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* Added | * Added | ||
| | | | ||
* Stand LP: | * Stand LP: Hurtbox reduced | ||
* Close MP: was given an extra Active Frame (from 4 to 5) | * Close MP: was given an extra Active Frame (from 4 to 5) | ||
* Crouch MP: Hitbox increased and damage increased (exact data unknown) | * Crouch MP: Hitbox increased and damage increased (exact data unknown) | ||
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* 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 | ||
| | | | ||
(From Ultra SFIV Arcade Japan) | |||
* | * Crouch LK: Startup reduced to 4 frames from 5 frames | ||
* | * Stand MP: Startup reduced to 6 frames from 7 frames | ||
* Crouch MP | * Crouch MP: Hitbox expanded forward | ||
* Crouch MK | * Crouch MK: Damage increased to 80 from 70 | ||
* Crouch HP | * Stand HP: Late Active Frames on hit vs. airborne opponents now floats on Counter Hit | ||
* Knee Shot ( | * Crouch HP: Hitbox expanded forward | ||
* Air Slasher | * 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 | ||
* EX | * 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 | |||
(New to Ultra SFIV Console Digital Release) | |||
* Double Rolling Sobat: Light version lower-body invincibility removed | |||
* EX Machine Gun Upper: Pushback on block reduced | |||
* Sobat Festival (UC1): Travels farther during the first two kicks | |||
* Climax Beat (UC2): Damage reduced to 460 total from 501 total; recovery after cinematic version reduced by 11 frames | |||
}} | }} | ||
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* 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 | ||
| | | | ||
* Stand MP | (From Ultra SFIV Arcade Japan) | ||
* | * Stand MP: startup reduced to 9 frames from 10 frames; Hit Stun and Block Stun reduced by 1 frame | ||
* Stand HP | * 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; 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 | ||
* | (New to Ultra SFIV Console Digital Release) | ||
* | * Back + HP: Startup reduced to 5 frames from 7 frames | ||
* EX Yoga Flame: Damage decreased to 50+50 from 50+70; recovery reduced to 13 frames from 16 frames | |||
* EX Yoga Flame: Hitbox slightly expanded horizontally; on hit now allows for a Free Juggle | |||
* Yoga Catastrophe (UC1): can now be activated even when Yoga Fire remains on-screen | |||
(Removed from Ultra SFIV Arcade Japan) | |||
* <del>Back + LK: Damage increased to 40 from 30</del> | |||
* <del>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</del> | |||
* <del>EX Yoga Blast: On hit now causes Soft Knockdown instead of Hard Knockdown</del> | |||
}} | }} | ||
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* Step Straight (F + HP): Now causes Soft Knockdown against airborne opponent | * Step Straight (F + HP): Now causes Soft Knockdown against airborne opponent | ||
* Target Combos: All Target Combos damage increased by 10 | * Target Combos: All Target Combos damage increased by 10 | ||
* Target Combo 1 (F + LP --> MP): 2nd hit chip damage on block removed | |||
* Victory Rose: Damage increased to 1 from 0; on hit is now +13 from +6 | * 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: Light version on block is now -1 from -2 | ||
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* 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 | ||
| | | | ||
(From Ultra SFIV Arcade Japan) | |||
* Crouch LP: Hitbox slightly expanded forward; | |||
* Crouch LP | * Crouch LP: Can no longer chain into F + LP | ||
* Crouch MK | * Crouch MK: startup reduced to 7 frames from 8 frames | ||
* | * Stand HP: Hitbox slightly expanded forward and downward | ||
* Kidney Blow ( | * Stand HK: On counter-hit, pushback reduced | ||
* Step Straight ( | * Kidney Blow (F + MK): Hitbox slightly expanded forward | ||
* Step Straight (F + HP): Now causes Soft Knockdown against airborne opponent | |||
* All Target | * Target Combos: All Target Combos damage increased by 10 | ||
* Target Combo 1 ( | * Target Combo 1 (F + LP --> MP): 2nd hit chip damage on block removed | ||
* Victory Rose | * Victory Rose: Damage increased to 1 from 0; on hit is now +13 from +6 | ||
* | * 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 | ||
* EX Short Swing Blow | (New to Ultra SFIV Console Digital Release) | ||
* | * Neutral Jump HP: Is now the same attack as Diagonal Jump HP | ||
* Dart Shot (F + HK): Given Juggle Potential of 1 from 0 | |||
* Victory Rose: Total frames reduced to 60 frames from 78 frames | |||
* Rolling Thunder (UC1): 1st hit forward travel distance increased by 50% | |||
(Removed from Ultra SFIV Arcade Japan) | |||
* <del>Machinegun Blow: Light version on block is now -1 from -2</del> | |||
}} | }} | ||
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* Angled Jump MP: Hurtbox slightly reduced | * Angled Jump MP: Hurtbox slightly reduced | ||
* Angled Jump MK: Active frames increased by 1 frame, up to 9 frames from 8 frames | * Angled Jump MK: Active frames increased by 1 frame, up to 9 frames from 8 frames | ||
* EX Sumo Headbutt: When blocked, the move | * EX Sumo Headbutt: When blocked, the move no longer pushes the opponent back at all, making it easier to punish | ||
* EX Hundred Hand Slap: On hit is now +5 from +4 | * EX Hundred Hand Slap: On hit is now +5 from +4 | ||
* EX Oicho Throw: Frames 1-5 now given Throw Invulnerability | * EX Oicho Throw: Frames 1-5 now given Throw Invulnerability | ||
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* 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 | ||
| | | | ||
* Close | (From Ultra SFIV Arcade Japan) | ||
* | * 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 | ||
* EX Sumo Headbutt | * Angled Jump MK: Active frames increased by 1 frame, up to 9 frames from 8 frames | ||
* EX Hundred Hand Slap | * EX Sumo Headbutt: When blocked, the move no longer pushes the opponent back at all, making it easier to punish | ||
* EX Oicho Throw | * 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) | * Orochi Breaker (UC2): Input changed to 720 + PPP from HCB HCB + PPP; grab range increased from 1.16 to 1.40 | ||
* | (New to Ultra SFIV Console Digital Release) | ||
* EX Hundred Hand Slap: Damage on full hits reduced to 120 total from 140 | |||
* Super Killer Head Ram (SC): 1st hit is now an Armor Breaker | |||
* Ultra Combo W: Scaling changed to 75% from 60% | |||
(Removed from Ultra SFIV Arcade Japan) | |||
* <del>Orochi Breaker (UC2): Startup reduced to 1 frame from 2 frames so it can no longer be escaped on reaction</del> | |||
}} | }} | ||
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* Gordita Sobat: Recovery reduced to 17 frames from 18 frames | * Gordita Sobat: Recovery reduced to 17 frames from 18 frames | ||
| | | | ||
* Close | (From Ultra SFIV Arcade Japan) | ||
* | * Close LP: Hitbox expanded downward | ||
* Close | * Stand LK: Active Frames increased to 2 frames from 1 frame; on hit is now +6 from +5 | ||
* | * Close LK: Active Frames increased to 2 frames from 1 frame | ||
* | * Stand MK: Recovery reduced to 14 frames from 15 frames | ||
* Close | * Close MK: Startup reduced to 11 frames from 14 frames; recovery reduced to 13 frames from 14 frames | ||
* EX Guacamole Leg Throw | * Close HK: Startup reduced to 10 frames from 12 frames | ||
* Level 1, Level 2, Level 3, and EX | * 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 | ||
* | * 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 | ||
* | (New to Ultra SFIV Console Digital Release) | ||
* Quesadilla Bomb: Level 1 damage increased to 80 from 50; charge time reduced to 60 frames from 120 frames | |||
* | * Quesadilla Bomb: Level 2 damage increased to 120 from 100; charge time reduced to 120 frames from 210 frames; | ||
* Quesadilla Bomb: Level 2 no longer causes Soft Knockdown on grounded opponent; can now be Super / EX Focus canceled | |||
* Quesadilla Bomb: Level 3 charge time reduced to 180 frames from 300 frames | |||
* EX Quesadilla Bomb: Now fully invincibile from frames 1-15 | |||
(Removed from Ultra SFIV Arcade Japan) | |||
* <del>Stand LK: Startup reduced to 3 frames from 5 frames; can no longer be Special cancelled</del> | |||
* <del>Close LK: Active Frames increased to 2 frames from 1 frame; on block is now +2 from +3; can no longer be Special cancelled</del> | |||
* <del>EX Quesadilla Bomb: Now Throw Invulnerable for frames 1-7</del> | |||
}} | }} | ||
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* Added | * Added | ||
| | | | ||
* Walk speed | (New to Ultra SFIV Console Digital Release) | ||
* Walk speed: Slightly increased | |||
* Stand Guard bug where if blocking certain forward-moving attacks, Elena would slip through fixed | * Stand Guard bug where if blocking certain forward-moving attacks, Elena would slip through fixed | ||
* Stand LK | |||
* Stand HP | * Crouch LP: On hit is now +5 from +4; on block is now +2 from +1 | ||
* Stand LK: On hit is now +2 from +4; on block is now -1 from +1; Active Frames reduced to 2 frames from 4 frames | |||
* Crouch LK: On hit is now +5 from +3; on block is now 0 from +2 | |||
* Crouch MP: Startup reduced to 5 frames from 6 frames | |||
* Crouch HP | * Stand HP: Bug where attempting to cancel into Special Moves using HK would result in a Target Combo fixed | ||
* Jump MP | * Crouch HP: No longer cancellable; Meter gain on block increased to 30 from 20 | ||
* Jump MK | * Jump MP: Forward Hitbox slightly reduced; Active Frames reduced to 4 frames from 7 frames | ||
* Jump HP | * Jump MK: Active Frames reduced to 4 frames from 6 frames | ||
* Jump HK 1st hit | * Jump HP: Forward Hitbox slightly reduced; Active Frames reduced to 4 frames from 6 frames | ||
* | * Jump HK: 1st hit Active Frames increased to 4 frames from 1 frame; | ||
* | * Jump HK: 1st hit now causes Soft Knockdown against airborne opponents; 2nd hit given Juggle Potential | ||
* | * Sliding (DF + HK): Is no longer in a low state before attack startup; Active Frames reduced to 10 frames from 13 frames | ||
* | * Red Focus Attack: Level 1 on hit versus airborne opponents no longer gives a Free Juggle | ||
* EX Lynx Tail | * Red Focus Attack: Advantage on block made the same as Level 1 Focus Attack; startup made the same as Level 2 Focus Attack | ||
* | * Lynx Tail: Light version on block now -7 from -9; Super Meter gain on hit reduced to 30 from 40 and on block to 15 from 20 | ||
* | * Lynx Tail: Medium version Super Meter gain on hit reduced to 20 + 30 from 20 + 40 and on block to 10 + 15 from 20 + 10 | ||
* | * Lynx Tail: Hard version Super Meter gain on hit reduced to 20 + 15 + 15 + 15 from 30 + 20 + 20 + 20 and on block to 10 + 7 + 7 + 7 from 15 + 10 + 10 + 10 | ||
* | * EX Lynx Tail: Damage reduced to 100 from 130 | ||
* | * Mallet Smash: Light version on block now -7 from -5; Super Meter gain on activation reduced to 20 from 30, on hit to 15 + 15 from 40 + 20, and on block to 7 + 7 from 20 + 10 | ||
* | * Mallet Smash: Medium version on block now -5 from -3; Super Meter gain on activation reduced to 20 from 35, on hit to 15 + 15 from 45 + 20, and on block to 7 + 7 from 22 + 10 | ||
* | * Mallet Smash: Hard version Super Meter gain on activation reduced to 20 from 40, on hit to 15 + 15 from 50 + 30, and on block to 7 + 7 from 25 + 15 | ||
* EX Scratch Wheel | * Scratch Wheel: List version Super Meter gain reduced on hit to 20 + 10 from 30 + 10 and on block to 10 + 5 from 15 + 5 | ||
* | * Scratch Wheel: Medium version Super Meter gain reduced on hit to 20 + 15 from 30 + 16 and on block to 10 + 7 from 15 + 5 | ||
* | * Scratch Wheel: Hard version Super Meter gain reduced on hit to 20 + 10 + 10 from 30 + 10 + 10 and on block to 10 + 5 + 5 from 15 + 5 + 5 | ||
* | * Scratch Wheel: Light, Medium, and Hard versions no longer have any invincibility during startup (L version: frames 1-4, Medium version: frames 1-3, Hard version: frames 1-3) | ||
* EX Rhino Horn | * EX Scratch Wheel: Invincibility during startup increased to 7 frames from 4 frames; | ||
* | * EX Scratch Wheel: Number of hits increased to 4 from 3; damage changed to 150 total (60 + 30 + 30 + 30) | ||
* | * Rhino Horn: Light version damage reduced to 40 + 40 + 40 from 50 + 50 + 50 | ||
* EX Spin Scythe | * Rhino Horn: Medium version damage reduced to 50 + 50 + 50 from 60 + 60 + 60 | ||
* Spinning Beat (SC) | * Rhino Horn: Hard version damage reduced to 60 + 60 + 60 from 70 + 70 + 70 | ||
* Brave Dance (UC1) | * EX Rhino Horn: Damage reduced to 50 + 50 + 50 from 60 + 60 + 60 | ||
* Spin Scythe: Light version damage, with follow-up attack, reduced to 100 total from 140 total | |||
* Spin Scythe: Medium version recovery, after follow-up, increased to 29 frames from 27 frames | |||
* EX Spin Scythe: Damage reduced to 30 + 30 + 30 + 30 from 40 + 40 + 40 + 40 | |||
* Spinning Beat (SC): Now fully connects on airborne opponents | |||
* Brave Dance (UC1): Damage reduced to 440 total from 465 total | |||
}} | }} | ||
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* 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 | ||
| | | | ||
* | (From Ultra SFIV Arcade Japan) | ||
* Crouch MK | * Health: Increased from 900 to 950 | ||
* Crouch HK | * Crouch MK: On block is now -3 from -4 | ||
* Target Combo 1 ( | * Crouch HK: startup reduced to 6 frames from 7 frames | ||
* Senbukyaku ( | * Target Combo 1 (MP --> HP): Can now be done from both Stand and Close MP | ||
* | * Senbukyaku (F + MK): Hitbox greatly expanded downward | ||
* L, M | * 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 | ||
(New to Ultra SFIV Console Digital Release) | |||
* Stand MP: Bug where attempting to cancel into Special Moves using HP would result in a Target Combo fixed | |||
}} | }} | ||
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* 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 | (From Ultra SFIV Arcade Japan) | ||
* | * 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 | |||
(New to Ultra SFIV Console Digital Release) | |||
* Crouch LK: On hit now +4 from +3 | |||
* Close HP: Attack recognition range increased | |||
* Engekishu (F + HK): 2nd hit on hit pushback reduced | |||
* Focus Attack: Hitbox reduced slightly to the palm area | |||
* Rekkaken: Light, Medium, and Hard versions 1st hit recovery increased by 1 frame | |||
* Rekkukyaku: Medium version 3rd hit Hitbox greatly expanded upward | |||
}} | }} | ||
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* Added | * Added | ||
| | | | ||
Both Stances | |||
* Jump arcs in both stances have been adjusted (exact data unknown) | * Jump arcs in both stances have been adjusted (exact data unknown) | ||
Mantis Stance | |||
* Ultra II Added: Shitenketsu | * Ultra II Added: Shitenketsu | ||
* Gekiro: Now Throw Invulnerable up to the first Active Frame | * Gekiro: Now Throw Invulnerable up to the first Active Frame | ||
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* Hyakurenko: Hard version is now Super and EX Focus cancelable for the first 4 hits instead of just the first hit | * 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) | * Zan'ei (SC): Recovery improved (exact data unknown) | ||
Crane Stance | |||
* Ultra II Added: Teiga | * Ultra II Added: Teiga | ||
* Crouch MK: Hurtbox reduced so that it can go under most Projectiles | * Crouch MK: Hurtbox reduced so that it can go under most Projectiles | ||
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* Jyakoha: Startup reduced (exact data unknown) | * Jyakoha: Startup reduced (exact data unknown) | ||
| | | | ||
Both Stances | |||
* Bask Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo | * Bask Dash: First non-invincible frame now considered airborne so getting struck on that frame no longer rewards with full, grounded combo | ||
Mantis Stance | |||
* New Target Combo added: Crouch LK --> Crouch MK | * New Target Combo added: Crouch LK --> Crouch MK | ||
* New Target Combo added: Stand HP (1st Hit) --> Stand MK | * New Target Combo added: Stand HP (1st Hit) --> Stand MK | ||
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* Stand HK: Hitbox improved so it has better range | * Stand HK: Hitbox improved so it has better range | ||
* Shitenketsu (UC2): Hitbox increased so that it hits lower than before | * Shitenketsu (UC2): Hitbox increased so that it hits lower than before | ||
Crane Stance | |||
* Teiga (UC2): speed was improved | * Teiga (UC2): speed was improved | ||
| | | | ||
Both Stances | |||
* Focus Attack: Hit Stun on Level 1 lengthened by 3 frames | * 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: 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 | * 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: 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 MK: Hurtboxes shrunk mid-move (exact data unknown) | ||
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* 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 | * 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 | ||
| | | | ||
Both Stances | |||
* Stun Gauge: Tncreased to 950 from 900 | * Stun Gauge: Tncreased to 950 from 900 | ||
* Wake-up Timing: 1 frame of invincibility time on neutral wake-up removed | * 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 | * 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 | * Close HP: Stun damage distribution changed from 100 + 100 to 150 + 50 | ||
* Focus Attack: Hitbox size reduced to position of hurtbox | * Focus Attack: Hitbox size reduced to position of hurtbox | ||
Line 1,082: | Line 1,124: | ||
* Zan’ei (SC): Now easier to use in air combos (unclear what this exactly means) | * 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 | * 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 LP: On hit is now +5 from +3 | ||
* Crouch HP: Floats the opponent higher on Counter Hit | * Crouch HP: Floats the opponent higher on Counter Hit | ||
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* Oga: Hitbox slightly reduced | * Oga: Hitbox slightly reduced | ||
| | | | ||
* | (From Ultra SFIV Arcade Japan)<br> | ||
* | Both Stances | ||
* Stun | * 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 | ||
* | * Shitenketsu (UC2): Hitbox slightly expanded forward | ||
* EX Gekiro | Crane Stance | ||
* Crouch LP: On hit is now +5 from +3 | |||
* Shitenketsu (UC2) | * 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 | |||
* Crouch LP | * 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 | ||
* Crouch HK | (New to Ultra SFIV Console Digital Release)<br> | ||
* | Both Stances | ||
* | * When Change Style and Red Focus Attack are pressed at the same time, Red Focus no longer activates | ||
* | Mantis Stance | ||
* | * Crouch MP: Damage reduced to 60 from 70 | ||
* < | * Gekiro: Light version no longer invincible on frames 1-3 | ||
* Zan'ei (SC): Damage reduced to 250 from 300 | |||
* Shitenketsu (UC2): When activated at less than 75% Ultra Meter, does 300 Stun damage, when activate at 75% or more Ultra Meter, does 450 Stun damage | |||
Crane Stance | |||
* Jyasen: Light version on hit now +2 from +1 | |||
* Jyasen: Light and Medium versions on block now -1 from -3 | |||
* Jyasen: Charge time for all versions reduced to 50 frames from 60 frames | |||
(Removed from Ultra SFIV Arcade Japan)<br> | |||
Mantis Stance | |||
* <del>Zan’ei (SC): Now easier to use in air combos (unclear what this exactly means)</del> | |||
* <del>Shitenketsu (UC2): Stun damage increased to 600 from 0</del> | |||
Crane Stance | |||
* <del>Jyasen: On block, Light and Medium versions are now +0 from +3</del> | |||
}} | }} | ||
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* 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 | ||
| | | | ||
* | (From Ultra SFIV Arcade Japan) | ||
* Crouch LP | * Stand LK: Now made Special, Super, and EX Focus cancellable | ||
* Crouch MP | * Crouch LP: Startup reduced to 3 frames from 4 frames | ||
* Back Throw | * Crouch MP: Hit Stun increased os that it is now +3 from +1 on hit; now combos into Gohadoken | ||
* Kongoshin | * Back Throw: Untechable timing period now techable | ||
* Hyakki Gosai stun damage reduced | * Senkugoshoha: Forward movement of the Light version slightly increased | ||
* Kongoshin: No longer can be performed with a B, F, B + P input | |||
* EX Tatsumaki Gorasen | * 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 | |||
(New to Ultra SFIV Console Digital Release) | |||
* EX Tatsumaki Gorasen: 7th and 8th hits which would whiff on Poison now connect | |||
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* Ultra II Added: Sonic Hurricane | * Ultra II Added: Sonic Hurricane | ||
* Charge time | * Sonic Boom: Charge time reduced to 50 frames from 55 frames | ||
* Flash Explosion | * Flash Explosion (UC1): Damage increased (exact data unknown) | ||
* | * Shades of Glory: Added | ||
| | | | ||
* Spinning Back Knuckle ( | * Spinning Back Knuckle (F + HP): Damage reduced (exact data unknown) | ||
* Reverse Spin Kick ( | * Reverse Spin Kick (B or F + HK): Made lower-body strike invincible so that low hitting moves like Ryu's Crouch MK will miss and get countered | ||
* | * Reverse Spin Kick (B or F + HK): Damage reduced (exact data unknown) | ||
* Sonic Boom | * Sonic Boom: Super Meter gain on activation reduced (exact data unknown) | ||
* | * Flash Kick: Light, Medium, and Hard versions damaged reduced (exact data unknown) | ||
* Sonic Hurricane | * Sonic Hurricane: Startup reduced and damage reduced (exact data unknown) | ||
| | | | ||
* | * Spinning Back Knuckle (F + HP): Damage increased to 100 from 90 | ||
* Reverse Spin Kick ( | * Reverse Spin Kick (B or F + HK): Now Throw Invincible from 6th frame until landing | ||
* | * Reverse Spin Kick (B or F + HK): On hit now +5 from +4 | ||
* | * Flying Mare: Startup reduced to 3 frames from 4 frames | ||
* When struck out of the Recovery Frames | * Flying Buster Drop: Startup reduced to 3 frames from 4 frames | ||
* | * Sonic Boom: When struck out of the Recovery Frames, Guile will no longer be Counter Hit | ||
* Sonic Hurricane | * Flash Kick: Light, Medium, and Hard versions damage increased by 10 (Light: to 110 from 100, Medium: to 130 from 120, Hard: to 140 from 130) | ||
* Sonic Hurricane: Damage redistributed to 90 + 30 + 30 + 30 + 30 + 90, but overall damage is the same | |||
| | | | ||
* Wake-up: Hurtbox reduced | |||
* Crouch LP: On hit now +5 from +4 | |||
* Crouch MK: Hitbox and Hurtbox expanded forward | |||
* Reverse Spin Kick (B or F + HK): Hitbox expanded downward | |||
* Flying Mare: Grab range slightly increase | |||
* Flying Buster Drop: Grab range slightly increase | |||
* Flash Kick: All versions invincibility time extended by 1 frame | |||
* Sonic Boom: All versions now reward opponent with a Counter Hit if dstruck on frames 1-20 | |||
* Flash Explosion (UC1): Startup reduced to 5 frames from 7 frames; damage reduced to 450 total from 510 total; invincibility on startup reduced to frames 1-6 from frames 1-10 | |||
* Flash Explosion (UC1): 2nd Flash Kick startup now slower so as to whiff less likely on high air opponents; if opponent is behind on activation, auto-corrects to face the opponent | |||
* Sonic Hurricane (UC2): Damage increased to 330 total from 300 total; all hits now given Juggle Potential | |||
| | | | ||
(From Ultra SFIV Arcade Japan) | |||
* | * Wake-up: Hurtbox reduced | ||
* Crouch LP: On hit now +5 from +4 | |||
* Crouch LP | * Crouch MK: Hitbox and Hurtbox expanded forward | ||
* Crouch MK | * Reverse Spin Kick (B or F + HK): Hitbox expanded downward | ||
* Reverse Spin Kick ( | * Flying Mare: Grab range slightly increase | ||
* | * Flying Buster Drop: Grab range slightly increase | ||
* | * Flash Kick: All versions invincibility time extended by 1 frame | ||
* | * Sonic Boom: All versions now reward opponent with a Counter Hit if dstruck on frames 1-20 | ||
* | * Flash Explosion (UC1): Damage reduced to 450 total from 510 total; invincibility on startup reduced to frames 1-6 from frames 1-10 | ||
* < | * Flash Explosion (UC1): 2nd Flash Kick startup now slower so as to whiff less likely on high air opponents | ||
* Sonic Hurricane (UC2): Damage increased to 330 total from 300 total; all hits now given Juggle Potential | |||
(New to Ultra SFIV Console Digital Release) | |||
* Health: Decreased to 950 from 1000 | |||
* High Kick (DF + HK): Hitbox expanded downward | |||
* L, M and H Flash Kick --> EX Focus Cancel --> Forward Dash is now -5 on block at best | |||
* Flash Explosion (UC1): Startup reduced to 6 frames from 7 frames | |||
(Removed from Ultra SFIV Arcade Japan) | |||
* <del>Flash Explosion (UC1): Startup reduced to 5 frames from 7 frames</del> | |||
* <del>Flash Explosion (UC1): If opponent is behind on activation, corrects to face the opponent</del> | |||
}} | }} | ||