by 3 frames (-1F → +2F); on hit can be followed by normal attacks
  • Yoga Catastrophe (UC1) can now be activated even when Yoga Fire remains on-screen
  • Yoga Shangri-La (UC2) throw range slightly increased; command changed from in air 236236+PPP to in air 236236+KKK
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
  • Stand HP hitbox slightly expanded horizontally and downward
  • Stand HK pushback on counter-hit reduced
  • Crouch LP hitbox slightly expanded horizontally; Crouch LP → 6+LP chain-cancel no longer possible
  • Crouch MK start-up reduced by 1 frame (8F → 7F)
  • Vertical Jump HP is now the same attack as Diagonal Jump HP
  • Kidney Blow (6+MK) hitbox slightly expanded horizontally
  • Step Straight (6+HP) now knocks down on air hit
  • Dart Shot (6+HK) can now be used in air combos
  • All Target Combo damage increased by 10
  • Target Combo 1 (6+LP → MP) 2nd hit chip damage on block removed (7 → 0)
  • Victory Rose (2+HP+HK) damage increased by 1 (0 → 1); advantage on hit increased by 7 frames (+6 → +13); total frames reduced by 18 frames (78F → 60F)
  • L Machinegun Blow advantage on block increased by 1 frame (-2F → -1F)
  • H Machinegun Blow pushback on hit reduced by half
  • L, M, and H Short Swing Blow throw invincibility time extended until the end of active frames
  • EX Short Swing Blow throw invincibility time extended until the end of the 1st hit’s active frames; start-up reduced by 4 frames (24F → 20F); causes forced knockdown
  • Rolling Thunder (UC1) 1st hit forward travel distance increased by 50%
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
  • Close Stand HP hitbox expanded upward
  • Far Stand HP tip damage increased by 10 (80 → 90)
  • Far Stand HK advantage on hit increased by 1 frame (-3F → -2F); advantage on block increased by 1 frame (-7F → -6F); hurtbox slightly expanded forward
  • Diagonal Jump MP hurtbox slightly reduced
  • Diagonal Jump MK active frames extended by 1 frame (8F → 9F)
  • EX Sumo Headbutt pushback on block reduced
  • EX Hundred Hand Slap advantage on hit increased by 1 frame (+4F → +5F); damage reduced by 20 (140 → 120)
  • EX Oicho Throw now throw-invincible from frames 1-5
  • Super Killer Head Ram (SC) 1st hit now has Armor Break properties
  • Ultimate Killer Head Ram (UC1) start-up reduced by 1 frame (11F → 10F)
  • Orochi Breaker (UC2) throw range increased by .24 (1.16 → 1.40); input command changed to 720+PPP; start-up reduced by 1 frame (2F → 1F)
  • Ultra Combo W scaling changed from 60% to 75%
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
  • Close Stand LP hitbox expanded downward
  • Close Stand LK active frames increased by 1 frame (1F → 2F) ; start-up reduced by 2 frames (5F → 3F); advantage on block reduced by 1 frame (+3F → +2F); can no longer be Special-cancelled
  • Close Stand MK start-up reduced by 3 frames (14F → 11F); recovery reduced by 1 frame (14F → 13F)
  • Far Stand LK active frames increased by 1 frame (1F → 2F); advantage on hit increased by 1 frame (+5F → +6F); start-up reduced by 2 frames (5F → 3F); can no longer be Special-cancelled
  • Far Stand MK recovery reduced by 1 frame (15F → 14F)
  • Close Stand HK start-up reduced by 2 frames (12F → 10F)
  • EX Guacamole Leg Throw landing recovery reduced by 4 frames (10F → 6F)
  • Level 1, Level 2, Level 3, and EX Quesadilla Bomb start-up reduced by 3 frames (17F → 14F); recovery reduced by 4 frames (18F → 14F)
  • Quesadilla Bomb Level 1 damage increased by 30 (50 → 80); charge time reduced by 60 frames (120F → 60F)
  • Quesadilla Bomb Level 2 damage increased by 20 (100 → 120); charge time reduced by 90 frames (210F → 120F); no longer knocks down the opponent on hit, can now be used in EX Red Focus combos
  • Quesadilla Bomb Level 3 charge time reduced by 120 frames (300F → 180F)
  • EX Quesadilla Bomb now fully invincible from frames 1-15; now throw-invincible from frames 1-7
  • Fajita Buster damage increased by 30 (150 → 180)
  • Tostada Press start-up reduced by 1 frame (20F → 19F); active frames increased by 1 frame (7F → 8F)
  • Gordita Sobat recovery reduced by 1 frame (18F → 17F)
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
  • Walk speed slightly increased
  • Stand Guard bug where if blocking certain forward-moving attacks, Elena would slip through fixed
  • Stand LK advantage on hit reduced by 2 frames (+4F → +2F); advantage on block reduced by 2 frames (+1F → -1F); active frames reduced by 2 frames (4F → 2F)
  • Stand HP bug where attempting to cancel into Special Moves using HK would result in a Target Combo fixed
  • Crouch LP advantage on hit increased by 1 frame (+4F → +5F); advantage on block increased by 1 frame (+1F → +2F)
  • Crouch LK advantage on hit reduced by 2 frames (+5F → +3F); advantage on block reduced by 2 frames (+2F → ±0F)
  • Crouch MP start-up reduced by 1 frame (6F → 5F)
  • Crouch HP no longer cancellable; SC Gauge increase amount on block increased by 10 (20 → 30)
  • Jump MP forward hitbox slightly reduced; active frames reduced by 3 frames (7F → 4F)
  • Jump MK active frames reduced by 2 frames (6F → 4F)
  • Jump HP forward hitbox slightly reduced; active frames reduced by 2 frames (6F → 4F)
  • Jump HK 1st hit active frames increased by 3 frames (1F → 4F); 1st hit knocks down on hit against airborne opponents, can be followed; if the 1st hit connects on airborne opponents, the 2nd hit still occurs
  • Slide (3+HK) is no longer low state before attack start-up; active frames reduced by 3 frames (13F → 10F)
  • L Lynx Tail advantage on block increased by 2 frames (-9F → -7F); SC Gauge increase amount on hit reduced by 10 (40 → 30), on block by 5 (20 → 15)
  • M Lynx Tail SC Gauge increase amount on hit reduced by 10 (20+40 → 20+30), on block by 5 (20+10 → 10+15)
  • H Lynx Tail SC Gauge increase amount on hit reduced by 25 (30+20+20+20 → 20+15+15+15), on block by 14 (15+10+10+10 → 10+7+7+7)
  • EX Lynx Tail damage reduced by 30 (130 → 100)
  • L Mallet Smash advantage on block reduced by 2 frames (-5 → -7); SC Gauge increase amount on activation reduced by 10 (30 → 20), on hit by 30 (40+20 → 15+15), on block by 16 (20+10 → 7+7)
  • M Mallet Smash advantage on block reduced by 2 frames (-3 → -5); SC Gauge increase amount on activation reduced by 15 (35 → 20), on hit by 35 (45+20 → 15+15), on block by 18 (22+10 → 7+7)
  • H Mallet Smash SC Gauge increase amount on activation reduced by 20 (40 → 20), on hit by 50 (50+30 → 15+15), on block by 26 (25+15 → 7+7)
  • L Scratch Wheel SC Gauge increase amount on hit reduced by 10 (30+10 → 20+10), on block by 5 (15+5 → 10+5)
  • M Scratch Wheel SC Gauge increase amount on hit reduced by 11 (30+16 → 20+15), on block by 3 (15+5 → 10+7)
  • H Scratch Wheel SC Gauge increase amount on hit reduced by 10 (30+10+10 → 20+10+10), on block by 5 (15+5+5 → 10+5+5)
  • L, M and H Scratch Wheel invincibility time before attack start-up removed (L version: 1-4F, M version: 1-3F, H version: 1-3F)
  • EX Scratch Wheel invincibility time increased by 4 frames (1-3F → 1-7F); number of hits increased from 3 to 4, damage changed to 150 (60+30+30+30)
  • L Rhino Horn damage reduced by 30 (50×3 → 40×3)
  • M Rhino Horn damage reduced by 30 (60×3 → 50×3)
  • H Rhino Horn damage reduced by 30 (70×3 → 60×3)
  • EX Rhino Horn damage reduced by 30 (60×3 → 50×3)
  • L Spin Scythe damage with follow-up attack reduced by 40 (140 → 100)
  • M Spin Scythe recovery after follow-up increased by 2 frames (27F → 29F)
  • EX Spin Scythe damage reduced by 40 (40×4 → 30×4)
  • Spinning Beat (SC) now fully connects on airborne opponents
  • Brave Dance (UC1) damage reduced by 25 (465 → 440)
  • Level 1 Red Focus Attack bug where if the attack hit an airborne opponent, moves that normally can’t hit be used in air combos could be used as follows fixed; advantage on block made the same as Level 1 Focus Attack
  • Red Focus Attack start-up made the same as Level 2 Focus Attack
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
  • Vitality increased by 50 (900 → 950)
  • Crouch MK advantage on block increased by 1 frame (-4F → -3F)
  • Crouch HK start-up reduced by 1 frame (7F → 6F)
  • Target Combo 1 (near opponent MP → HP) can now be done from Far Stand MP
  • Senbukyaku (6+MK) hitbox greatly expanded downward
  • HK Ryusokyaku start-up reduced by 1 frame (26F → 25F)
  • L, M, and H Shoryuken → EX Focus Cancel → Forward Dash is now -5F on block
  • Far Stand MP bug where attempting to cancel into Special Moves using HP would result in a Target Combo fixed
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
  • Crouch LK start-up increased by 1 frame (3F → 4F); can no longer be chain-cancelled into Crouch LK; advantage on hit increased by 1 frame (+3F → +4F)
  • Crouch MP damage increased by 10 (55 → 65)
  • Close Stand HP attack recognition range increased, can be used when slightly distanced from the opponent
  • Engekishu (6+HK) 2nd hit pushback on hit reduced
  • Focus Attack hitbox reduced slightly, to the palm area
  • L Rekkaken forward movement distance reduced
  • L, M, and H Rekkaken 1st hit recovery increased by 1 frame; 2nd hit hit-stun reduced by 2 frames
  • M Rekkukyaku 3rd hit hitbox greatly expanded upward
  • Shienkyaku no longer activates with 464+K input
  • L, M, and H Shienkyaku → EX Focus Cancel → Forward Dash is now -5F on block
  • L, M, H and EX Tenshin now do 1 damage (0 → 1)
  • EX Tenshin start-up reduced by 2 frames (12F → 10F)
  • Rekkashingeki (UC1) non-cinematic 3rd hit floats the opponent higher, when used in air combos the last hit now connects
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

Both Stances

  • Jump arcs in both stances have been adjusted (exact data unknown)

Mantis Stance

  • 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)

Crane Stance

  • 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)
Super SFIV:AE - 16 Dec 2010

Both Stances

  • Bask Dash: 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: 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

Crane Stance

  • Teiga (UC2): speed was improved
Super SFIV:AE v.2012 - 13 Dec 2011

Both Stances

  • Focus Attack: Hit Stun on Level 1 lengthened by 3 frames

Mantis Stance

  • 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

Crane Stance

  • 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
Ultra SFIV (Arcade JP) - 18 Apr 2014

Both Stances

  • 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

Mantis Stance

  • 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

Crane Stance

  • 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
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
  • 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 MK: startup reduced to 3 frames (previous unknown)
  • Close HP: Hit Stun increased for better frame advantage (exact data unknown)
  • Close HK: Hit Stun increased for better frame advantage (exact data unknown)
  • 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
  • Senkugoshoha: Light version 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 (Demon Flip --> Focus Absorb): Recovery reduced (exact data unknown)
  • 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)
Super SFIV:AE v.2012 - 13 Dec 2011
  • Stand MP: Made Special, Super, and EX Focus cancelable
  • Stand MP: Hit Stun increased by 1 frame
  • 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 (Overhead): Hitbox increased downward; Hurtbox reduced on the upper arm
  • Sakotsukudaki (Overhead): Active Frames increased to 4 frames from 2 frames; Hit Stun increased to match that of a standard Hard Attack
  • Senkugoshoha: Hitbox on Light version increased to reach farther
  • Senkugoshoha: Medium version changed to match the original Light Senkugoshoha from Super Street Fighter IV
  • 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
  • Kongoshin: Stun damage on all versions changed to 200 (previous unknown)
  • Forbidden Shoryuken (SC): startup drastically reduced to 3 frames from 11 frames
  • Denjin Hadoken (UC2): Damage increased by 45 for all levels (to 300, 360, 420, 480, and 540 from 255, 315, 375, 435, and 495)
  • 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
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • 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
Ultra SFIV (Console) - 3 Jun 2014
  • Far Stand LK now Special-, EX Focus-, EX Red Focus-, and Super Combo-Cancellable
  • Crouch LP start-up reduced by 1 frame (4F → 3F)
  • Crouch MP advantage on hit increased by 2 frames (+1F → +3F)
  • Back Throw (Amaoroshi) untechable timing period now techable
  • Kongoshin no longer activates with 464+P input
  • Hyakki Gosai stun damage reduced by 40 (200 → 160)
  • L Senkugoshoha forward movement distance slightly increased
  • EX Tatsumaki Gorasen start-up reduced by 2 frames (7F → 5F); invincibility time reduced by 2 frames (1-8F → 1-6F); hitbox expanded downward and forward; 7th and 8th hits which would whiff on Poison now connect
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
  • Vitality decreased by 50 (1000 → 950)
  • Hurtbox on wake-up reduced
  • Air Throw (Flying Mare/Flying Buster Drop) range slightly increased
  • Crouch LP advantage on hit increased by 1 frame (+4F → +5F)
  • Crouch MK hitbox and hurtbox expanded forward
  • Reverse Spin Kick (near opponent 4 or 6+HK) hitbox expanded downward
  • Guile High Kick (3+HK) hitbox expanded downward
  • L, M, H and EX Flash Kick invincibility time extended by 1 frame
  • L, M, and H Flash Kick → EX Focus Cancel → Forward Dash now -5F on block
  • L, M, H and EX Sonic Boom take counter-hit damage on frames 1-20
  • Flash Explosion (UC1) start-up reduced by 1 frame 2 frames (7F → 6F 5F); damage reduced by 60 (510 → 450); 2nd Flash Kick start-up now slower, less likely to whiff on high air opponents ; invincibility time reduced by 4 frames (1-10F → 1-6F); if opponent is behind on activation, corrects to face the opponent
  • Sonic Hurricane (UC2) damage increased by 30 (300 → 330); all hits now connect in air combos
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
  • Walk speed slightly increased
  • Close Stand LK attack recognition range reduced, less likely to activate beyond very close range
  • Far Stand LK hitbox slightly expanded upward; active frames increased by 1 frame (2F → 3F); start-up reduced by 2 frames (6F → 4F); recovery reduced by 1 frame (9F → 8F)
  • Far Stand HK start-up reduced by 1 frame (8F → 7F); active frames increased by 2 frames (3F → 5F); recovery reduced by 1 frame (16F → 15F); hitbox expanded horizontally and upward
  • Crouch MP hitbox adjusted, no longer can be used as an anti-air
  • Diagonal Jump MK hitbox slightly extended forward
  • Elbow Drop (while jumping 2+MP) hitbox expanded downward
  • Ninja Sickle (3+HK) start-up reduced by 4 frames 2 frames (11F → 7F 9F); recovery reduced by 1 frame (13F → 12F); pushback on block slightly reduced
  • Target Combo (MP → HP) 2nd hit expanded downward and horizontally
  • H Hozanto start-up reduced by 2 frames (30F → 28F)
  • Run-Sudden Stop recovery reduced by 1 frame (17F → 16F)
  • Run-Neck Flip 1st hit expanded downward
  • EX Run-Neck Flip now knocks down on air hit
  • EX Bushin Senpukyaku hitbox slightly expanded, easier to pull in opponent; start-up reduced by 2 frames (4F → 2F)
  • Bushin Goraisenpujin (UC1) 2nd hit movement distance slightly increased, easier to use in combos
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
  • Stand MP recovery reduced by 1 frame (10F → 9F); advantage on hit increased by 1 frame (+4F → +5F); advantage on block increased by 1 frame (+1F → +2F)
  • Stand HP hitbox expanded upward
  • Crouch LK recovery reduced by 1 frame (9F → 8F)
  • Crouch MP now Special-, Super Combo-, and EX Focus-Cancellable
  • Step Knee (no oil) (6+HK) causes forced knockdown on hit (same as when done with oil)
  • Vertical Jump MP cause knockdown on hit like Diagonal Jump MP
  • Diagonal Jump MK hitbox expanded, easier to cross-up
  • Hakan Tackle (6+MP) advantage on block increased by 1 frame (-5F → -4F); advantage on hit increased by 2 frames (-2F → ±0F)
  • Air Throw (Hakan Stomp) damage increased by 10 (140 → 150)
  • L, M, and H Oil Rocket (no oil) throw range increased by .08 (0.97 → 1.05)
  • EX Oil Rocket (no oil) throw range increased by .23 (0.97 → 1.20)
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
  • Stand MP damage increased by 20 (100 → 120)
  • Crouch MP damage increased by 30 (80 → 110)
  • Hammer Hook (6+HP) changed from mid attack (overhead) to high attack
  • L, M and H Shootdown Backbreaker SC Gauge increase amount on hit reduced by 30 (110 → 80); when cancelled into after the last hit of Hammer Mountain (SC), a special 100 damage, 100 stun Shootdown Backbreaker occurs
  • EX Shootdown Backbreaker invincibility time increased by 1 frame (1-4F → 1-5F)
  • L, M and H Moonsault Press start-up reduced by 1 frame (3F → 2F)
  • M Giant Palm Bomber start-up reduced by 2 frames (21F → 19F)
  • L, M and H Ultra Throw throw range reduced to the same range as H Moonsault Press
  • EX Ultra Throw throw range reduced to the same range as L Moonsault Press
  • L Monster Lariat no longer has a running motion, attack occurs in place; damage reduced by 20 (120 → 100)
  • EX Monster Lariat maintains Hyper Armor until 3 frames before attack start-up; during Armor, can absorb multiple attacks from the opponent; on hit or block now EX Focus-, EX Red Focus- and Super Combo-Cancellable
  • Hammer Mountain (SC) now has invincibility while in the running motion towards the opponent (minimum 3F, maximum 11F); now combos on airborne opponents; no longer can be cancelled into Shootdown Backbreaker on block; damage reduced by 60 (360 → 300)
  • Gigas Breaker (UC1) total frames increased by 10 (39F → 49F)
  • Level 1 Red Focus Attack bug where if the attack hit an airborne opponent, moves that normally can’t hit be used in air combos could be used as follows fixed
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
Ultra SFIV (Arcade JP) - 18 Apr 2014
  • 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 (Console) - 3 Jun 2014
  • Guard bug where El Fuerte’s 6+MK would cross over fixed
  • Walk speed has been increased
  • Crouch LP start-up reduced by 1 frame (4F → 3F)
  • Target Combo 4 (near opponent LP → MP → HP) 2nd hit hitbox expanded downward
  • Target Combo 6 (near opponent LP → MP 2+HK → HK) and Target Combo 8 (near opponent HP 2+HK → HK) final Far Stand HK now causes knockdown
  • Target Combo 10 (Crouch HK → HK) no longer hits crouching opponents
  • Hammer Kick (6+MK) hitbox expanded downward; advantage on block reduced by 1 frame (+3F → +2F)
  • Backhand Punch (far from opponent HP → HP) now Special-, EX Focus-, EX Red Focus-, and Jump-Cancellable
  • L, M, and H Tsujigoe total frames reduced by 6 frames, can now be cancelled into any attack immediately upon landing
  • L, M, H and EX Tsumuji hitbox slightly expanded downward
  • M Tsumuji recovery increased by 1 frame (14F → 15F)
  • EX Kazegiri invincibility time increased by 1 frame (1-6F → 1-7F); 1st hit hitbox on active frames 2-3 expanded, easier to use as an anti-air
  • L, M, H and EX Raida have one more hit of follow potential, easier to use in air combos
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
  • Close Stand LP hitbox expanded downward
  • Close Stand MP start-up speed during Feng Shui Engine now the same as normal version
  • Close Stand MK start-up speed during Feng Shui Engine now the same as normal version; throw-invincible on 1F; considered airborne from frames 2-5
  • Far Stand MP now Special-cancellable
  • Far Stand LK start-up reduced by 1 frame (5F → 4F)
  • Far Stand HK hitbox size during Feng Shui Engine now the same as normal version
  • Crouch MK start-up reduced by 1 frame (6F → 5F); recovery reduced by 1 frame (17F → 16F)
  • Kasatushi now takes recoverable damage when absorbing attacks
  • L, M, and H Shikusen no longer can be done from a backward jump
  • Second Impact and Third Strike hitbox expanded, less likely to miss hits during the move
  • EX Shikusen now has input follow-ups like the normal version, activates with any single K button; trajectory changes with button combination: L+M is L Shikusen, M+H is M Shikusen, L+H is H Shikusen trajectory; block-stun reduced by 3 frames
  • EX Fuhajin (M+H) now hits grounded opponents
  • EX Fuhajin (L+H) damage increased 20 (50·50 → 60·60)
  • EX Senpusha invincibility time increased by 1 frame (1-6F → 1-7F); advantage on block reduced by 1 frames (-14F → -15F); all hits except the final hit pull in the opponent on hit or block
  • Feng Shui Engine (UC1) invincibility time reduced by 2 frames (1-4F → 1-2F)
  • Kaisen Dankairaku (UC2) hitbox slightly expanded horizontally
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
  • Walk speed slightly increased
  • Close Stand MK hitbox expanded downward, easier to connect on crouching opponents
  • Crouch MK recovery reduced by 3 frames (16F → 13F); advantage on block increased by 3 frames-(–1F → +2F), advantage on block increased by 3 frames (-4F → -1F)
  • Crouch HK start-up reduced by 1 frame (8F → 7F); advantage on block reduced by 2 frames (-6F → -8F); recovery reduced by 2 frames (21F → 19F)
  • Thunder Kick (6+HK) advantage on hit increased by 1 frame (-1F → ±0F); advantage on block increased by 3 frames (-4F → -1F)
  • L, M, and H Hadoken damage increased by 10 (60 → 70)
  • EX Hadoken damage increased by 10 (50·40 → 50·50)
  • M Shoryuken 1st hit now knocks down
  • L, M, and H Shoryuken (1st hit) → EX Focus Cancel → Forward Dash is now -5F on block
  • H Shoryuken 2nd hit can no longer be EX Focus Cancelled on block; damage increased by 10 (70·40·30 → 70·50·30); 2nd hit → EX Focus Cancel → Forward Dash is -7F on block
  • L, M, H and EX Airborne Tatsumaki Senpukyaku rising trajectory changed
  • EX Airborne Tatsumaki Senpukyaku trajectory on activation changed
  • Shinryuken (UC1) non-cinematic damage increased by 60 30 (330 → 360)
  • Guren Senpukyaku (UC2) movement distance of first several frames slightly increased
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
  • Forward/Neutral Throw (Head Butt) range increased by .05 (0.90 → 0.95)
  • Back Throw (Triple Threat) range decreased by .05 (0.90 → 0.85)
  • Stand HP hit-stun increased by 1 frame on crouching opponents (now matches the hit-stun time when used against standing opponents)
  • Crouch HK stun increased by 100 (100 → 200)
  • Jump MK hitbox slightly expanded, easier to cross-up
  • L, M, and H Karakusa recovery on whiff increased by 4 frames (47F → 51F)
  • EX Oroshi can now be used in air combos
  • EX Fukiage now hits grounded opponents; now jump-cancellable on hit only; damage reduced by 40 (120 → 80); stun reduced by 100 (200 → 100)
  • L and M Tsurugi block-stun reduced by 2 frames, (at lowest height is -3F on block)
  • Seichusen Godanzuki (UC1) damage decreased by 40 (480 → 440)
  • Abare Tosanami (UC2) after the freeze now fully projectile-invincible until landing; while traveling to the wall, invincibility changed from complete invincibility to projectile- and throw-invincibility
  • Ultra Combo W scaling changed from 60% to 75%
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
  • Far Stand MP start-up reduced by 2 frames (8F → 6F); recovery increased by 1 frame (11F → 12F); advantage on hit reduced by 1 frames (+3F → +2F); advantage on block reduced by 1 frame (±0 → -1); now Special-, Super Combo-, and EX Focus-Cancellable; damage reduced by 20 (90 → 70)
  • Crouch HP start-up reduced by 2 frames (12F → 10F)
  • Hell Attack (during angled jump, MP after MP) now has the same hit effect as Jump MP, when only Hell Attack hits, can follow with normal attacks, etc.
  • Bison Warp total frames increased by 5 frames (42F → 47F)
  • L Double Knee Press advantage on block reduced by 1 frame (±0F → -1F); damage increased by 10 (60·30 → 60·40)
  • M Double Knee Press damage increased by 10 (60·50 → 60·60)
  • H Double Knee Press damage increased by 10 (70·60 → 70·70)
  • EX Double Knee Press damage increased by 10 (70·70 → 70·80); projectile-invincibility time increased by 7 frames (1-12F → 1-19F)
  • L, M, and H Head Press start-up reduced 2 frames (22F → 20F)
  • EX Devil Reverse movement speed slightly increased
  • L, M, and H Psycho Crusher leg hitbox can now be used in air combos
  • EX Psycho Crusher damage reduced by 15 (75·75 → 75·60)
  • Nightmare Booster (UC1) start-up reduced by 2 frames (12F → 10F)
  • Psycho Punisher (UC2) damage reduced by 30 (450 → 420); charge time reduced by 15 frames (55F → 40F)
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
  • Vitality reduced by 50 (1000 → 950)
  • Crouch HK start-up reduced by 1 frame (9F → 8F); recovery reduced by 1 frame (24F → 23F)
  • 6+MK start-up reduced by 2 frames (13F → 11F)
  • Focus Attack hitbox expanded horizontally
  • L Gorai Hadoken total frames reduced by 2 (54F → 52F)
  • M Gorai Hadoken total frames reduced by 2 (61F → 59F)
  • H Gorai Hadoken total frames reduced by 2 (69F → 67F)
  • L Sekisei Jiraiken 1st frame changed from airborne state to grounded state, throw-invincibility added to the 1st frame; advantage on block increased by 1 frames (-7F → -6F)
  • M Sekisei Jiraiken 1F invincibility time removed; advantage on block increased by 2 frames (-6F → -4F)
  • H Goshoryuken complete invincibility time reduced by 3 frames (1-8F → 1-5F); strike-invincibility time shifted (9-10F → 6-7F)
  • L, M, H and EX Goshoryuken can now be EX Focus Cancelled on the 1st hit, on hit or block
  • L, M, and H Goshoryuken → EX Focus Cancel → Forward Dash is now -5F on block
  • L, M, H and EX Goshoryuken cause forced knockdown if only the 1st hit connects
  • EX Goshoryuken bug where if only the 1st hit connects, delayed standing could not be performed fixed
  • L Rakan Dantojin damage reduced by 10 (120 → 110); stun damage reduced by 20 (150 → 130)
  • EX Rakan Dantojin advantage on block increased by 1 frame (-10F → -9F)
  • H and EX Rakan Dantojin rear hurtbox just before the attack starts reduced to throwbox area
  • Meido Gohado (anti-ground UC1) non-cinematic damage increased by 25 (350 → 375); start-up reduced by 2 frames (11F → 9F)
  • Meido Gozanku (in air UC1) start-up reduced by 3 frames (14F → 11F)
  • Tenchi Sokaigen (UC2) command changed from 41236×2+PPP to 63214×2+PPP
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
  • Crouch LP start-up reduced by 1 frame (4F → 3F)
  • Crouch HK no longer cancellable
  • Vertical and Diagonal Jump HK active frames reduced by 5 frames (10F → 5F)
  • Focus Attack forward hurtbox reduced
  • Backflip (KKK) backward movement distance reduced
  • L, M and H Kissed by a Goddess → EX Focus Cancel → Forward Dash now -5F on block
  • EX Kissed by a Goddess 1st hit hitbox expanded upward, easier to use as an anti-air
  • L, M, H and EX Whip of Love 1st and 2nd hits can be EX Focus-, EX Red Focus- or Super Combo-Cancelled on block
  • EX Whip of Love 4th hit no longer jump-cancellable on block; 4th hit can be followed by jump attacks on hit
  • L, M and H Aeolus Edge recovery reduced by 1 frame; L version is ±0F on hit, -3 on block; M version is +3F on hit, ±0F on block, H version is +10F on hit, +7F on block
  • L, M, H and EX Aeolus Edge bug where if overlapping with the opponent’s back area as they rise, the attack wouldn’t connect fixed
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
  • Close Stand MK start-up reduced by 1 frame (6F → 5F); attack recognition range slightly expanded
  • Far Stand MP active frames reduced by 3 frames (6F → 3F)
  • Far Stand MK hurtbox at the feet reduced
  • Crouch MK start-up reduced by 1 frame (6F → 5F); advantage on hit increased by 2 frames (-2F → ±0F)
  • Vertical Jump HP active frames reduced by 2 frames (6F → 4F)
  • Diagonal Jump HP active frames reduced by 3 frames (6F → 3F)
  • Focus Attack active frames reduced by 2 frames (4F → 2F)
  • Stinger earliest timing for knife throw now earlier
  • EX Stinger damage reduced by 30 (40×3 → 30×3)
  • L Patriot Circle advantage on block reduced by 1 frame (-2F → -3F)
  • M Patriot Circle 3rd hit SC Gauge increase amount reduced by half (12 → 6)
  • EX Patriot Circle invincibility time removed; damage increased by 30 (70 → 100)
  • Mekong Delta Attack pushback on block reduced by half; on hit or block now EX Focus-, EX Red Focus- and Super Combo-Cancellable
  • EX Mekong Delta Attack advantage on block reduced by 8 frames (-2F → -10F)
  • EX Mekong Delta Air-Raid frames 1-10 changed from complete invincibility to projectile-invincibility; advantage on hit increased by 3 frames (+5F → +8F); advantage on block reduced by 3 frames (±0F → -3F); pushbox added to Rolento, less likely to fly past the opponent at very close range
  • EX Mekong Delta Escape descent trajectory can now be controlled with directional input
  • Mine Sweeper (SC) damage increased by 50 (300 → 350)
  • Take No Prisoners (UC2) start-up increased by 1 frame (6F → 7F)
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
  • Forward Dash total frames reduced by 1 frame (21F → 20F)
  • Close Stand MK hitbox slightly expanded downward
  • Crouch LP damage increased by 10 (20 → 30)
  • Crouch LK damage increased by 10 (30 → 40)
  • Crouch MP damage increased by 10 (60 → 70)
  • L Soul Spiral forward movement distance slightly increased
  • L, M, and H Soul Spiral damage increased by 10 (100 → 110)
  • EX Soul Spiral damage increased by 10 (120 → 130); stun increased by 100 (100 → 200); strike- and projectile-invincibility time increased by 2 frames (1-11F → 1-13F); throw-invincibility removed
  • L, M, H and EX Soul Spiral can now be used in air combos
  • M Soul Spark start-up reduced by 2 frames (22F → 20F)
  • H Soul Spark start-up reduced by 2 frames (29F → 27F)
  • Illusion Spark (UC1) start-up reduced by 2 frames (12F → 10F)
  • Soul Satellite (UC1) command input changed from 214214+PPP to 214214+KKK; recovery increased by 2 frames (2F → 4F)
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
  • Forward/Neutral Throw (Head Bazooka) damage reduced by 15 (150 → 135)
  • Far Stand MP now Special-, EX Focus-, EX Red Focus-, and Super Combo-Cancellable
  • Far Stand MK active frames increased by 1 frame (1F → 2F)
  • Close Stand HP hitbox expanded downward
  • Target Combo (near opponent LK → HK) advantage on block reduced by 3 frames (-5F → -8F)
  • EX Snake Strike bug causing the move to not activate when the simultaneous P button timing was off by 1 frame fixed
  • L Messiah Kick can now be used in air combos
  • Messiah Kick LK follow-up (High Attack) can now be used in air combos
  • Messiah Kick MK follow-up (Low Attack) recovery increased by 3 frames (19F → 22F)
  • Messiah Kick HK follow-up (Mid Attack) recovery increased 2 frames (17F → 19F)
  • EX Messiah Kick less likely to cross over even when hitting low-state opponents; invincibility time reduced by 3 frames (1-16F → 1-13F); 2nd hit and after can now connect against airborne opponents; knocks down opponents differently on air hit
  • Spectacle Romance (SC) 2nd hit hitbox expanded to the tip of the fist
  • Space Opera Symphony (UC1) damage reduced by 40 (460 → 420)
  • Big Bang Typhoon (UC2) damage reduced by 60 (420 → 360); knocks down opponents different on air hit
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
  • Crouch MK advantage on block increased by 1 frame (-3F → -2F on block)
  • Jump MP 1st hit now cancellable into L, M, H and EX Airborne Tatsumaki Senpukyaku
  • EX Hadoken start-up reduced by 1 frame (12F → 11F)
  • L, M, and H Airborne Tatsumaki Senpukyaku can now be used in air combos
  • EX Airborne Tatsumaki Senpukyaku hitbox expanded and vacuum effect on hit increased, easier to land all hits
  • L and M Shoryuken → EX Focus Cancel → Forward Dash is now -5F on block
  • EX Shoryuken (1 hit) → EX Focus Cancel → Forward Dash can be followed by all strikes except throws
  • Metsu Shoryuken (UC2) invincibility time increased by 1 frame (1-8F → 1-9F)
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
  • Close Stand LK 2nd hit now Special-, EX Focus-, EX Red Focus-, and Super Combo-Cancellable
  • Step Low Kick (6+LK) pushback on block reduced
  • Step High Kick (6+HK) damage reduced by 20 (100 → 80)
  • L, M and H High Tiger Shot recovery increased by 3 frames (39F → 42F)
  • L, M, H and EX Tiger Knee Crush 1st hit now forces stand
  • EX Tiger Knee Crush advantage on block increased by 1 frame (-1F → ±0F)
  • L, M, and H Tiger Uppercut→ EX Focus Cancel → Forward Dash is now -5F on block *Also applies to Tiger Uppercuts with Angry Charge
  • Tiger Destruction (UC1) air hit damage reduced by 55 (395 → 340); forward movement distance reduced; when hitting airborne opponents in the corner, now does full hits
  • Tiger Cannon (UC2) now does full hits on airborne opponents; air hit damage reduced by 129 75 (384 → 255 309); damage on grounded opponents reduced by 27 (384 → 357)
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
  • Back Throw (Choba Throw) tosses the opponent a shorter distance
  • Close Stand MP pushback on hit reduced
  • Far Stand MP hitbox slightly expanded horizontally
  • Far Stand HP now Special-, EX Focus-, EX Red Focus-, and Super Combo-Cancellable
  • Diagonal Jump HP hurtbox slightly increased
  • L, M, H and EX Airborne Shunpukyaku trajectory on activation changed
  • EX Shunpukyaku advantage on block reduced by 2 frames (+4F → +2F); made easier to connect on crouching opponents
  • L, M, H and EX Shouoken hitbox slightly expanded forward
  • EX Sakura Otoshi earliest timing for additional attacks reduced by 3 frames (15F → 12F)
  • Shinku Hadoken (UC2) rear hitbox removed
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
  • Wall Jump (mid-jump, near wall 9) movement distance reduced
  • Crouch MP recovery reduced by 2 frames (11F → 9F); advantage on hit increased by 2 frames (+3F → +5F); advantage on block increased by 2 frames (-1F → +1F)
  • Far Stand HP advantage on hit increased by 6 frames (-11F → -5F), advantage on block increased by 7 frames (-15F → -8F)
  • Diagonal Jump MK now crosses up; hitbox matches Diagonal Jump HK in Ver.2012
  • Diagonal Jump HK no longer crosses up
  • Yosokyaku (while jumping 2+MK) active frames increased by 1 (3F → 4F); hitbox slightly expanded downward
  • Tenmakujinkyaku (at top of forward jump arc 2+HK) hurtbox slightly expanded; hit-stun increased by 1 frame
  • M Hyakuretsukyaku stun reduced by 50 (150 → 100)
  • H Hyakuretsukyaku stun reduced by 50 (200 → 150)
  • L, M, H and EX Hyakuretsukyaku damage increased by 10
  • L, M, H and EX Spinning Piledriver stun reduced by 50 (200 → 150)
  • L, M, and H Shoryuken 2nd hit no longer can be EX Focus Cancelled on block; after EX Focus Cancel → Forward Dash is now -5F on block
  • M and H Shoryuken invincibility time reduced by 2 frames (1-7F → 1-5F)
  • L, M, and H Tanden Engine can no longer be cancelled into from normal attacks
  • Tanden Stream (UC1) recovery reduced by 11 frames (66F → 55F); pushback on block increased
  • Tanden Typhoon (UC2) now easier to land all hits on airborne opponents; advantage on block increased by 19 frames (-89 → -70)
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
  • Walk speed slightly increased
  • Close Stand MP pushback on hit and block reduced
  • Far Stand HK hurtbox slightly expanded; advantage on block increased by 2 frames (-7F → -5F)
  • Crouch MK now Special-, EX Focus-, EX Red Focus-, and Super Combo-Cancellable
  • Thrust Beak command changed from 3+LP to 4+LP
  • Condor Spire command changed from 421+P to 623+K
  • L Condor Spire advantage on hit increased by 3 frames (-5F → -2F); start-up reduced by 9 frames (20F → 11F)
  • M Condor Spire start-up reduced by 6 frames (20F → 14F)
  • EX Condor Spire forward movement distance slightly increased; damage reduced by 30 (150 → 120)
  • L Tomahawk Buster start-up reduced by 1 frame (5F → 4F); recovery reduced by 1 frame (28F → 27F)
  • EX Tomahawk Buster now EX Focus-Cancellable; 0 damage bug when only the 1st hit connects fixed
  • L Mexican Typhoon throw range increased by .50 (1.50 → 1.55)
  • Raging Slash (UC2) command changed from 63214×2+PPP to 63214×2+KKK; hitbox slightly expanded horizontally
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
  • Crouch HP active frames increased by 2 (2F → 4F)
  • Close Stand MK start-up reduced by 1 frame (6F → 5F); recovery reduced by 3 frames (13F → 10F); advantage on hit increased by 3 frames (+2F → +5F); advantage on block increased by 3 frames (-1F → +2F)
  • Diagonal Jump LK now crosses up
  • Pick up Mask is now a command, 2+PP while standing over the mask
  • L, M, H, and EX Rolling Crystal Flash charge time reduced by 10 frames (60F → 50F)
  • L, H and EX Rolling Crystal Flash → EX Focus Cancel → Forward Dash advantage on block increased by 5 frames (±0F → +5F)
  • M Rolling Crystal Flash → EX Focus Cancel → Forward Dash advantage on block increased by 3 frames (±0F → +3F)
  • Flying Barcelona Special (SC) now has an attack added during the motion to the wall, does 100 damage 0 damage; Rolling Izuna Drop damage reduced by 100 (100·100·200 → 100·100·100); gauge consumption timing changed from when Vega reaches the wall to at the time of activation
  • Bloody High Claw (UC1) forward charge attack’s hitbox expanded to match EX Flying Barcelona Attack
  • Splendid Claw (UC2) start-up reduced by 1 frame (8F → 7F)
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
  • Walk speed slightly increased
  • Close Stand LK start-up reduced by 1 frame (5F → 4F)
  • Close Stand MK hitbox expanded downward, easier to connect on crouching opponents
  • Far Stand MP now Special-, Super Combo-, and EX Focus-cancellable
  • Far Stand LK start-up reduced by 1 frame (5F → 4F)
  • Crouch LK damage increased by 10 (20 → 30)
  • Diagonal Jump MK hitbox size expanded, now in between the AE and Ver.2012 versions
  • L and M Torouzan 3rd hit damage increased by 5 (60 → 65)
  • H Torouzan 3rd hit damage increased by 10 (60 → 70)
  • L, M, H and EX Torouzan hitbox increased downward, mitigating cases where it was difficult to connect on certain character’s crouching states
  • L Senkyutai 1st hit hit-stop increased by 4 frames (8F → 12F), now matches the hit-stop on block; after EX Focus Cancel → Forward Dash now -5F on block
  • L, M, H and EX Zenpou Tenshin now do 1 damage (0 → 1)
  • Tenshin Senkyutai (UC2) start-up reduced by 1 frame (7F → 6F)
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
  • Far Stand MP damage increased by 10 (50 → 60)
  • Crouch MP damage increased by 10 (50 → 60)
  • Jump MK active frames reduced by 4 frames (8F → 4F); hitbox slightly expanded backward, crosses up
  • H Nishokyaku frames 1-7 changed from complete invincibility to strike-invincibility lower-body invincibility; now airborne from 7th frame
  • Zenpou Tenshin throw range reduced by .10 (1.10 → 1.00)
  • EX Zenpou Tenshin throw range reduced by .10 (1.30 → 1.20)
  • L, M, H and EX Zenpou Tenshin now do 1 damage (0 → 1)
  • Ex Zesshou Hohou advantage on block increased by 2 frames (-1F → +1F)
  • Forward or Backward Dash bug where inputting Red Focus Attack after the dash would result in Focus Attack fixed
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
  • Close Stand LK now Special-, EX Focus-, EX Red Focus-, and Super Combo-cancellable
  • Close Stand MK recovery reduced by 5 frames (15F → 10F); advantage on hit increased by 5 frames (±0F → +5F); advantage on block increased by 5 frames (-3F → +2F)
  • Far Stand MP hurtbox slightly expanded; hurtbox in front sticks out 1 frame before active
  • Far Stand MK advantage on hit increased by 4 frames (-7F → -3F); advantage on block increased by 3 frames (-10F → -7F)
  • Crouch LK advantage on hit increased by 1 frame (+4F → +5F)
  • Diagonal Jump HP hurtbox slightly expanded
  • L Spinning Piledriver throw range reduced by .05 (1.75 → 1.70)
  • L Banishing Flat start-up reduced by 3 frames (11F → 8F); advantage on hit increased by 3 frames 2 frames (-5F → -2F -3F); advantage on block reduced by 1 frame (-7F → -8F)
  • M Banishing Flat start-up reduced by 2 frames (13F → 11F); advantage on block increased by 2 frames (-8F → -6F)
  • H Banishing Flat start-up reduced by 2 frames (16F → 14F); advantage on hit increased by 1 frame (-7F → -6F); advantage on block increased by 2 frames (-9F → -7F)
  • Final Atomic Buster (SC) throw range increased to match range of M Spinning Piledriver
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}}}