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* 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 | ||
| | | | ||
* Close | (From Ultra SFIV Arcade Japan) | ||
* | * 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 | |||
* Falling Sky | * 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 | ||
* | (New to Ultra SFIV Console Digital Release) | ||
* Crouch HP: Second hit's Hitbox greatly expanded downward | |||
* EX Change of Direction: Startup reduced to 13 frames from 16 frames | |||
* Second Low: On hit now +5 from +1 | |||
* Finish Low: Startup reduced to 17 frames from 22 frames | |||
}} | }} | ||
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* 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 | ||
| | | | ||
* Close | (From Ultra SFIV Arcade Japan) | ||
* Close HK: Hitbox slightly expanded horizontally and upward | |||
* Jaguar Crunch ( | * 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 | ||
* L, M and H Rising Jaguar | * 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 | |||
(New to Ultra SFIV Console Digital Release) | |||
* Crouch LP: On hit now +6 from +5 | |||
* Air Jaguar Kick: Light and Medium versions damage versus airborne opponents reduced to 90 from 130 | |||
* Air Jaguar Kick: Hard version damage versus airborne opponents reduced to 100 from 120 | |||
* Air Jaguar Kick: Hard version upward Hitbox slightly reduced | |||
* Air Jaguar Kick: Medium version on block now -2 from -1 when done at the lowest height and blocked on the first Active Frame | |||
* Air Jaguar Kick: Hard version on now -2 from 0 when done at the lowest height and blocked on the first Active Frame | |||
}} | }} | ||
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* 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 | ||
| | | | ||
* Close | (From Ultra SFIV Arcade Japan) | ||
* Close MK: Now forces stand on hit; startup reduced to 4 frames from 5 frames; Hitbox expanded downward | |||
* Crouch HK | * 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 | ||
* L, M and H Goshoryuken | (New to Ultra SFIV Console Digital Release) | ||
* Close MK: Attack range recognition increased | |||
* Stand HP: Damage reduced tp 90 from 120 | |||
* Stand HP: Now made Special, Super, and EX Focus cancellable | |||
* EX Shakunetsu Hadoken: Startup reduced to 19 frames from 25 frames | |||
* Tatsumaki Zankukyaku: Light version Hitbox expanded downward | |||
}} | }} | ||
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* Turn Punch: Level 3 on hit is now -1 from -4, on block is now -2 from -8 | * 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 | * Turn Punch: Level 4 on hit is now -2 from -8, on block is now -4 from -12 | ||
* | * Violent Buffalo (UC): Last hit can now be changed to straight punch by holding a punch button | ||
* Dirty Bull (UC2): Recovery reduced to 48F from 58F; grab range extended to 1.30 from 1.09; damage reduced to 250 from 399 | * Dirty Bull (UC2): Recovery reduced to 48F from 58F; grab range extended to 1.30 from 1.09; damage reduced to 250 from 399 | ||
* Dirty Bull (UC2): Changed back to 720 + PPP from HCB HCB + PPP | * Dirty Bull (UC2): Changed back to 720 + PPP from HCB HCB + PPP | ||
| | | | ||
(From Ultra SFIV Arcade Japan) | |||
* | * 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 | ||
* Turn Punch | * 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) | ||
* < | * Violent Buffalo (UC): 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 | |||
(New to Ultra SFIV Console Digital Release) | |||
* Dash Straight: Medium version pushback on hit reduced, easier to combo into EX Red Focus | |||
* Turn Punch: Level 2 on block is now -4 from -5; on hit is now 0 from -1 | |||
* Turn Punch: Level 3 on block is now -7 from -8; on hit is now -3 from -4 | |||
* Turn Punch: Level 4 on block is now -9 from -12; on hit is now -2 from -8 | |||
(Removed from Ultra SFIV Arcade Japan) | |||
* <del>Turn Punch: Level 1 on block is now 0 from -2</del> | |||
* <del>Turn Punch: Level 2 on block is now -1 from -5; on hit is now +1 from -1</del> | |||
* <del>Turn Punch: Level 3 on block is now -2 from -8; on hit is now -1 from -4</del> | |||
* <del>Turn Punch: Level 4 on block is now -4 from -12; on hit is now -2 from -8</del> | |||
}} | }} | ||
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* 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 | ||
| | | | ||
* Forward | (From Ultra SFIV Arcade Japan) | ||
* Close | * Surprise Forward: Total frames reduced to 20 frames from 21 frames (some inconsistency as frame data shows original total as 22 frames) | ||
* Crouch MK | * 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 | ||
(New to Ultra SFIV Console Digital Release) | |||
* Close MK: Airborne frames increased from frames 3 through 4 to frames 3 through 5 | |||
* Shout of Earth (UC2): Anti-Air version first Hitbox now the same as second hit; no longer hits grounded opponents | |||
}} | }} | ||
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* Thunder Knuckle: Medium version damage increased to 120 from 110 | * 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) | * 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; | * 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: No longer has any Throw Invulnerable frames | ||
* EX Seismic Hammer: Damage reduced to 100 from 120 | * EX Seismic Hammer: Damage reduced to 100 from 120 | ||
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* 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 | ||
| | | | ||
(From Ultra SFIV Arcade Japan) | |||
* | * Crouch MK: Hitbox slightly expanded forward | ||
* | * 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 | ||
* H Thunder Knuckle | * Burning Dance (UC2): Startup reduced to 9 frames from 10 frames; height restriction removed | ||
* | (New to Ultra SFIV Console Digital Release) | ||
* Stand HK: Can now be performed with Offensive Crouch + Hard Kick regardless of distance from opponent | |||
* Crouch HP: Stun damage reduced to 150 from 200 | |||
* Crouch HP: Hurtbox added to arm area of the second Active Frame | |||
* Focus Attack: Forward Hitbox slightly reduced to the elbow area | |||
* Thunder Knuckle: Light version stun damage increased to 200 from 150 | |||
* Thunder Knuckle: Medium version damage increased to 120 from 110; stun damage reduced to 150 from 200 | |||
* Emergency Combination (SC): Changed to QCB QCB + P from QCF QCF + P motion | |||
* H Thunder Knuckle --> EX Focus Cancel --> Forward Dash is now -5 on block | |||
(Removed from Ultra SFIV Arcade Japan) | |||
* <del>Close HP: Damage increased to 100 from 90</del> | |||
* <del>Thunder Knuckle: Light, Medium, and EX versions cancel recovery increased to 7 frames from 6 frames</del> | |||
}} | }} | ||
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* 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 | ||
| | | | ||
* Close | (From Ultra SFIV Arcade Japan) | ||
* | * Close HP: Damage reduced to 80 from 85; stun damage reduced to 120 from 150 | ||
* Crouch LK | * Stand HP: First bufferable Active Frame damage reduced to 70 from 80 | ||
* Crouch HP | * 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 | ||
* EX Cannon Strike | * Cannon Strike: Light, Medium, and Hard versions' height restrictions slightly relaxed | ||
* Hooligan Combination now | * Cannon Strike: Light, Medium, and Hard versions recovery increased to 7 frames from 5 frames | ||
* L, M | * 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 | |||
(New to Ultra SFIV Console Digital Release) | |||
* Spiral Arrow: Hard version first hit Hit Stun increased by 1 frame, increasing advantage on hit after EX Focus Cancel no +4 from +3 | |||
(Removed from Ultra SFIV Arcade Japan) | |||
* <del>Crouch HP: On block is now 0 from +2</del> | |||
}} | }} | ||
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* 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 | ||
| | | | ||
* | (From Ultra SFIV Arcade Japan) | ||
* Rear Spin Kick ( | * Health: Increased to 950 from 900 | ||
* Yosokyaku ( | * 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 version now cause Soft Knockdown on last hit | ||
* EX Spinning Bird Kick | * Spinning Bird Kick: Hard version now cause Soft Knockdown on last hit | ||
* EX | * 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 | ||
(New to Ultra SFIV Console Digital Release) | |||
* Spinning Bird Kick: Light version damage reduced to 100 from 160; stun damaged reduced to 100 from 180; landing recovery reduced to 10 frames from 12 frames; | |||
* Spinning Bird Kick: Hard version damage increased to 210 from 200; landing recovery increased to 16 frames from 12 frames | |||
* Hosenka (UC1): Hits 2-7 now float lower on air hit so it is easier to land full hits in air combos in the corner; on air hit, damage on hits 2-9 reduced to 20 from 30 | |||
(Removed from Ultra SFIV Arcade Japan) | |||
* <del>Spinning Bird Kick: Medium version now causes Soft Knockdown on last hit</del> | |||
}} | }} | ||