usf4

Capcom uveřejnil na svých stránkách Capcom-Unity kompletní seznam všech změn, kterými si projdou všechny postavy v USF4 oproti SSF4AEv2012. Jedná se o změny do verze, v níž by měla hra vyjít i pro konzole.


Abel

• Close Standing HP first hit hitbox greatly expanded downward

• Hitbox on the 2nd hit of C.HP extended lower

• Far Standing HK start-up reduced by 1 frame (14F → 13F); active frames increased by (2F → 3F); recovery reduced by 1 frame (19F → 18F)

• Falling Sky active frames increased by 1 frame (2F → 3F); upper-body invincibility frames increased by 1 (1F → 2F)

• EX Change of Direction starts up 3 frames faster (16F → 13F)

• 2nd low hit advantage increased by 4 frames (+1F → +5F)

• Finish slow startup reduced by 5 frames (22F→ 17F)

• Heartless (Super Combo) active frames increased by 2 (2F→ 4F)

• Soulless (UC1) pushbox greatly expanded upward, less likely to cross under after Crouching HP in the corner


Adon

• Crouching LP advantage on hit increased by 1 frame (+5F → +6F)

• Close Standing HK hitbox slightly expanded horizontally and upward

• 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 Jaguar Kick damage reduced by 50 against airborne opponents (140 → 90)

• M Jaguar Kick damage reduced by 10 on standing opponents (140 → 130); damage against airborne opponents reduced by 50 (140 → 90); chip damage changed to 33

• H Jaguar Kick damage reduced by 10 on standing opponents (130 → 120); damage against airborne opponents reduced by 40 (130 → 90); chip damage changed to 30; top side of the hitbox has been reduced slightly

• M and H Air Jaguar disadvantage on block increased (-2F when done from the lowest height)

• All versions of Air Jaguar Kick chip reduced by half

• EX Air Jaguar Kick 2nd hit now overhead

• Jaguar Revolver (UC1) forward movement from 2nd hit and after slightly shortened, easier to connect all hits on close opponents; damage reduced by 30 (510 → 480); Active frames on the first kick reduced by 1F (7F → 6F)

• Crouch lp has one more frame of hitstun added (+5F → +6F)


Akuma

• Close Standing MK now forces stand on hit; start-up reduced by 1 frame (5F → 4F); hitbox expanded downward; recognition range increased

• Far stand heavy punch now EX Red Focus/Special/EX Focus Cancellable; damage reduced by 30 (120 → 90)

• Crouching HK can no longer be cancelled into Wrath of the Raging Demon (UC1)

• All versions of Back Jump Zanku Hadoken recovery increased by 2F

• 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 (6F → 5F)

• L, M and H Goshoryuken → EX Focus Cancel → Forward Dash is now -5 on block

• EX Shakuretsu starts up 6 frames faster (25F → 19F)

• L Hurricane hitbox increased downward slightly


Balrog

• L Dash Straight advantage on hit increased by 1 frame (-2F → -1F)

• M Dash Straight pushback on hit has been reduced

• 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); disadvantage on block reduced by 3 frames (-5F → -2F); charge time reduced by 10 frames (55F → 45F)

• M Dash Swing Blow advantage on hit reduced by 8F (+10F → +2F); disadvantage on block reduced by 1 frame (-7F → -6F); charge time reduced by 5 frames (55F → 50F)

• Turn Punch charge from Level 2–4 has been adjusted to 2 seconds per level

• Turn Punch Lv2 disadvantage after block reduced by 1 frame ( -5F → -4F)

• Turn Punch Lv3 disadvantage after block reduced by 1 frame (-8F → -7F); disadvantage after hit reduced by 1 frame (-4F → -3F)

• Turn Punch Lv4 disadvantage after block reduced by 3 frames (-12F → -9F); disadvantage after hit reduced by 3 frames (-8F → -5F)

• Crazy Buffalo (Super Combo) 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) after a successful Ultra; throw range extended from 1.09 to 1.30; damage reduced by 149 (399 → 250)


Blanka

• Forward Dash total frames reduced by 1 frame (21F → 20F)

• Close Standing MK now airborne 1 frame sooner (from 4F→ 3F)

• Crouching MK advantage on hit increased by 1 frame (+4F → +5F); pushback on guard and hit increased

• H Rolling Attack knocks down the opponent at all distances

• All versions of Backstep Roll cause 2F more block-stun

• All versions of Vertical Roll can be EX Focus-cancelled on hit or block

• Shout of Earth (P version) now has a larger hitbox on the 1st active frame; no longer hits standing opponents


Cammy

• Close Standing HP damage reduced by 5 (85 → 80); stun reduced by 30 (150 → 120)

• Far Standing HP 1st active frame damage reduced by 10 (80 → 70)

• Crouching LK start-up increased by 1 frame (3F → 4F)

• Crouching HP damage reduced by 10 (90 → 80); stun reduced by 50 (200 → 150); advantage on hit decreased by 1 frame (+7F → +6F)

• H Spiral Arrow first hit now has one more frame of hit stun (+3F → +4F)

• L, M and H Cannon Strike height restriction slightly reduced; recovery increased by 2F (5F → 7F)

• EX Cannon Strike block-stun reduced by 5F

• 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 -5 on block

• Gyro Drive Smasher (UC1) non-cinematic last hit damage reduced by 40 (210 → 170)


Chun-Li

• 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 (Jump 2+MK, all 3 hits) hitbox expanded downward and horizontally

• Light spinning bird kick now causes knockdown; damage reduced by 60 (160 → 100); recovery reduced by 2F (12F → 10F); stun reduced by 80 (180 → 100)

• Heavy spinning bird kick total damage increased by 10 (200 → 210); now causes knockdown on hit; (recovery increased by 4F (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

• UC1 now floats lower on hits 2–7; damage reduced on hits 2–9 by 10 each (30 → 20)

• Kikosho (UC2) invincibility increased by 1 frame (8F → 9F), damage increased by 35 (330 → 365)


Cody

• Back Dash distance slightly increased

• Walk speed slightly increased

• Crouching MK disadvantage on hit reduced by 2 frames (-3F → -1F); disadvantage on block reduced by 3 frames (-6F → -3F)

• 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

• Can now pick up the knife during the same attacks where the rock cancel is possible

• Knife Throw now has armor-break properties

• Knife ground attacks now can be used as follow-ups, can combo after L Criminal Upper; corresponds to Standing LP, Crouching LP, Standing MP, Crouching MP, Standing HP, Crouching MP

• Zonk Knuckle can now be EX Focus-cancelled

• When Bad Stone is held, the stone is thrown immediately at button release

• Light Criminal Upper has less disadvantage on block by 1 frame (-5F → -4F)

• EX Criminal Upper pushback on block reduced by half; hit invincibility increased by 2F (4F → 6F); can now be thrown

• H Dead End Irony (Super Combo) float of opponent on hit changed

• Last Dread Dust (UC2) damage reduced by 40 (506 → 466); forward movement slightly increased


C. Viper

• Far Standing HK hurtbox slightly reduced; can now be performed with 3+HK

• Crouching MK hitbox slightly expanded forward

• Crouching HP hurtbox added to 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 reduced by 3 frames (17F → 14F)

• Level 3 Focus Attack start-up reduced by 2 frames (70F → 68F)

• Focus attack range has been reduced to her elbow

• 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)

• Emergency Combination (Super Combo) damage increased by 20 (330 → 350); command changed to 214214+P

• Burst Time (UC1) smoke visual effects reduced

• Burning Dance (UC2) start-up reduced by 1 frame (10F → 9F); height restriction removed


Dan

• Crouching Taunt meter build increased by 40 (0 → 40); meter build on hit reduced by 70 (70 → 0)

• Air Taunt meter build increased by 10 (0 → 10)

• Close Standing HK input command changed to 4+HK

• Far Standing HK now activates regardless of distance from the opponent

• Far Standing LP hitbox slightly expanded upward

• L Dankukyaku hitbox expanded downward

• H Koryuken 1st hit hitbox slightly expanded forward

• Koryuken → EX Focus Cancel → Forward Dash is now -5 on block

• All versions of 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 air opponents; changed to 331 damage on air hit


Dee Jay

• Far Standing MP start-up reduced by 1 frame (7F → 6F)

• Far Standing HP late active frame hit now floats air opponents on counter-hit

• Crouching LK start-up reduced by 1 frame (5F → 4F)

• Crouching MP hitbox expanded forward

• Crouching MK damage increased by 10 (70 → 80)

• Crouching HP hitbox expanded forward

• Knee Shot (2+LK during forward or back jump) hit-stun increased by 3F; damage reduced by 20 (50 → 30)

• Air Slasher chip damage increased by 3 (12 → 15)

• L Double Rolling Sobat disadvantage on block reduced by 2 frames (-5F → -3F); low invulnerability removed

• M Double Rolling Sobat 1st hit hit-stun increased by 2 frames (+6F → +8F) on hit after EX Focus-cancel → Forward Dash

• EX Machine Gun Upper start-up reduced by 6 frames (12F → 6F); full invincibility reduced by 2F (4F → 2F); all-but-midsection invincibility changed from frames 5–9 to 3–4, above-the-chest invincibility changed from frames 10–31F to 5–25F, now throw invincible from 1–7F; disadvantage on block increased 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; less pushback when the attack is blocked

• Sobat Festival travels further during the first two kicks

• Climax Beat damage reduced (501 → 460); recovery after animation version reduced by 11F (-29F → -18F)


Dhalsim

• Standing MP start-up reduced by 1 frame (10F → 9F); advantage on hit reduced by 1 frame (0F → -1F); advantage after block reduced by 1frame (-3F → -4F)

• Standing HP damage increased by 5 (75 → 80); advantage on hit increased by 1 frame (0F → +1F)

• 4+HP start-up reduced by 2F (7F → 5F)

• 4+MK pushback on hit and block reduced

• 4+HK damage 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 forward

• EX Yoga Flame damage decreased by 20 (50*70 → 50*50); hitbox slightly expanded horizontally; recovers 3 frames faster (16F → 13F)

• Yoga Shangri-La (UC2) throw range slightly increased; command changed from 236236+PPP in air to 236236+KKK in air


Dudley

• Standing HP hitbox slightly expanded forward and downward

• Standing HK counter-hit pushback reduced

• Crouching LP hitbox slightly expanded forward; Crouching LP → 6+LP chain-cancel no longer works

• Crouching MK start-up reduced by 1 frame (8F → 7F)

• Neutral jump heavy punch is now the same as forward or back jump heavy punch

• Kidney Blow (6+MK) hitbox slightly expanded forward

• Step Straight (6+HP) now knocks down on air hit

• All Target Combo damage increased by 10

• Dart shot can now hit airborne opponents during combos

• Target Combo 1 (6+LP → MP) 2nd hit chip damage on block removed (7 → 0)

• Victory Rose (2+HP+HK) damage increased 1 (0 → 1); advantage on hit increased by 7 frames (+6 → +13); Recovery reduced by 18 frames (78F → 60F)

• H Machinegun Blow pushback on hit reduced by half

• L, M and H Short Swing Blow throw invincibility extended until the end of active frames

• EX Short Swing Blow throw invincibility extended until the end of the 1st hit’s active frames; start up has been reduced by 4 frames (24 → 20); causes untechable knockdown

• Rolling Thunder travel distance increased


E. Honda

• Close Standing HP hitbox expanded upward

• Far Standing HP tip damage increased by 10 (80 → 90)

• Far standing HK disadvantage on hit increased by 1 frame (-3F → -2F); disadvantage on block decreased 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 1F (+4F → +5F); damage reduced by 20 (140 → 120)

• EX Oicho Throw now throw invincible from frames 1–5

• Super Head Ram now armor breaks

• Super 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

• Ultra Combo W classification changed to 75% tier


El Fuerte

• Close Standing LP hitbox expanded downward

• Close Standing MK start-up reduced by 3 frames (14F → 11F); recovery reduced by 1 frame (14F → 13F)

• Far Stand LK active frames increased by 1 (1F → 2F); advantage on hit increased (+5F → +6)

• Far Standing MK recovery reduced by 1F (15F → 14F)

• Close Standing HK start-up reduced by 2 frames (12F → 10F)

• EX Guacamole Leg Throw recovery reduced by 4 frames (10F → 6F)

Lv1, Lv2, Lv3 and EX Quesadilla Bomb start-up reduced by 3 frames (17F → 14F); recovery reduced by 4 frames (18F → 14F)

• Quesadilla Bomb Lvl 1 damage increased by 30 (50 → 80); charge time reduced by 60 frames (120F → 60F)

• Quesadilla Bomb Lvl 2 damage increased by 20 (100 → 120); charge time reduced by 110 frames (210F → 120F); keeps the opponent standing on hit

• Quesadilla Bomb Lvl 3 charge time reduced by 120 frames (300F → 180F)

• EX Quesadilla Bomb now fully invincible from frames 1–15

• 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)


Evil Ryu

• Vitality increased by 50 (900 → 950)

• Crouching MK disadvantage on block reduced by 1 frame (-4F → -3F)

• Crouching HK start-up reduced by 1 frame (7F → 6F)

• Target Combo 1 (Close Standing MP → HP) can now be done from Far Standing 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 -5 on block


Fei Long

• Crouching LK start-up increased by 1 frame (3F → 4F); can no longer be chain-cancelled into • Crouching LK; advantage on hit increased by 1 frame (+3F → +4F)

• Crouching MP damage increased by 10 (55 → 65)

• Close Stand HP recognition range increased

• 6+HK pushback on hit reduced

• Focus attack hitbox area reduced to his palm area

• L Rekkaken forward movement distance reduced

• L, M and H Rekkaken 2nd hit hit-stun reduced by 2F; each version now has one more frame of recovery

• MK flip kick hitbox expanded to hit on all opponents

• Shienkyaku no longer activates with 464+K input

• L, M and H Shienkyaku → EX Focus Cancel → Forward Dash is now -5 on block

• All versions of 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


Gen

• 1F invincibility time on neutral wake-up removed

• Bug that made reversal Focus Attack more difficult to perform fixed

• Stun increased by 50 (900 → 950)

Mantis Style

• Focus Attack hitbox size reduced to position of hurtbox

• Crouching MP damage reduced by 10 (70 → 60)

• L, M and H Hyakurenko hitbox slightly expanded downward; recovery increased by 1F (17F → 18F)

• L, M and EX Hyakurenko pushback on hit and block slightly reduced

• L Gekiro invincibility on frames 1–3 removed

• H Gekiro causes soft knockdown instead of hard knockdown; button input timing now the same as Ver.2012 EX Gekiro

• EX Gekiro disadvantage on block decreased by 15 frames (-35F → -20F); now causes hard knockdown; follow-up inputs no longer possible on block; Button input timing now the same as Ver.2012 H Gekiro

• ****nketsu (UC2) hitbox slightly expanded forward; 450 stun value added

Crane Style

• Crouching LP advantage on hit increased by 2 frames (+3F → +5F)

• Crouching HK recovery reduced by 5 frames (29F → 24F)

• Diagonal Jump HP hurtbox expanded downward

• Diagonal Jump HK hurtbox expanded downward

• L Jyasen advantage on hit increased by 2 frames (+1F → +3F)

• L and M Jyasen disadvantage on block reduced by 2F (-3F → -1F)

• L, M, H and EX Jyasen charge time reduced by 10 frames (60F → 50F); last hit damage increased by 10


Gouken

• Far Standing LK now Special- and EX Focus-, EX Red Focus- and Super Combo-cancellable

• Crouching LP start-up reduced by 1 frame (4F → 3F)

• Crouching MP advantage on hit increased by 2 frames (+1F → +3F)

• Back Throw untechable timing period now techable

• Kongoshin no longer activated with 464+P input

• Hyakki Gosai stun damage reduced by 40 (200 → 160)

• L Senkugoshoha forward movement slightly increased

• EX Tatsumaki Gorasen start-up reduced by 2 frames (7F → 5F); invincibility time reduced by 2 frames (8F → 6F); hitbox expanded downward and forward


Guile

• Vitality decreased by 50 (1000 → 950)

• Hurtbox on wake-up reduced

• Air Throw range slightly increased

• Crouching LP advantage on hit increased by 1 frame (+4F → +5F)

• Crouching MK hitbox and hurtbox expanded forward

• Reverse Spin Kick (4 or 6+HK near the opponent) hitbox expanded downward
• Guile high kick hitbox increased downward

• All versions of Flash Kick invincibility time extended by 1 frame

• L,M and H FlashkickàFADCàForward Dash now -5F against a blocking opponent
• All versions of Sonic Boom take counter-hit damage frames 1–20

• Flash Explosion (UC1) start-up reduced by 1 frame (7F → 6F); damage reduced by 60 (510 → 4500; 2nd Flash Kick start-up now slower, less likely to whiff opponents who float high; invincibility frames reduced by 4 frames (10F → 6F)

• Sonic Hurricane (UC2) damage increased by 30 (300 → 330)


Guy

• Movement speed slightly increased

• Close Standing LK recognition range reduced

• Far Standing 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 Standing 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 forward and upward

• Crouching MP hitbox adjusted, no longer can be used as an anti-air

• Diagonal Jump MK hitbox extended forward slightly

• Elbow Drop (Jump 2+MP version) hitbox expanded downward

• Ninja Sickle (3+HK) start-up reduced by 4 frames (11F → 7F); Recovery reduced by 1 frame (13F → 12F); Pushback on block reduced

• Target Combo 2nd hit expanded downward and horizontally

• H Hozanto start-up reduced by 2 frames (30F → 28F)

• Run-Sudden Stop recovery reduced by 1F (17F → 16F)

• Run-Neck Flip first hit slightly expanded downward

• EX Run-Neck Flip now knocks down on air hit

• EX Bushin Senpukyaku hitbox slightly expanded, easier to pull in opponent

• Bushin Goraisenpujin (UC1) 2nd hit movement distance slightly increased, easier to use in combos


Hakan

• Stand MP advantage on hit increased by 1 frame (+4F → +5F); block stun increased by 1 frame (+1F → +2F); Recovery reduced by 1F (10F → 9F)

• Standing HP hitbox expanded upward

• Crouching LK recovery reduced by 1 frame (9F → 8F)

• Crouching MP now Special-, Super Combo- and EX Focus-cancellable

• 6+HK (No Oil) knocks down the opponent

• Neutral Jump MP knocks down like Diagonal Jump MP

• Diagonal Jump MK hitbox expanded, easier to cross-up

• Hakan Tackle (6+MP) disadvantage on block reduced by 1 frame (-5F → -4F); advantage on hit increased by 2 frames (-2F → 0F)

• Air Throw 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)


Ibuki

• Guard bug where El Fuerte’s 6+MK would cross over fixed

• Walk speed has been increased

• Crouching LP start-up reduced by 1 frame (4F → 3F)

• Target combo 10 no longer hits opponents who are crouch blocking

• Target Combo 4 (LP → MP → HP near opponent) 2nd hit hitbox expanded downward

• Target combos 6 and 8 cause airborne juggle state

• Hammer Kick (6+MK) hitbox expanded downward; advantage on block reduced by 1 frame (+3F → +2F)

• Backhand Punch (HP → HP far from the opponent) now Special-, EX Focus-, EX Red Focus- and Jump-cancellable

• L, M and H Tsujigoe can now be cancelled into any attack immediately upon landing

• All versions of Tsumuji hitbox slightly expanded downward

• M Tsumuji recovery increased by 1 frame (14F → 15F)

• EX Kazegiri invincibility time increased by 1 frame (6F → 7F); hitbox on active frames 2–3 expanded, easier to use as an anti-air

• L, M, H and EX Raida has one more hit of juggle potential


Juri

• Close Standing LP hitbox expanded downward

• Close Standing MP start-up speed during Feng Shui Engine now the same as normal version

• Close Standing MK start-up speed during Feng Shui Engine now the same as normal version; considered airborne from the 2nd frame; unthrowable from the first frame

• Far Standing MP now Special-cancellable

• Far Standing LK start-up reduced by 1 frame (5F → 4F)

• Far Standing HK hitbox size during Feng Shui Engine now the same as normal version

• Kasatushi now takes recoverable damage when absorbing attacks

• L, M and H Shikusen no longer can be done from back jump

• Second Impact and Third Strike hitbox expanded, less likely to miss

• 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; advantage on guard 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 (6F → 7F); disadvantage on block increased by 1 frames (-14F → -15F); pulls opponent in closer when blocked

• Feng Shui Engine (UC1) invincibility time reduced by 2 frames (4F → 2F)

• Kaisen Dankairaku (UC2) hitbox slightly expanded horizontally


Ken

• Movement speed slightly increased

• Close Standing MK hitbox expanded downward, easier to connect on crouching opponents

• Crouching HK start-up reduced by 1 frame (8F → 7F); recovery increased by 2F (6F → 8F)

• Thunder Kick (6+HK) advantage on block increased bv 1 frame (-1F → 0F)

• 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

• H Shoryuken can be cancelled on the 2nd hit; damage increased by 10 (70*40*30 → 70*50*30); 2nd hitàEX Focus CancelàForward Dash is -7F on block

• L, M and H Shoryuken → EX Focus Cancel → Forward Dash is now -5 on block

• L, M and H Air Tatsumaki Senpukyaku rising trajectory changed

• EX Air Tatsumaki Senpukyaku trajectory on activation changed

• Shinryuken (UC1) non-cinematic damage increased by 30 (330 → 360)

• Guren Senpukyaku (UC2) movement distance of first several frames slightly increased


Makoto

• Forward/Neutral Throw range increased by .05 (0.90 → 0.95)

• Back Throw range decreased by .05 (0.90 → 0.85)

• Standing HP hit-stun increased by 1 frame on crouching opponents (now matches the hit-stun time when used against standing opponents)

• Crouching HK stun increased by 100 (100 → 200)

• Jump MK hitbox slightly expanded, easier to cross-up

• L, M, H Karakusa recovery on whiff increased by 4 frames (47F → 51F)

• EX Oroshi can now connect in combos against airborne opponents

• 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 advantage on block reduced by 2 frames; now -3 at the lowest height against a blocking opponent.
• Seichusen Godanzuki (UC1) damage decreased by 40 (480 → 440)

• Abare Tosanami (UC2) only projectile invincible and throw invincible

• Ultra Combo W classification changed to 75% tier


M. Bison

• Far Standing MP start-up reduced by 2 frames (8F → 6F); recovery increased by 1 frame 11F → 12F; now Special/Super/and EX Focus-cancellable; damage reduced by 20 (80 → 60)

• Crouching HP start-up reduced by 2 frames (12F → 10F)

• Hell Attack (MP after Jump MP) now has the same hit effect as Jump MP, when Hell Attack only hits, can follow with normal attacks

• Bison Warp total frames increased by 5 frames (42F → 47F)

• L Double Knee Press advantage on block reduced by 1 frame (0F → -1F)

• L, M, H, EX Double Knee Press damage increased by 10

• EX Double Knee Press projectile invincibility increased by 7F (12F → 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 startup reduced by 2 frames (12F → 10F)

• Psycho Punisher (UC2) damage reduced by 30 (450 → 420); charge time reduced by 15 frames (55F → 40F)


Oni

• Vitality reduced by 50 (1000 → 950)

• Crouching 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 forward

• 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 no longer airborne on 1st frame; throw invincible from 1st frame

• M Sekisei Jiraiken 1F invincibility removed

• H Goshoryuken complete invincibility reduced by 3 frames (8F → 5F); strike invincibility frames changed from 9–10F to 6–7F

• All versions of 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 -5 on block; First hit causes hard knockdown

• L Rakan Dantojin damage reduced by 10 (120 → 110); stun damage reduced by 20 (150 → 130)

• EX Rakan Dantojin disadvantage on block reduced (-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 (Air UC1) start-up reduced by 3 frames (14F → 11F)

• Tenchi Sokaigen (UC2) command changed from 41236 x2+PPP to 63214 x2+PPP


Rose

• Forward Dash total frames reduced by 1 frame (21F → 20F)

• Close Standing MK hitbox slightly expanded downward

• Crouching LP damage increased by 10 (20 → 30)

• Crouching LK damage increased by 10 (30 → 40)

• Crouching 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); invincibility time increased by 2 frames (11F → 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)


Rufus

• Far Standing MP now Special-, EX Focus-, EX Red Focus- and Super Combo-cancellable

• Far Standing MK active frames increased by 1 frame (1F → 2F)

• Close Standing HP hitbox expanded downward

• Target Combo (LK → HK near the opponent) disadvantage on block increased by 3 frames (-5F → -8F)

• Messiah Kick LK follow-up can now be used in air combos

• Messiah Kick MK follow-up recovery increased by 3 frames (19F → 22F)

• Messiah Kick HK follow-up 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 (16F → 13F); all hits connect against airborne opponents; floats opponents differently on hit

• Spectacle Romance (Super Combo) 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); knock back on air hit adjusted


Ryu

• Crouching MK disadvantage on block reduced by 1 frame (-3F → -2F on block)

• Jump MP 1st hit now cancellable into all versions of Air Tatsumaki Senpukyaku

• L, M and H Air Tatsumaki Senpukyaku can now be used in air combos

• EX Hadoken Start-up decreased by 1 frame (12F → 11F)

• EX Air 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 -5 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 (8F → 9F)


Sagat

• Close Standing LK 2nd hit now Special-, EX Focus-, EX Red Focus- and Super Combo-cancellable

• Step Low pushback on block reduced

• Step High Kick damage reduced by 20 (100 → 80)

• Tiger Shot recovery increased by 3 frames (39F → 42F)

• L, M and H Tiger Knee 1st hit now forces stand

• L, M and H Tiger Uppercut→ EX Focus Cancel → Forward Dash is now -5 on block *Also applies to Tiger Uppercuts with Angry Charge

• Tiger Destruction (UC1) air hit damage reduced by 55 (395 → 340); forward movement reduced; when hitting air opponents in the corner, now does full hits

• Tiger Cannon (UC2) now does full hits on air opponents; air hit damage reduced by 129 (384 → 255); damage on standing opponents reduced by 27 (384 → 357)


Sakura

• Distance traveled by opponent travels after a back throw has been reduced

• Far Standing MP hitbox slightly expanded forward

• Far standing HP now Special-, EX Focus-, EX Red Focus- and Super Combo-cancellable

• Diagonal Jump HP hurtbox slightly increased

• All versions of Air Shunpukyaku trajectory changed on activation

• EX Shunpukyaku advantage on block reduced by 2 frames (+4F → +2F); made easier to connect on crouching opponents

• All versions of 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


Seth

• Triangle Jump movement distance reduced

• Crouch MP advantage on hit increased by 2 frames (+3F → +5F); advantage on block increased by 2 frames (-1F → +1F)

• Far Standing HP advantage on hit increased by 6 frames (-11F → -5F), disadvantage on block reduced from 7 frames (-15F → -8F)

• Diagonal Jump MK now crosses up; hitbox matches jump HK version in AE 2012

• Diagonal Jump HK no longer crosses up

• Yosokyaku (Jump 2+MK) active frames increased by 1 (3F → 4F); hitbox increased downward

• Tenmakujinyaku (Jump 2+HK) hurtbox slightly expanded; advantage on hit 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 does 10 more damage

All versions of Spinning Pile Driver stun reduced by 50 (200 → 150)

• L, M and H Shoryuken 2nd hit no longer can be Focus-cancelled on guard; EX Focus Cancel → Forward Dash is now -5 on block

• M and H Shoryuken invincibility time reduced by 2 frames (7F → 5F)

• L, M and H Tanden Engine can no longer be cancelled into from normal attacks

• Tanden Stream (UC1) recovery reduced by 10 frames (66F → 55F); pushback on block reduced

• Tanden Typhoon (UC2) now easier to land all hits on air opponents; disadvantage on block reduced by 19 frames (-89 → -70)


T. Hawk

• Movement speed slightly increased

• Close Standing MP pushback on hit and block reduced

• Far Standing HK hurtbox slightly expanded; disadvantage on block reduced (-7F → -5F)

• Crouching MK now Special-, Super Combo- and EX Focus- and EX Red Focus-cancellable

• Condor Spire command changed from 421+P to 623+K

• L Condor Spire disadvantage on hit decreased 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 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

• L Mexican Typhoon throw range increased by .5 (1.50 → 1.55)

• Raging Slash (UC2) command changed from 63214 x2+PPP to 63214 x2+KKK; hitbox slightly expanded horizontally


Vega

• Crouching HP active frames increased by 2 (2F → 4F)

• Close Stand MK hitstun increased by 2 frames (+2F → +4F)

• Vertical Jump LK can cross up the opponents

• Mask Pick-up from ground is now a command, 2+PP when standing over the mask

• L, M, H and EX Rolling Crystal Flash charge time reduced by 10 frames (60F → 50F)

• M Rolling Crystal Flash → EX Focus Cancel → Forward Dash advantage on block increased by 3 frames (0F → +3F)

• Flying Barcelona Special (Super Combo) now has an attack added during the motion to the wall, does 100 damage; Rolling Izuna Drop damage 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 the EX Barcelona drop

• Splendid Claw (UC2) start-up reduced by 1 frame (8F → 7F)


Yang

• Movement speed slightly increased

• Close Standing LK start-up reduced by 1 frame (5F → 4F)

• Close Standing MK hitbox expanded downward, easier to connect on crouching opponents

• Far Standing MP now Special-, Super Combo- and EX Focus-cancellable

• Far Standing LK start-up reduced by 1 frame (5F → 4F)

• Crouching 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 Torou Zan 3rd hit damage increased by 5 (60 → 65)

• H Torou Zan 3rd hit damage increased by 10 (60 → 70)

• L, M, H and EX Torou Zan hitbox increased downward

• L Senkyutai 1st hit hit-stop increased by 4 frames (8F → 12F) (now matches the hit-stop on block)

• All versions of Zenpo Tenshin now do 1 damage (0 → 1); L Senkyutai → FADC→ Dash forward -5 on block

• Tenshin Senkyutai (UC2) start-up reduced by 1 frame (7F → 6F)

• Mantis strike hitboxes increased downward


Yun

• Far Standing MP damage increased by 10 (50 → 60)

• Crouching MP damage increased by 10 (50 → 60)

• Jumping MK active frames reduced by 4 (8F → 4F); Crosses up more often

• All versions of Zenpo Tenshin now do 1 damage (0 → 1)

• Ex Zesshou Hohou advantage on block increased by 2 frames (-1F → +1F)

• Diagonal Jump MK active frames reduced by 4 (8F → 4F); Crosses up more often


Zangief

• Close Standing LK now Special-, EX Focus-, EX Red Focus- and Super Combo-cancellable

• Close stand MK advantage on hit increased by 5 frames (0F → +5F); advantage on guard increased by 2 frames (0F → +2F)

• Far Standing MP hurtbox slightly expanded; hurtbox in front sticks out 1F before active

• Far Standing MK disadvantage on hit decreased by 4 frames (-7F → -3F); disadvantage on block reduced by 3 frames (-10F → -7F)

• Crouch LK advantage on hit increased by 1 frame (+4F → +5F)

• Diagonal Jump HP hurtbox slightly expanded

• L Spinning Pile Driver throw range reduced by .05 (1.75 → 1.70)

• L Banishing Flat start-up reduced by 3 frames (11F → 8F); disadvantage on hit reduced (-5F → -2F); disadvantage on block reduced by 1 frame (-8F → -7F)

• M Banishing Flat start-up reduced by 2 frames (13F → 11F); disadvantage on block reduced by 2 frames (-8F → -6F)

• H Banishing Flat start-up reduced by 2 frames (16F → 14F); disadvantage after hit increased by 1 frame (-6F → -7F); disadvantage on block reduced by 2 frames (-9F → -7F)

• Final Atomic Buster range increased to match his M Screw Piledriver