usf4_2

Na čínské herní šou Taipei Game Show představil Capcom nový produkční build Ultra Street Fighteru 4. Evropští hráči budou mít možnost si ho vyzkoušet a osahat již tento víkend, kdy bude prezentovaný ve Francii v Cannes. Japonci budou mít tento víkend také velký location test.

A jaké že změny jsou teda aktuálně na pořadu dne?

System

Delay standing

  • Can only be performed against hard knockdown attacks
  • Can be performed by pressing any two buttons as the character hits the ground
  • The word “Technical” will be displayed if performed properly
  • Characters remain on the ground for 11 frames longer than normal

Red Focus

  • Performed by pressing light punch + middle punch + middle kick
  • Takes up two meters
  • Can absorb an infinite number of attacks
  • Damage absorbed builds the Ultra meter at 2x normal speed
  • Does 1.5x damage of a character’s normal focus attack
  • Level 1 and 2 are the same as normal focus and armor effect fades when you release the buttons
  • Level 3 has armor effect until the attack is active

EX Red Focus

  • Performed by pressing light punch + middle punch + middle kick
  • Takes three meters to perform
  • Does 1.5x damage of a character’s normal focus attack

Ultra Combo Double

  • Allows characters the ability to use both Ultra simultaneously
    Characters either do 75% damage or 60% damage of their normal Ultra damage
  • Character classified under the 60% damage are: Zangief, Cammy, Fei Long, T.Hawk, Makoto, Hakan, Dhalsim, Rose, Akuma, E.Honda, and Hugo
  • Characters classified under the 75% damage are: All remaining characters


Abel

Close Standing Heavy Punch: First attack’s hitbox extended downwards hitting crouching characters much more consistently
Far Standing Heavy Kick: Attack comes out faster (14F->13F)
Far Standing Heavy Kick: Attack is active longer (2F->3F)
EX Falling Sky: Attack is active longer (2F->3F)
EX Falling Sky: Extended Invincibility on Upper Body (6–7F to 6–8F)
Heartless: Attack is active longer (2F->4F)
Soulless: Ultra now connects when performed after crouching HP with opponent in the corner


Adon

Close Hard Kick: Hit box expanded at the tip to increase usefulness
Forward+MP: Frame advantage on hit reduced (4F->3F)
Light Kick Rising Jaguar: Opponents float a little higher after the second hit allowing to combo into another light kick Rising Jaguar more consistently near the corner
Light and Medium Jaguar Kick: Damage has been changed from 140-> 130
Light/Medium Jaguar Kick: Block damage changed to 33
Hard Kick Jaguar Kick: Damage has been changed from 130->120
Hard Jaguar Kick: Block damage changed to 30
Light/Medium/Hard/EX Airborne Jaguar Kick: Now does less block damage (20->10)
Jaguar Revolver: Distance traveled from second kick on reduced to reduce it going over opponents
Jaguar Revolver: Damage reduced slightly (510->480)
Light/Medium/Hard Rising Jaguar: Now less advantageous after focus cancel against a guarding opponent (-5 on block)


Akuma

Close standing medium kick: Attack comes out faster (5F->4F)
Close standing medium kick: when connected against a crouching opponent, they are forced to stand
Close standing medium kick: hitbox has been extended downward to hit crouching characters more consistently
Crouching hard kick: Can no longer cancel into the Ultra Raging Demon from this attack
Light/Medium/Heavy/EX Zanku Hadoken : Longer recovery added when used during a back jump (2F)
Demon Flip: Can now cancel into EX Zanku Hadoken from this attack
Medium Goshoryuken: Attack is only focus cancellable on the first hit on block and on the first or second hit on hit
Hard Goshoryuken: Attack is only focus cancellable on first hit on block and on the first second or third hit on hit
Hard Goshoryuken: Invincibility reduced (6F->5F)
Light/Medium/Hard Goshoryuken: Now less advantageous after focus cancel against a guarding opponent (-5 on block)


Balrog

Light Dash Punch: Able to move faster after connecting with this attack (-2F->-1F)
Light Dash Swing Blow: Damage has been reduced (80->70)
Light Dash Swing Blow: Stun has been reduced (100->70)
Light Dash Swing Blow: Less advantageous when this attack hits the opponent (10F->0F)
Light Dash Swing Blow: Less disadvantageous when the attack is blocked (-5F->-2F)
Light Dash Swing Blow: Charge time has been reduced (55F->45F)
Medium Dash Swing Blow: Charge time has been reduced (55F->50F)
Medium Dash Swing Blow: Less disadvantageous when the attack is blocked (-7F->-6F)
Medium Dash Swing Blow: Less advantageous when this attack hits the opponent (10F->2F)
Turn Punch: Charge time for levels 2~5 has been reduced to 2 seconds, 4 seconds for each level after that
Violent Buffalo: If the player holds punches for the last hit, Balrog performs a straight. If he holds kick, Balrog performs an uppercut
Dirty Bull: Command has been changed (63214×2+PPP->720+PPP)
Dirty Bull: Recovery has been reduced when it does not connect (58F->48F)
Dirty Bull: Reach has been extended (1.09->1.3)
Dirty Bull: Damage has been reduced (399->250)


Blanka

Forward dash: Moves forward faster (21F->20F)
Close middle kick: Considered airborne from the 3rd frame onward
Crouching middle kick: More advantageous after hit (4F->5F)
Crouching middle kick: Slightly increased pushback when opponent is hit or blocks this attack
Heavy Rolling Attack: Knocks down from any distance
Light/Medium/Heavy/EX Backstep Rolling: Block stun increased (increased by 2F)
Light/Medium/Heavy/EX Vertical Rolling: Can be focus cancelled on either hit or block


Cammy

Close standing hard punch: Damage reduced (85->80)
Close standing hard punch: Stun damage reduced (150->120)
Far standing hard punch: Damage reduced on the first frame (80->70)
Crouching light kick: Start up time increased (3F->4F)
Crouching heavy punch: Damage reduced (90->80)
Crouching heavy punch: Stun reduced (200->150)
Crouching heavy punch: Advantage after hit reduced (7F->6F)
Light/Medium/Heavy Cannon Strike: height at which the attack can be performed has been reduced
Light/Medium/Heavy Cannon Strike: recovery added (5F->7F)
EX Cannon Strike: Advantage on block reduced (5F reduction)
Hooligan Combination: Can cancel into Light/Medium/Heavy cannon strike
Spiral Drive Smasher: Last hit damage reduced on non animation version (210->170)
Light/Medium/Hard Cannon Spike: Now less advantageous after focus cancel forward dash against a guarding opponent (-5 on block)


Chun-Li

Vitality: Life increased (900->950)
Rear Spin Kick: Attack starts up faster and has received a hitbox improvement (12F->10F)
Yosokyaku (headstomps): Hitbox increased
Light/Medium/Heavy Spinning Bird Kick: Last hit causes a knockdown
EX Spinning Bird Kick: Hitbox on the last attack improved to hit more characters
EX Spinning Bird Kick: Hitbox increased on first attack to hit crouching opponents
EX Hazanshu: Armor break effect added
Kikousho: Invincibility when the attack begins has been extended (8F->9F)
Kikousho: Damage increased (330->365)


Cody

Back Step: Distance traveled increased
Crouching middle kick: Advantage after hit increased (-3F->-1F)
Crouching middle kick: Disadvantage when guarded decreased (-6F->-2F)
Crack Kick: Considered airborne during attack (airborne from 8F)
Knife throw: Armor break effect added
Knife attacks: Increased hit capabilities
Zonk Knuckle: Can be focus cancelled
Bad Stone: Stone is immediately thrown when punch button is released
EX Criminal Uppercut: Hit Invincibility increased to frame before it becomes active
EX Criminal Uppercut: Opponent pushback after block reduced by half
Last Dread Dust: Damage reduced (506->466)
Last Dread Dust: Distance traveled moving forward increased


C.Viper

Close standing hard punch: Damage increased (90->100)
Far stand hard kick: Hurtbox around foot slightly decreased
Crouching middle kick: Hitbox at foot extended
EX/Red/Normal Focus attacks: Start up time has been reduced (3F reduction on all)
Light Thunder Knuckle: Hitbox extended at the end of her hand
Medium Thunder Knuckle: Hit advantage increased when focus cancelled (to 4F)
Heavy Thunder Knuckle: Feint recovery increased (6F->7F)
Emergency Combination: Damage increased (300->350)
Burstime: Smoke effect during Ultra decreased
Burning Dance: Attack starts up faster (10F->9F)
Burning Dance: Height restriction on attack reduced


Dan

Crouching Taunt: Meter gain when taunt is performed (0->40)
Crouching Taunt: No gauge increase when taunt hits (70->0)
Air Taunt: Meter gain when taunt is performed (0->10)
Close hard kick: Changed to a new command of 4 +Hard Kick
Far standing light punch: hitbox increased at the top of his hand
Light Dankyaku: Hitbox increased downward
Heavy Koryuken: Hitbox extended horizontally
Light/Medium/Heavy Gadoken: Hurtbox reduced to his wrist area
Haoh Gadoken: All hits connect against airborne opponents during combos
Haoh Gakoken: Damage reduced against airborne opponents (368->331)
Shissho Buraiken: Armor break effect added


DeeJay

Far standing middle punch: starts up faster (7F->6F)
Far standing hard punch: counter hit causes float more often
Crouching light kick: starts up faster (5F->4F)
Crouching middle punch: Hitbox has been increased
Crouching middle kick: Damage increase (70->80)
Crouching heavy punch: Hitbox has been increased
Knee shot: More advantageous on hit (3F hit stun added)
Air Slasher: Block damage increased (12->15)
Light Rolling Sobat: Disadvantage when opponent blocks attack decreased (-5F->-3F)
Medium Rolling Sobat: Longer hit stun on the first attack when focus cancelled (6F->7F)
EX Machine Gun Blow: Disadvantage when blocked increased (-5F->-8F)
EX Machine Gun Blow: During hit or block, can be focus cancelled
EX Machine Gun Blow: Launches opponent higher on hit
EX Machine Gun Blow: Starts up faster (12F->6F)
EX Machine Gun Blow: Throw invincible (1F~7F)
EX Machine Gun Blow: Hitbox increased on first two hits
Sobat Festival: Travels further throughout the attack


Dhalsim

Stand middle punch: Starts up faster (10F->9F)
Stand middle punch: More disadvantageous on hit and guard by 1 frame
Far standing middle kick: Now hits two times
Far standing middle kick: Damage distribution changed (60->40*30)
Far standing middle kick: Stun distribution changed (100->50*50)
Far standing hard punch: Damage increased (75->80)
Far standing hard punch: Hit advantage increased (0F->1F)
4+Light kick: damage increased (30->40)
4+Middle kick: Hit and Guard pushback decreased
4+Heavy kick: Damage increased (90->100)
Light Yoga Blast: Hurtbox reduced
Middle Yoga Blast: Starts up faster (15F->14F)
EX Yoga Blast: Damage increase (90*50->90*60)
EX Yoga Blast: Hits from further away
EX Yoga Blast: Quick standable
EX Yoga Flame: Damage increase (50*70->70*70)
EX Yoga Flame: Hits from further away
Yoga Shangri-La: Hits from further away
Yoga Shangri-La: Command has been changed (236×2+PPP->236×2+KKK)
Yoga Catastrophe: Not possible to perform if a Yoga fire is on screen


Dudley

Standing hard punch: Hitbox extended downward
Standing hard kick: counter hit pushes the opponent back less
Crouching light punch: hits from further out
Crouching light punch: the ability to chain crouching light punch into standing 6+light punch has been removed
Crouching middle kick: starts up faster (8F->7F)
6+Middle kick: hits from further out
6+Heavy punch: opponents are knocked down when hit out the air
Target Combos: damage increased for all combos (by 10)
Target Combo 1: block damage from second hit has been removed
Rose: Causes damage (0->1)
Rose: Advantage on hit increased (6F->13F)
Light machine gun blow: Disadvantage when block reduced (-2F->-1F)
Heavy machine gun blow: Pushback on hit reduced
Light/Medium/Heavy Shortswing Blow: Throw invincible throughout attack
EX Shortswing Blow: Throw invincible until first hit


E.Honda

Close standing hard punch: Hitbox increased vertically
Far standing hard punch: Damage increased from max range (80->90)
Far standing hard kick: Disadvantage when opponent guards reduced (7F->6F)
Far standing hard kick: Hitbox increased in front
Forward/Backward jump middle punch: Hurtbox reduced
Forward/Backward jump middle kick: Attack is active longer (increased by 1F)
EX Sumo Headbutt: Pushback on block reduced
EX Hundred Hands: Advantage after hit increased (4F->5F)
EX Command Grab: Throw invincible on start (1F~5F)
Ultimate Killer Head Ram: Start up increased (8F->10F)
Orochi Breaker: Starts up faster after the flash (2F->1F)
Orochi Breaker: Grabs from further (1.16->1.4)
Orochi Breaker: Command change (63241×2+PPP->720+PPP)


El Fuerte

Standing light punch: hitbox extended downwards
Close / Far standing light kick: Starts up faster (5F->3F)
Close / Far standing light kick: No longer able to special cancel
Close standing middle kick: Starts up faster (14F->11F)
Close standing middle kick: Recovers faster (14F->13F)
Far standing middle kick: Recovers faster (15F->14F)
Close standing hard kick: Starts up faster (12F->10F)
EX Guacamole Leg Grab: Recovers faster (10F->6F)
Levels 1/2/3 and EX Quesadilla Bomb: Start up faster (17F->14F)
Levels 1/2/3 and EX Quesadilla Bomb: Recovers faster (18F->14F)
EX Quesadilla Bomb: Throw invincible when it starts up (1F~7F)
Fajita Buster: Damage increased (150->180)
Tostada Press: Attack is active for longer (7F->8F)
Gordita Sobat: Recovers faster (18F->17F)


Evil Ryu

Vitality: Life increased (900->950)
Crouching middle kick: Stun on guard increased (1F)
Crouching hard kick: Starts up faster (7F->6F)
Target Combo: Can be performed off of far standing middle punch
6+Middle Kick: Hitbox extended to hit crouching opponents
Heavy Axe Kick: Starts up faster (26F->25F)
Light/Medium/Heavy Shoryuken: More disadvantageous when dashing forward after a focus cancel (-5F)


Fei Long

Crouching light kick: Starts up slower (3F->4F)
Crouching light kick: Ability to rapid fire the attack has been removed
Crouching middle punch: Damage increase (55->65)
Light Rekka: Distance traveled on first punch reduced
Light/Medium/Heavy Rekka: Hit advantage on second hit reduced (reduced by 2F)
Shienkyaku: Removed accidental input command (464+K)
Light/Medium/Heavy Tenshin: Does one point of damage
EX Tenshin: Starts up faster (12F->10F)
Rekkashin Geki: 3rd hit of the non animation version knocks the opponent higher so the final hit connects in combos against airborne opponents
Light/Medium/Heavy Shienkyaku: More disadvantageous when dashing forward after a focus attack cancel (-5F)


Gen

Fixed issue where Gen has 1 frame more invincibility on neutral wake up
Stun Vitality: Increased from 900->950
Normal/Red/EX/EX Red Focus attack: Hitbox has been reduced into his wrist area

[Mantis]

Stand heavy punch: Stun damage distribution changed (100*100->150*50)
Light/Medium/Heavy Hundred Hands: Hitbox has been extended to hit further out
Light/Medium/Heavy Hundred Hands: Frame advantage on hit reduced (reduced by 1F)
Light/Medium/EX Hundred Hands: Pushback on hit and guard reduced
Heavy Gekiro: Causes soft knockdown
Heavy Gekiro: Timing is now switched with the EX version from AE 2012
EX Gekiro: Causes hard knockdown
EX Gekiro: Timing is now switched with the Heavy version from AE 2012
****nketsu: 600 stun when this attack connects with a full Ultra bar
****nketsu: Hitbox extended outward to hit from further

[Crane]

Crouching light punch: Advantage on hit increased (3F->5F)
Crouching heavy punch: If the opponent is hit with a counter hit, they float higher
Crouching heavy kick: Recovery reduced (29F->24F)
Forward/back jump hard punch: Hurtbox increased to make it easier for the opponent to anti-air
Forward/back jump hard kick: Hurtbox increased to make it easier for the opponent to anti-air
Light/Medium Jyasen: Guard disadvantage after block decreased (-3F->0F)
Light/Medium/Heavy/EX Jyasen: Damage on last hit increased (increased by 10)
Oga: Hitbox on his foot has been reduced


Gouken

Far standing light kick: now is Special, Super, Focus, cancellable
Crouching light punch: Starts up faster (4F->3F)
Crouching medium punch: Advantage on hit increased (1F->3F)
Kongoshin: Removed accidental input command (646+P)
Hyakki Gosai: Stun decreased (200->160)
Light Senkugoshoha: Travels forward further
EX Tatsumaki Gorasen: Starts up faster (7F->5F)
EX Tatsumaki Gorasen: Invincibility reduced (1F~8F->1F~6F)
EX Tatsumaki Gorasen: Hitbox increased to hit opponents crouching and further out


Guile

General: Hurtbox sizes have been readjusted when Guile is getting up from the ground
Airthrow: Range has been increased
Crouching light punch: Advantage on hit increased (4F->5F)
Crouching middle kick: Both hitbox and hurtboxes have been extended
Reverse Spin Kick: Hitbox extended downward to hit crouching opponents more consistently
Light/Middle/Heavy/EX Flash Kick: Invincibility increased (1F for all versions)
Sonic Hurricane: Damage increased (300->330)
Somersault Explosion: Starts up faster (7F->5F)
Somersault Explosion: Damage decreased (510->450)
Somersault Explosion: Tracks which side the opponent is on upon start up
Somersault Explosion: The second somersault’s start up has been reduced to connect against airborne opponents more consistently
Somersault Explosion: Invincibility has been reduced (1F~10F->1F~6F)


Guy

Movement: Guy walks faster
Far standing light kick: Hitbox increased around foot to increase anti-air capabilities
Far stand hard kick: Attack is active for longer (3F->5F)
Far stand hard kick: Hitbox increased around foot to increase anti-air capabilities
Crouching middle punch: Hitbox adjusted to reduce anti-air capabilities
Elbow Drop: Hitbox extended downward to hit crouching opponents more consistently
Ninja Sickle: Starts up faster (11F->9F)
Target Combo: HItbox has been increased on the 2nd attack to hit opponents more consistently
Heavy Hozanto: Starts up faster (30F->28F)
Sudden Stop: Recovers faster (17F->16F)
Neck Flip: Hitbox increased to hit smaller characters more consistently
EX Neck Flip: Causes knock down when opponent is hit out of the air
EX Bushin Senpukyaku: Hitbox has been increased to hit smaller characters more consistently
Bushin Goraisenpujin: Travels further on the second hit


Hakan

Standing hard punch: Hitbox increased above his head to increase anti-air capabilities
Crouching light kick: Recovers faster (9F->8F)
Crouching middle punch: Can special cancel, super cancel, ex cancel, focus cancel out of this attack
Jumping middle kick: Hitbox increased to cross up much more consistently
6+Middle Punch: Disadvantage after block reduced (-5F->-4F)
6+Middle Punch: Disadvantage after hit reduced (-2->0)
Airthrow: Damage increased (140->150)
Light/Medium/Hard Oil Rocket (unoiled): Throw distance increased (0.97->1.05)
EX Oil Rocket (unoiled): Throw distance increased (0.97->1.2)


Ibuki

Guard: El Fuerte bug that resulted her in not being able to block his 6+MK has been fixed
Crouching light punch: Start up increased (4F->3F)
Target Combo 4: Hitbox extended downward on second hit to hit crouching opponents more consistently
Hammer Kick: Hitbox extended downward to hit crouching opponents more consistently
Hammer Kick: Advantage on block reduced (3F->2F)
Backhand Punch: Second hit can be focus canceled with specials, high jump, focus attacks, red focus attacks
Tsujigoe: Recovery removed
Light, Medium, Heavy, EX Tsumuji: Hitbox extended downward to hit crouching opponents better
Medium Tsumuji: Recovery increased (3F->4F)
EX Kazegiri: Invincibility increased (6F->7F)
EX Kazegiri: Hitbox increased to hit airborne character more consistently (on frames 2~3)


Juri

Close standing light punch: Hitbox increased to hit crouching opponents more consistently
Close standing medium punch: Feng Shui version has been adjusted to match non Feng Shui version
Close standing middle kick: Feng Shui version has been adjusted to match non Feng Shui version
Far standing middle punch: Can cancel into special moves
Far standing light kick: Start up reduced (5F->4F)
Far Hard Kick: Feng Shui version has been adjusted to match non Feng Shui version
Crouching middle kick: Starts up faster (6F->5F)
Crouching middle kick: Reduced recovery (17F->16F)
Kasatsuchi (counter): Takes white damage when opponent’s attack is countered
Light, Medium, Heavy Shikusen: Cannot be performed when jumping backwards
Shikusen: 2nd and 3rd attack hitboxes have been adjusted to hit more consistently
EX Shikusen: Follow up attacks only come out if K button are pressed
EX Shikusen: Attack trajectory effected by which two buttons are pressed to perform the attack (LK+MK = close, MK+HK = Middle, LK+HK = far)
EX Fuhaijin: MK+HK version can now hit crouching opponents
EX Fuhaijin: LK+HK version damage has been increased (50*50->60*60)
EX Senpusha: Invincibility increased (1F~6F->1F~7F)
EX Senpusha: Disadvantage after guard increased (-14F->-15F)
Feng Shui Engine: Invincibility on start up reduced (4F->2F)
Kaisen Dankairaku: Hitbox has been extended horizontally and vertically to increase ability to hit the opponent from further out


Ken

Movement: Walkspeed has been increased
Close standing medium kick: Hitbox has been adjusted downward to hit crouching opponents more consistently
Crouching heavy kick: Starts up faster (8F->7F)
Thunder Kick: Disadvantage after hit reduced (-1F->0)
Light, Medium, Heavy Hadouken: Damage increased (60->70)
EX Hadouken: Damage increased (50*40->50*50)
Medium Shoryuken: The first hit now launches the opponent
Heavy Shoryuken: Can only focus cancel the attack on the first hit when blocked and first or second hit when it hits
EX Air Tatsumaki: Trajectory changed when used on the way up
Shinryuken: Damage increased (330->390) for the non animation version
Guren Senpukyaku: Forward movement during the first frames of the attack increased
Light/Medium/Heavy Shoryuken: Disadvantage on guard after a focus dash cancel forward increased (-5F on block)


Makoto

Forward throw: Throw range increased (0.9->0.95)
Back throw: Throw range decreased (0.9->0.85)
Standing hard punch: Hit stun increased on crouching opponents to match hit stun on standing opponents
Crouching heavy kick: Stun damage increased (100->200)
Jumping middle kick: Hitbox increased to increase cross up ability
Light/Medium/Heavy Karakusa: increased recovery when it misses (4 frames added)
EX Fukiage: Can now hit standing opponents
EX Fukiage: Now jump cancellable
EX Fukiage: Damage decreased (120->80)
EX Fukiage: Stun damage decreased (200->100)
Light Tsurugi: Disadvantage after block increased (increased by 1F)
Medium Tsurugi: Disadvantage after block increased (increased by 1F)
Seichusen Godzansuki: Damage decreased (480->440)
Abare Tosanami: Projectile invincibility added


M.Bison

Stand middle punch: Starts up faster (8F->6F)
Stand middle punch: Now special, super, ex focus attack cancellable
Crouching heavy punch: Starts up faster (12F->10F)
Hell Attack: Follow up attacks now combo once this connects
Bison Teleport: Recovery increased (42F->47F)
Light Knee Press: Disadvantage on block increased (0F->-1F)
Light Knee Press: Damage increased (60*30->60*40)
Medium Knee Press: Damage increased (60*50->60*60)
Heavy Knee Press: Damage increased (70*60->70*70)
EX Knee Press: Damage increased (70*70->70*80)
EX Knee Press: Projectile invincibility extended (1F~12F->1F~19F)
Head Press: Starts up faster (22F->20F)
EX Devil’s Reverse: Comes down from the sky faster
Light/Medium/Heavy Psycho Crusher: Will hit opponents who are in a float state
EX Psycho Crusher: Damage reduced (75*75->75*60)
Psycho Punisher: Damage reduced (450->420)
Psycho Punisher: Charge time reduced (55F->40F)


Oni

Crouching heavy kick: Starts up faster (9F->8F)
Crouching heavy kick: recovers faster (24F->23F)
6+MK: Attack comes out faster. (Startup changed 13F->11F)
Focus attack: Hitbox extended to the tip of his fingers
Light Gouhadou: recovers faster (54F->52F)
Medium Gouhadou: recovers faster (61F->59F)
Heavy Gouhadou: recovers faster (69F->67F)
Light Sekisei: Disadvantage after block reduced (-7F->-6F)
Medium Sekisei: Disadvantage after block reduced (-6F->-4F)
Medium Sekisei: Removed invincibility frame
Light/Medium/Heavy/EX Goushoryu: Focus attack cancel possible on first or second hit when opponent is hit
Light/Medium/Heavy/EX Goushoryu: Focus attack cancel possible on first hit when opponent blocks
Heavy Goushoryu: Full and hit invincibility reduced (1F~8F->1~5F and 9~10F->6~7F)
Light Rankan: Damage reduced (120->110)
Light Rankan: Stun reduced (150->130)
EX Rankan: Disadvantage after block reduced (-10F->-9F)
Heavy and EX Rankan: Hurtbox before the attack becomes active has been shrunk
Meido Gohadou: Damage increased on non animation version (350->375)
Meido Gohadou (ground): Starts up faster (11F->9F)
Meido Gohadou (air): Starts up faster (14F->11F)
Tenchi Sokaigen: command change (41236×2+PPP->63214×2+PPP)
Light/Medium/Heavy Goshoryu: Disadvantage on guard after a focus dash cancel forward increased (-5F on block)


Rose

Movement: Forward dash recovery reduced (21F->20F)
Close middle kick: Hitbox extended downward to hit crouching opponents more consistently
Crouching light punch: Damage increased (20->30)
Crouching light kick: Damage increased (30->40)
Crouching middle punch: Damage increased (60->70)
Light Soul Spiral: Forward movement increased
Light/Medium/Heavy Soul Spiral: Damage increased (100->110)
EX Soul Spiral: Damage increased (120->130)
EX Soul Spiral: Stun damage increased (100->200)
EX Soul Spiral: Hit invincibility increased (11F->13F)
EX Soul Spiral: Can now be thrown
Medium Soul Spark: Recovers faster (22F->20F)
Heavy Soul Spark: Recovers faster (29F->27F)
Illusion Spark: Starts up faster (12F->10F)
Soul Satellite: Command change (214×2+PPP->214×2+KKK)
Soul Satellite: Recovery increased (2F->4F)


Rufus

Forward Throw: Damage reduced (150->135)
Far standing middle punch: Now special, super, ex focus/red focus cancellable
Far standing middle kick: active longer (1F->2F)
Target Combo: Disadvantage on block increased (-5F->-8F)
EX Messiah Kick: Second hit adjusted to hit crouching opponents more consistently
EX Messiah Kick: Invincibility reduced (16F->13F)
Light Messiah Kick: Can hit opponents in float state
Messiah Kick Medium follow up: Recovery increased (19F->22F)
Messiah Kick Heavy follow up: Recovery increased (17F->19F)
Spectacle Romance: Hitbox on the 2nd attack expanded
Space Opera Symphony: Damage reduced (460->420)
Big Bang Typhoon: Damage reduced (420->360)
Big Bang Typhoon: Ultra locks on to airborne opponents resulting in full hits


Ryu

Crouching medium kick: Decreased disadvantage on block (-3F->-2F)
Jump forward/back middle punch: Can be cancelled into an air Tatsumaki
Air Tatsumaki: Will always combo after jumping medium punch
EX Air Tatsumaki: Hitbox and vacuum effect adjusted to increase consistency
Light/Medium Shoryuken: Disadvantage after focus cancel forward dash on block increased (-5F on block)
Shin Shoryuken: Invincibility increased (8F->9F)
Shin Shoryuken: Plays full animation if connected after an EX Shoryuken FADC cancel


Sagat

Close standing light kick: 2nd hit is special, ex focus/red focus, super cancellable
Tiger Knee: First hit causes crouching opponents to stand when it hits
EX Tiger Knee: Disadvantage on guard reduced (-1F->0F)
Tiger Destruction: No longer switches sides when performed in the corner
Tiger Destruction: Distance traveled decreased
Tiger Destruction: Damage decreased against airborne opponents (395->340)
Tiger Cannon: Hits opponents more times when used in a combo against airborne opponents
Tiger Cannon: Damage reduced against airborne opponents (384->309)
Light/Medium/Heavy Tiger Uppercut: Disadvantage on block after focus cancel dash forward increased (-5 on block). Angry scar version also affected


Sakura

Far standing middle punch: Hitbox extended at the tip of her fist
Forward/backward jumping hard punch: Hurtbox extended under her hands so that opponents can anti-air her more consistently
Light/Medium/Heavy/EX Shunpukyaku: Trajectory of the attack changed when used on the way up
EX Shunpukyaku: Advantage after guard decreased (+4->+2)
EX Shunpukyaku: Hitbox has been increased to hit crouching opponents more consistently
Shououken (all versions): Hitbox extended to hit from further away
EX Sakura Otoshi: Starts up faster (14F->11F)
Shinkuu Hadoken: Hitbox behind her has been reduced


Seth

Wall Jump: Distance travelled reduced slightly
Far standing hard punch: Disadvantage on hit reduced (11F->-5F)
Far standing hard punch: Disadvantage on guard reduced (-15F->8F)
Forward/backward jumping middle kick: crosses opponents up
Forward/backward heavy kick: no longer cross opponents up
Yosokyaku: Attack is active longer 3F->4F
Dive Kick: Hurt box increased slightly
Medium Hundred Kicks: Stun reduced (150->100)
Heavy Hundred Kicks: Stun reduced (200->150)
Light/Medium/Heavy/EX Piledriver: Stun reduced (200->150)
Light Shoryuken: Cannot focus cancel after the first hit if the opponent blocks the attack
Medium/Heavy Shoryuken: Invincibility reduced (7F->5F)
Medium/Heavy Shoryuken: Cannot focus cancel after the first hit if the opponent blocks the attack
Light/Medium/Heavy Shoryuken: : Disadvantage on guard after a focus dash cancel forward increased (-5F on block)
Light/ Medium/ Heavy Tandem Engine: Can no longer be cancelled into from regular attacks
Tandem Stream: Recovers faster (66F->55F)
Tandem Typhoon: Can connect more hits against airborne opponents in a combo
Tandem Typhoon: Disadvantage after blocking reduced (89->70F)


T.Hawk

Movement: T.Hawk walks faster
Close standing middle punch: Pushback on hit and guard reduced
Far standing hard kick: Hurtbox on his leg has been increased
Far standing hard kick: Disadvantage on guard reduced (-7F->-5F)
Crouching middle kick: Special, super, ex focus/ex red focus cancellable
Thrust Peak: Command changed (3+LP->4+LP)
Condor Spire: Command changed (421+P->623+K)
Light Condor Spire: Disadvantage on hit reduced (-5F->-2F)
Light Condor Spire: Starts up faster (20F->11F)
Medium Condor Spire: Starts up faster (20F->14F)
EX Condor Spire: Travels further distance
Light Tomahawk Buster: Starts up faster (5F->4F)
EX Tomahawk Buster: Can be focus cancelled
Light Mexican Typhoon: Throw range increased (1.5->1.55)
Raging Slash: Command change (63214×2+PPP->63214×2+KKK)
Raging Slash: Hitbox above his head has been increased


Vega

Mask pick up: Mask must be picked up with 2+PP
Crouching heavy punch: Attack is active longer (2F->4F)
EX Rolling Crystal Flash: Advantage on hit reduced (4F->2F)
Bloody High Claw: Hitbox extended on the top of the attack
Splendid Claw: Starts up faster (8F->7F)
Super Barcelona Drop: Hits on the way up
Super Barcelona Drop: Damage has been reduced (100*100*200->100*100*100)
Super Barcelona Drop: Gauge is lost when the super is inputted


Yang

Movement: Yang walks faster
Close/Far standing light kick: Starts up faster (5F->4F)
Close stand middle kick: Hitbox increased to hit crouching opponents more consistently
Far stand middle punch: Can be special, super, focus cancelled
Crouching light kick: damage increased (20->30)
Forward/back jumping middle kick: crosses up more consistently
Light/Medium Mantis Slash: Damage increased on third hit (60->65)
Heavy Mantis Slash: Damage increased on third hit (60->70)
Light Kick Senkyutai: Hitstop increased on first hit only (8F->12F)
Light /Medium/Heavy/EX Command grab: Does one point of damage
Tenshin Senkyutai: Starts up faster (7F->6F)


Yun

Crouching middle punch: damage increased (50->60)
Standing middle punch: damage increased (50->60)
Light/Medium/Heavy/EX Command grab: Does one point of damage
Command grab: Throw distance decreased (1.1->1.0)
EX Command grab: Throw distance decreased (1.3->1.2)
Heavy Nishikyaku: Invincibility removed


Zangief

Close standing light kick: Special, focus/red focus cancellable
Far standing middle punch: Can be hit before attack comes out
Far standing middle punch: Hurtbox extended
Far standing middle kick: Disadvantage after hit reduced (-7F->-3F)
Far standing middle kick: Disadvantage after block reduced (-10F->-7F)
Forward/back jumping heavy punch: Hurtbox increased to allow opponents ability to anti air Zangief
Light Screw Pile Driver: Throw distance decreased (1.75->1.7)
Light Banishing Flat: Disadvantage on hit reduced (-5F->-2F)
Medium/Heavy Banishing Flat: Disadvantage on block reduced (reduced by 2F)
Light/Medium/Heavy Banishing Flat: Starts up faster (each version by 2F)
EX Banishing Flat: Starts up slower (13F->16F)

zdroj: Eventhubs