usf4

SRK uveřejlnil kompletní přehled všech změn, které jsou v posledním veřejně prezentovaném buildu USF4 (tento build byl poprvé předvedený na Capcom Cupu); při tom sleduje jak všechny změny proti aktuálním SSF4AEv2012, tak i proti minulému USF4 buildu.

Seznam změn vám tu přinášíme v původní, anglické verzi.

Abel

  • Close Standing HP first hit hitbox greatly expanded downward
  • Far Standing HK start-up reduced from 14F to 13F; active frames increased from 2F to 3F;hurtbox added to attacking foot on the 1st attack frame
  • EX Falling Sky active frames increased from 2F to 3F; upper-body invincibility increased from 6–7F to 6–8F
  • Heartless (Super Combo) active frames increased by 2F
  • Soulless (UC1) pushbox greatly expanded upward, easier to connect from Crouching HP in the corner

Adon

  • Close Standing HK hitbox slightly expanded forward and upward
  • Far Standing HK changed from 2 hits to 1 hit, damage changed from 40*80 to 120
  • Jaguar Crunch (6+MP) frame advantage against standing opponents reduced from +4 to +3
  • L and M Jaguar Kick damage reduced from 140 to 130
  • H Jaguar Kick damage reduced from 130 to 120
  • All versions of Air Jaguar Kick chip reduced to half
  • EX Air Jaguar Kick 1st hit active frames 2F and later now overhead
  • L Rising Jaguar Kick 2nd hit on grounded opponents floats higher upward and slightly more forward, easier to follow in the corner
  • Jaguar Revolver (UC1) forward movement from 2nd hit and after slightly shortened, easier to connect on close opponents; damage reduced from 510 to 480

Akuma

  • Close Standing MK now forces stand on hit; start-up reduced from 5F to 4F; hitbox expanded downward
  • 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
  • M Goshoryuken 2nd hit can no longer be EX Focus-cancelled on hit
  • H Goshoryuken 2nd and 3rd hit can no longer be EX Focus-cancelled on block; invincibility time reduced from 6F to 5F
  • L, M and H Hyakkishu now has EX Zanku Hadoken follow-up

Balrog

  • L Dash Straight changed from -2 to -1 on hit, from -3 to -1 on block
  • L Dash Swing Blow charge time reduced from 55F to 44F 35F; stun reduced from 80 to 70; changed from +10 to ±0 on hit, from -5 to -2 on block
  • M Dash Swing Blow charge time reduced from 55F to 50F 4oF; changed from +10 to +2 on hit, from -7 to -6 -3 on block
  • Turn Punch charge from Level 2–5 is ~2 second per level, later levels rise at ~4 second per level
  • Violent Buffalo (UC1) last hit changes to a straight when holding P, uppercut when holding K;4th and 5th hits no longer unconnect during combos
  • Dirty Bull (UC2) input command changed from 63214×2+PPP to 720+PPP; recovery reduced from 58F to 48F; throw range extended from 1.09 to 1.3; damage reduced from 399 to 120

Blanka

  • Forward Dash total frames reduced from 21F to 20F
  • Close Standing MK now airborne from 3F
  • Crouching MK pushback on guard and hit increased; changed from +4 to +5 on hit
  • 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

C.Viper

  • Close Standing HP damage increased from 90 to 100
  • Far Standing HP damage increased from 90 to 100
  • Far Standing HK hurtbox slightly reduced
  • Crouching MK hitbox slightly expanded forward
  • Level 1 Focus Attack start-up reduced from 26F to 23F
  • Level 2 Focus Attack start-up reduced from 17F to 13F after button release
  • Level 3 Focus Attack start-up reduced from 70F to 68F
  • L Thunder Knuckle hitbox slightly expanded
  • M Thunder Knuckle now +4 after EX Focus-cancel → Forward Dash on hit; bug where M Thunder Knuckle → EX Level 2 Focus → Forward Dash would not work fixed; cannot be EX Red Focus-cancelled on hit
  • H Thunder Knuckle cancel recovery increased from 6F to 7F
  • Emergency Combination (Super Combo) damage increased from 330 to 350
  • Burst Time (UC1) smoke visual effects reduced
  • Burning Dance (UC2) start-up reduced from 10F to 9F, height restriction removed

Cammy

  • Close Standing HP damage reduced from 85 to 80 75; stun reduced from 150 to 120
  • Far Standing HP 1st active frame damage reduced from 80 to 70; 2nd and 3rd active frame damage reduced from 100 to 70, stun reduced from 200 to 150
  • Crouching LK start-up increased from 3F to 4F; can no longer be chain-cancelled into Crouching LK
  • Crouching HP damage reduced from 90 to 80; stun reduced from 200 to 150; changed from +7 to +6 +5 on hit
  • L, M and H Cannon Strike height restriction slightly relaxed; recovery increased from 5F to 7F9F
  • EX Cannon Strike block stun reduced by 4F
  • Hooligan Combination now has normal Cannon Strike follow-up
  • Gyro Drive Smasher (UC1) non-cinematic last hit damage reduced from 210 to 170

Chun-Li

  • Vitality increased from 900 to 950
  • Jump total frames reduced from 41F to 35F
  • Rear Spin Kick (3+LK) hitbox expanded, start-up reduced from 12F to 10F
  • Yosokyaku (Jump 2+MK) hitbox expanded downward and horizontally
  • L, M and H Spinning Bird Kick now knock down on last hit
  • 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
  • Kikosho (UC2) damage increased from 330 to 365 380; invincibility increased from 8F to 9F, covering the start of active frames

Cody

  • Back Dash distance slightly increased
  • Crouching MK changed from -6 to -2 on block, from -3 to -1 on hit
  • Crack Kick (6+HK) now airborne from 8F instead 1F
  • 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
  • Knife Throw now has armor-break properties
  • Zonk Knuckle can now be EX Focus-cancelled
  • EX Criminal Upper pushback on block reduced by half; now strike invincible until 1F before active
  • Last Dread Dust (UC2) damage reduced from 506 to 466, forward movement slightly increased

Dan

  • Far Standing LP hitbox slightly expanded upward
  • Close Standing HK input command changed to 4+HK
  • Crouching Taunt meter build increased from 0 to 40, meter build on hit reduced from 70 to 0
  • Air Taunt meter build increased from 0 to 10
  • L Dankukyaku hitbox expanded downward
  • H Koryuken 1st hit hitbox slightly expanded forward
  • Shisso Buraiken (UC1) 1st hit now has armor-break properties
  • Haoh Gadoken (UC2) now hits full on air opponents, 331 damage on air hit

Dee Jay

  • Far Standing MP start-up reduced from 7F to 6F
  • Far Standing HP late active frame hit now floats air opponents on counter-hit
  • Crouching LK start-up reduced from 5F to 4F
  • Crouching MP hitbox expanded forward
  • Crouching MK damage increased from 70 to 80
  • Crouching HP hitbox expanded forward
  • Knee Shot (2+LK during forward or back jump) hit stun increased by 3F
  • Air Slasher chip damage increased from 12 to 15
  • L Double Rolling Sobat changed from -5 to -3 on block
  • M Double Rolling Sobat 1st hit hit stun increased by 1F, changed from +6 to +7 on hit after EX Focus-cancel → Forward Dash
  • EX Machine Gun Upper changed from -5 to -8 on block, -9 to -12 on block with mash; can be EX Focus-cancelled on hit or block, with or without mash; 1st hit hitbox slightly expanded forward; floats the opponent higher on hit, with or without mash
  • Sobat Festival (UC1) forward movement increased

Dhalsim

  • Standing MP start-up reduced from 10F to 9F; hit and block stun reduced by 1F
  • Standing HP damage increased from 75 to 80; changed from ±0 to +1 on hit
  • Standing MK changed two hits, damage 40*30, stun 100*100
  • 4+LK damage increased from 30 to 40
  • 4+MK pushback on hit and block reduced
  • 4+HK damage increased from 90 to 100
  • L Yoga Blast hurtbox reduced
  • M Yoga Blast start-up reduced from 15F to 14F
  • EX Yoga Blast damage increased from 90*50 to 90*60; causes soft knockdown instead of hard knockdown on hit; hitbox slightly expanded forward
  • EX Yoga Flame damage increased from 50*70 to 70*70; hitbox slightly expanded horizontally
  • Yoga Shangri-La (UC2) throw range slightly increased

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, except when Crouching LP itself is chained into
  • 6+HP knocks down on air hit
  • Crouching MK start-up reduced from 8F to 7F
  • Kidney Blow (6+MK) hitbox slightly expanded forward
  • All Target Combo damage increased by 10
  • Target Combo 1 (6+LP → MP) 2nd hit chip damage on block removed
  • Victory Rose (2+HP+HK) damage increased from 0 to 1; changed from +6 to +13 on hit
  • L Machinegun Blow changed from -2 to -1 on block
  • 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

E.Honda

  • Close Standing HP hitbox expanded upward
  • Far Standing HP tip damage increased from 80 to 90
  • Far standing HK changed from -7 to -6 on block; hitbox slightly expanded forward
  • Diagonal Jump MP hurtbox slightly reduced
  • Diagonal Jump MK active frames extended by 1F
  • EX Sumo Headbutt pushback on block reduced
  • EX Oicho Throw now completely invincible from 1–5F
  • EX Hundred Hand Slap changed from +4 to +5 on hit
  • Super Killer Head Ram (Super Combo) start-up reduced from 11F to 8F
  • Orochi Breaker (UC2) start-up reduced from 2F to 1F; throw range increased from 1.16 to 1.4; input command changed to 720+PPP

El Fuerte

  • Close Standing LP hitbox expanded downward
  • Far Standing LK start-up reduced from 5F to 3F; can no longer be cancelled
  • Close Standing MK start-up reduced from 14F to 11F; recovery reduced from 14F to 13F
  • Far Standing MK recovery reduced from 15F to 14F
  • Close Standing HK start-up reduced from 12F to 10F
  • M Guacamole Leg Throw invincibility time increased from 1–5F to 1–10F
  • H Guacamole Leg Throw invincibility time increased from 1–7F to 1–16F
  • EX Guacamole Leg Throw recovery reduced from 10F to 6F; now hits grounded opponents
  • Lv1, Lv2, Lv3 and EX Quesadilla Bomb start-up reduced from 17F to 14F, recovery reduced from 18F to 14F
  • EX Quesadilla Bomb throw invincible from 1–7F
  • Fajita Buster damage increased from 150 to 180
  • Tostada Press active frames increased from 7F to 8F
  • Gordita Sobat recovery reduced from 18F to 17F

Elena

  • Standing MP upper-body hurtbox expanded
  • Standing LK start-up increased from 3F to 4F, hurtbox expanded to same extent as Yang’s Far Standing LK
  • Standing MK upper-body hurtbox expanded
  • Crouching LP start-up reduced from 4F to 3F
  • Crouching MP hitbox expanded forward
  • Crouching HP active frames increased from 2F to 3F
  • Crouching MK upper-body hurtbox expanded
  • Crouching HK hurtbox greatly expanded upward
  • Jump HP hitbox size reduced
  • Round Step command changed from Standing HP → 4+HK to Standing HP → HK; 2nd hit wind visual effect removed
  • Handstand Kick (6+MP) damage reduced from 80 to 70
  • Handstand Whip (6+MK) damage reduced from 60 to 50
  • Slide (3+HK) active frames reduced from 14F to 13F
  • All versions of Lynx Tail pushback on hit reduced, easier to use in combos
  • L Lynx Tail damage reduced from 90 to 60; changed from -4 to -9 on block
  • M Lynx Tail changed from -7 to -9 on block
  • H Lynx Tail changed from -9 to -13 on block
  • L Mallet Smash start-up increased from 20F to 21F; changed from -1 to ±0 on hit, from -11 to -5 on block
  • M Mallet Smash start-up increased from 23F to 25F; changed from ±0 to +3 on hit, from -10 to -3 on block
  • H Mallet Smash start-up increased from 25F to 27F; changed from +3 to +6 on hit, from -7 to ±0 on block
  • All versions of Rhino Horn no longer hit crouching opponents; hitbox itself expanded downward, at close range if the 1st hit connects does 3 hits total
  • L Rhino Horn changed from -10 to -6 on block
  • M Rhino Horn changed from -13 to -5 on block
  • H Rhino Horn changed from -15 to -3 on block
  • EX Rhino Horn follow-up capability improved, easier to use in air combos; recovery reduced from 22F to 19F
  • H Scratch Wheel now considered grounded until the 1st frame of attack start-up
  • EX Scratch Wheel damage reduced from 210 to 180; stun reduced from 210 to 180; number of hits reduced from 5 to 4 hits; follow-up capability improved, easier to use in air combos
  • All versions of Spin Scythe follow-up attack now causes spinning knockdown
  • EX Spin Scythe knocks the opponent higher; like normal Spin Scythe, now has secondary input for follow-up attack
  • Spinning Beat (Super Combo) start-up reduced from 20F to 3F
  • Brave Dance (UC1) now connects all hits at the tip
  • Healing (UC2) Total frames after freeze increased from 80F to 102F; cancel timing at Revenge Gauge Max is only after 150 points of healing; Revenge Gauge Max, healing amount reduced from 525 to 345 (252 with UCW at Max)

Evil Ryu

  • Vitality increased from 900 to 950
  • Crouching MK block stun extended by 1F
  • Crouching HK start-up reduced from 7F to 6F
  • Senbukyaku (6+MK) hitbox greatly expanded downward
  • Target Combo can now be done from Far Standing MP
  • L Tatsumaki Senpukyaku movement distance slightly increased; float on hit lower
  • HK Ryusokyaku start-up reduced from 26F to 25F

Fei Long

  • Crouching LK start-up increased from 3F to 4F; can no longer be chain-cancelled into Crouching LK
  • Crouching MP damage increased from 55 to 65
  • L Rekka forward movement distance reduced
  • All versions of Tenshin now do 1 damage; take counter-hit damage during the move
  • EX Tenshin start-up reduced from 12F to 10F
  • L, M and H Rekka 2nd hit hit stun reduced by 2F
  • Shienkyaku no longer activates with 464+K input
  • Rekkashingeki (UC1) non-cinematic 3rd hit floats the opponent higher, when used in air combos the last hit now connects

Gen

  • Stun increased from 900 to 950
  • 1F invincibility time on neutral wake-up removed

Mantis Style

  • Close Standing HP stun distribution changed from 100*100 to 150*50
  • Focus Attack hitbox size reduced to position of hurtbox
  • H Gekiro causes soft knockdown instead of hard knockdown
  • EX Gekiro now causes hard knockdown
  • L, M and EX Hyakurenko pushback on hit and block slightly reduced
  • All versions of Hyakurenko hitbox slightly expanded downward; recovery increased by 1F
  • Shitenketsu (UC2) hitbox slightly expanded forward; stun increased to 600

Crane Style

  • Crouching LP changed from +3 to +5 on hit
  • Crouching HP floats the opponent higher on counter-hit, can follow with Super Combo and other moves
  • Crouching HK recovery reduced from 29F to 24F
  • Diagonal Jump HP hurtbox expanded downward
  • Diagonal Jump HK hurtbox expanded downward
  • L Jyasen changed from +3 to ±0 on block
  • All versions of Jyasen last hit damage increased by 10
  • Oga hitbox slightly reduced
  • Teiga (UC2) start-up reduced from 10F to 9F

Gouken

  • Far Standing LK now Special-, Super- and EX Focus-cancellable
  • Crouching LP start-up reduced from 4F to 3F
  • Crouching MP changed from +1 to +3 on hit
  • Kongoshin no longer activated with 464+P input
  • Hyakki Gosai stun reduced from 200 to 100 160
  • L Senkugoshoha forward movement slightly increased
  • EX Tatsumaki Gorasen hitbox expanded downward and forward; start-up reduced from 7F to 5F; invincibility time reduced from 8F to 6F

Guile

  • Hurtbox on wake-up reduced
  • Crouching LP changed from +4 to +5 on hit
  • Crouching MK hitbox and hurtbox expanded forward
  • Reverse Spin Kick (4 or 6+HK near the opponent) hitbox expanded downward
  • Air Throw range slightly increased
  • All versions of Flash Kick invincibility time extended by 1F
  • Flash Explosion (UC1) start-up reduced from 7F to 5F; invincibility time reduced from 1–10F to1–7F 1–15F; damage reduced from 510 to 450; 2nd Flash Kick start-up now slower, less likely to whiff on high air opponents on hit; during activation, if opponent is behind, corrects to face the opponent
  • Sonic Hurricane (UC2) damage increased from 300 to 330 350

Guy

  • Movement speed slightly increased
  • Far Standing LK hitbox slightly expanded upward
  • Far Standing HK active frames increased from 3F to 5F; hitbox expanded forward and upward
  • Crouching MP hitbox adjusted, no longer can be used as an anti-air
  • Ninja Sickle (3+HK) start-up reduced from 11F to 9F
  • Elbow Drop (Jump 2+MP version) hitbox expanded downward
  • Target Combo second hit expanded downward, easier to hit on crouching opponents
  • H Hozanto start-up reduced from 30F to 28F
  • Sudden Stop recovery reduced from 17F to 16F
  • Neck Flip first hit slightly expanded downward
  • EX Neck Flip now knocks down on air hit
  • EX Bushin Senpukyaku hitbox slightly expanded, easier to suck in opponent; start-up increased from 4F to 6F
  • Bushin Goraisenpujin (UC1) 2nd hit movement distance slightly increased, easier to use in combos

Hakan

  • Standing HP hitbox expanded upward
  • Crouching LK recovery reduced from 9F to 8F
  • Diagonal Jump HK hitbox expanded, easier to cross-up
  • Crouching MP without oil now Special-, Super- and EX Focus (excluding EX Red Focus)-cancellable
  • Crouching MP with oil now Special-, Super- and EX Focus (including EX Red Focus)-cancellable
  • Diagonal Jump MK hitbox slightly expanded, easier to cross-up opponent
  • Hakan Tackle (6+MP) changed from -5 to -4 on block, from -2 to ±0 on hit
  • Air Throw damage increased from 140 to 150
  • L, M and H Oil Rocket (No Oil) throw range increased from 0.97 to 1.05
  • EX Oil Rocket (No Oil) throw range increased from 0.97 to 1.2
  • UC1 (Oil Coaster) animation speed increased, reducing cinematic length
  • UC2 (Oil Combination Hold) animation speed increased, reducing cinematic length

Hugo

  • Crouching HP hitbox greatly expanded to match the visuals
  • Hammer Hook (6+HP) hitbox moved upward with the arm section
  • Leap Attack (Jump 22+MK) now airborne 2F instead of 1F; from 4F now lower-body projectile invincible; knock back on air hit changed to how Jump MK hits
  • Ultra Throw no longer activates without Back input; 1st hit no longer causes stun, 2nd hit stun increased from 100 to 150
  • Meat Squasher simple command removed, without Forward or Back input → through Down inputs → ending with Up input, will not activate
  • L Monster Lariat start-up reduced from 15F to 14F
  • M Monster Lariat start-up reduced from 19F to 14F
  • H Monster Lariat start-up reduced from 24F to 18F
  • EX Monster Lariat now has two hits of armor
  • L, M and H Shootdown Backbreaker now airborne on 4F instead of 2F
  • L Giant Palm Bomber start-up reduced from 19F to 15F
  • L, M and H Giant Palm Bomber active frames increased from 2F to 4F

Ibuki

  • Guard bug where El Fuerte’s 6+MK would cross over fixed
  • Crouching LP start-up reduced from 4F to 3F
  • Backhand Punch (HP → HP far from the opponent) now jump-cancellable
  • Hammer Kick (6+MK) hitbox expanded downward; changed from +3 to +2 on block
  • Target Combo 4 (LP → MP → HP near opponent) 2nd hit hitbox expanded downward
  • L Kunai throw angle now slightly weaker
  • L, M and H Tsujigoe recovery reduced by 6F
  • L, M and H Neck Breaker now cause soft knockdown instead of hard knockdown
  • All versions of Tsumuji hitbox slightly expanded downward
  • M Tsumuji recovery increased by 1F
  • EX Kazegiri invincibility time increased from 6F to 7F; 1st hit active frames 2–3F hitbox expanded, easier to use as an anti-air

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
  • Far Standing MP now Special-cancellable
  • Far Standing LK start-up reduced from 5F to 4F
  • Far Standing HK hitbox size during Feng Shui Engine now the same as normal version; becomes airborne on 3F instead of 6F
  • Crouching MK start-up reduced from 6F to 5F; recovery reduced from 17F to 16F
  • Diagonal Jump HP no longer causes knockdown
  • Sekku (6+MK) now airborne from 1st frame of start-up
  • EX Fuhajin (M+H) now hits grounded opponents
  • EX Fuhajin (L+H) damage increased from 50*50 to 60*60
  • Kasatushi now takes recoverable damage when absorbing attacks
  • L, M and H Shikusen no longer can be done from back jump
  • 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
  • Second Impact and Third Strike hitbox expanded, less likely to unconnect
  • EX Senpusha invincibility time increased from 1–6F to 1–7F; changed from -14F to -15F on block
  • Feng Shui Engine (UC1) invincibility time reduced from 1–4F to 1–2F; at max Revenge Gauge, active length reduced from 900F to 700F
  • Kaisen Dankairaku (UC2) hitbox slightly expanded forward

Ken

  • Movement speed slightly increased
  • Close Standing MK hitbox expanded downward, easier to connect on crouching opponents
  • Crouching HK start-up reduced from 8F to 7F
  • Forward Step Kick (6+MK) changed from -2 to -1 on block
  • Thunder Kick (6+HK) changed from -1* to ±0 on block *Originally -4 on block. Whether it means on hit (originally -1) or block is unclear.
  • L, M and H Hadoken damage increased from 60 to 70
  • EX Hadoken damage increased from 50*40 to 50*50
  • M Shoryuken 1st hit now knocks down
  • H Shoryuken damage increased from 70*40*30 to 70*50*30
  • EX Air Tatsumaki Senpukyaku trajectory on activation changed
  • Shinryuken (UC1) non-cinematic damage increased by 30
  • Guren Senpukyaku (UC2) movement distance of first several frames slightly increased

M.Bison

  • Far Standing MP start-up reduced from 8F to 6F; now Special-, Super- and EX Focus-cancellable
  • Crouching LP start-up reduced from 4F to 3F
  • Crouching HP start-up reduced from 12F to 10F
  • Hell Attack (MP after Jump MP) now has the same hit effect as Jump MP, when Hell Attack only hits can follow-up with normal attacks
  • Bison Warp total frames increased from 42F to 47F
  • L, M and H Psycho Crusher leg hitbox can now be used as a follow-up in air combos
  • EX Psycho Crusher damage reduced from 75*75 to 75*60
  • L Double Knee Press changed from ±0 to -1 on block; damage increased from 60*30 to 60*40
  • M Double Knee Press damage increased from 60*50 to 60*60
  • H Double Knee Press damage increased from 70*60 to 70*70
  • EX Double Knee Press damage increased from 70*70 to 70*80; projectile invincibility increased from 12F to 19F
  • L, M and H Head Press start-up reduced from 22F to 20F
  • Devil Reverse movement speed slightly increased
  • Psycho Punisher (UC2) damage reduced from 450 to 420; charge time reduced from 55F to 42F4oF

Makoto

  • Standing HP hit stun increased by 1F on crouching opponents (now matches the hit stun time when used against standing opponents)
  • Crouching HK stun increased from 100 to 200
  • Jump MK hitbox slightly expanded, easier to cross-up
  • Forward/Neutral Throw range increased from 0.9 to 0.95
  • Back Throw range decreased from 0.9 to 0.85
  • L, M, H Karakusa recovery on whiff increased by 4F
  • All versions of Karakusa take counter-hit damage during the move
  • EX Fukiage now hits grounded opponents, jump-cancellable on hit or block; damage reduced from 120 to 80; stun reduced from 200 to 100
  • L and M Tsurugi block stun increased by 1F; at lowest height L Tsurugi is ±0 on block, M Tsurugi is -2 on block
  • Seichusen Godanzuki (UC1) damage decreased from 480 to 440
  • Abare Tosanami (UC2) after the freeze now fully projectile invincible until landing

Oni

  • 6+MK start-up reduced from 13F to 11F
  • Crouching HK start-up reduced from 9F to 8F; recovery reduced from 24F to 23F 20F
  • Focus Attack hitbox expanded forward
  • All versions of Goshoryuken can now be EX Focus-cancelled on the 1st hit; without lock, EX Focus-cancellable with the exception of the 2nd hit on hit
  • H Goshoryuken complete invincibility reduced from 1–8F to 1–5F, strike invincibility changed from 9–10F to 6–7F
  • EX Goshoryuken 3rd hit EX Focus-cancellable on hit
  • L Rakan Dantojin damage reduced from 120 to 110; stun reduced from 150 to 130
  • H Rakan Dantojin changed from -8 to -6 on block
  • EX Rakan Dantojin changed from -10 to -9 -8 on block
  • L Sekisei Jiraiken changed from -7 to -6 -5 on block
  • M Sekisei Jiraiken changed from -6 to -4 on block; 1F invincibility removed
  • L Gorai Hadoken total frames reduced from 54F to 52F
  • M Gorai Hadoken total frames reduced from 61F to 59F
  • H Gorai Hadoken total frames reduced from 69F to 67F
  • Meido Gohado (Anti-ground UC1) non-cinematic damage increased from 350 to 375; start-up reduced from 11F to 9F
  • Meido Gozanku (Air UC1) start-up reduced from 14F to 11F
  • Tenchi Sokaigen (UC2) command changed from 41236 x2+PPP to 63214 x2+PPP

Poison

  • Hurtbox slightly expanded
  • Crouching HP 2nd and 3rd active frames now cancellable
  • L Aeolus Edge damage increased from 50 to 70 (matches H Aeolus Edge); now reaches opponent at the edge of the screen
  • M Aeolus Edge damage increased from 60 to 70 (matches H Aeolus Edge)
  • All versions of Whip of Love hitbox slightly expanded downward
  • L, M and H Whip of Love 1st and 2nd hits now Super-cancellable
  • EX Whip of Love 4th hit now floats the opponent higher; now jump-cancellable, on hit only
  • Kissed By A Goddess now Focus-cancellable
  • All Jump attacks can now be used as follow-ups

Rolento

  • Hurtbox size expanded
  • Close and Far Standing MP now cause air reset on counter-hit (originally causes knockdown allowing for follows)
  • Crouching MP changed from +7 to +6 on block
  • EX Patriot Circle changed from -6 to -7 on block; damage reduced from 120 to 70
  • Patriot Sweeper (UC1) start-up increased from 6F to 7F

Rose

  • Forward Dash total frames reduced from 21F to 20F
  • Close Standing MK hitbox slightly expanded downward
  • Crouching LP damage increased from 20 to 30
  • Crouching LK damage increased from 30 to 40
  • Crouching MP damage increased from 60 to 70
  • L Soul Spiral forward movement distance slightly increased
  • L, M and H Soul Spiral damage increased from 100 to 110
  • EX Soul Spiral damage increased from 120 to 130; stun increased from 100 to 200; invincibility time increased from 11F to 13F, throw invincibility removed
  • M Soul Spark start-up reduced from 22F to 20F
  • H Soul Spark start-up reduced from 29F to 27F
  • Illusion Spark (UC1) start-up reduced from 12F to 10F
  • Soul Satellite (UC1) command input changed to 214214+KKK; recovery increased from 2F to 4F

Rufus

  • Forward/Neutral Throw damage reduced from 150 to 135
  • Far Standing MP now cancellable
  • Target Combo (LK → HK near the opponent) 2nd changed from -5 to -8 on block
  • Neutral/Forward Jump Falcon Kick recovery increased by 1F
  • Messiah Kick LK now has improved follow-up capability
  • Messiah Kick MK follow-up recovery increased from 19F to 22F
  • Messiah Kick HK follow-up recovery increased from 17F to 19F
  • EX Messiah Kick less likely to cross over even when hitting low-state opponents; invincibility time reduced from 16F to 13F
  • Spectacle Romance (Super Combo) 2nd hit hitbox expanded beyond the fist
  • Space Opera Symphony (UC1) damage reduced from 460 to 420
  • Big Bang Typhoon (UC2) damage reduced from 420 to 360; knock back on air hit adjusted

Ryu

  • Crouching MK changed from -3 to -2 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 as follow-ups for air combos
  • EX Air Tatsumaki Senpukyaku hitbox expanded; vacuum effect on hit increased, easier to land all hits
  • Metsu Shoryuken (UC2) invincibility time increased by 1F

Sagat

  • Close Far Standing LK 2nd hit now Special-cancellable
  • L, M and H Tiger Knee 1st hit now forces stand
  • EX Tiger Knee changed from -1 to ±0 on block
  • Tiger Destruction (UC1) forward movement reduced; when hitting an air opponent in the corner, now does full hits; air hit damage reduced from 395 to 340
  • Tiger Cannon (UC2) now does full hits on air opponents; air hit damage reduced from 384 to 312

Sakura

  • Far Standing MP hitbox slightly expanded forward
  • Diagonal Jump HP hurtbox slightly increased
  • L Shunpukyaku changed from ±0 to -1 on block
  • EX Shunpukyaku changed from +4 to +2 on block; made easier to connect on crouching opponents
  • All versions of Air Shunpukyaku trajectory changed
  • L, M and H Shouoken hitbox slightly expanded forward
  • EX Sakura Otoshi earliest timing for additional attacks reduced from 14F to 11F
  • Shinku Hadoken (UC2) rear hitbox removed

Seth

  • Triangle Jump movement distance reduced
  • Far Standing HP changed from -11 to -5 on hit, from -15 to -8 on block
  • Diagonal Jump MK now crosses up
  • Diagonal Jump HK no longer crosses up
  • Back Jump HP stretches as it did in Super; recovery on hit and block increased by 7F
  • Yosokyaku (Jump 2+MK) active frames increased from 3F to 4F
  • Tenmakujinyaku (Jump 2+HK) hurtbox slightly expanded
  • M Hyakuretsukyaku stun reduced from 150 to 100
  • H Hyakuretsukyaku stun reduced from 200 to 150
  • L Shoryuken 2nd hit no longer can be Focus-cancelled on guard
  • M and H Shoryuken now can only be EX Focus-cancelled on the 1st hit; invincibility time reduced from 7F to 5F
  • All versions of Spinning Pile Driver stun reduced from 200 to 150; takes counter-hit damage during whiff recovery
  • All versions of Tanden Engine can no longer be cancelled into from normal attacks
  • Tanden Stream (UC1) recovery reduced from 66F to 55F; hitbox expanded upward
  • Tanden Typhoon (UC2) first hit damage increased from 24 to 30; changed from -89 to -70 on block

T.Hawk

  • Movement speed slightly increased
  • Close Standing MP pushback on hit and block reduced
  • Far Standing HK hurtbox slightly expanded; changed from -7 to -5 -2 on block
  • Crouching MK now Special-, Super- and EX Focus-cancellable
  • Thrust Peak command changed from 3+P to 4+P
  • Condor Spire command changed from 421+P to 623+K, can activate with 323+K command
  • L Condor Spire start-up reduced from 20F to 11F; changed from -5 to -2 on block
  • M Condor Spire start-up reduced from 20F to 14F
  • L Tomahawk Buster start-up reduced from 5F to 4F
  • EX Tomahawk Buster now EX Focus-cancellable; bug where the move could only be cancelled on hit fixed
  • L Mexican Typhoon throw range increased from 1.5 to 1.55
  • Raging Slash (UC2) command changed from 63214 x2+PPP to 63214 x2+KKK; hitbox slightly expanded forward

Vega

  • Crouching LP frame advantage increased from +4 to +5 on hit
  • Crouching HP active frames increased from 2F to 4F
  • Cosmic Heel (3+HK) total frames reduced from 32F to 27F; +2 on hit against point-blank opponents; -4 when blocked on 2nd active frame (on active frames 3–5 block disadvantage decreases by frame)
  • L, M and H Rolling Crystal Flash changed from +2 to -8 on hit, last hit can no longer be EX Focus-cancelled
  • M Rolling Crystal Flash changed from -2 to +0 on block
  • EX Rolling Crystal Flash changed from +4 to +2 on hit
  • Mask Pick-up from ground is now a command, 2+PP when standing over the mask
  • Back Slash (PPP version) now has input priority over Mask Pick-up when pressing 2+PPP
  • EX Scarlet Terror now completely invincible from 1–4F
  • Flying Barcelona Special (Super Combo) now has an attack added during the motion to the wall, does 0 50 damage; Rolling Izuna Drop damage reduced from 100*100*200 to 100*100*100
  • Bloody High Claw (UC1) Forward charge attack’s hitbox expanded upward
  • Splendid Claw (UC2) start-up reduced from 8F to 7F 5F

Yang

  • Movement speed slightly increased
  • Close and Far Standing LK start-up reduced from 5F to 4F
  • Close Standing MK hitbox expanded downward, easier to connect on crouching opponents
  • Far Standing MP now Special-, Super Combo- and EX Focus (excluding EX Red Focus)-cancellable
  • Crouching LK damage increased from 20 to 30
  • Diagonal Jump MK hitbox size expanded, now in between the AE and Ver.2012 versionschanged to same hitbox as in AE
  • L and M Torou Zan 3rd hit damage increased from 60 to 65
  • H Torou Zan 3rd hit damage increased from 60 to 70
  • L Senkyutai 1st hit hit stop increased from 8F to 12F on hit (now matches the hit stop on block)
  • All versions of Zenpo Tenshin now do 1 damage; take counter-hit damage during the move
  • Tenshin Senkyutai (UC2) start-up reduced from 7F to 6F

Yun

  • Far Standing MP damage increased from 50 to 60
  • Crouching MP damage increased from 50 to 60
  • H Nishokyaku invincibility time removed
  • Zenpo Tenshin throw range reduced from 1.1 to 1.0
  • EX Zenpo Tenshin throw range reduced from 1.3 to 1.2
  • All versions of Zenpo Tenshin now do 1 damage; take counter-hit damage during the move

Zangief

  • Close Standing LK now cancellable
  • Far Standing MP hurtbox slightly expanded; hurtbox in front sticks out 1F before active
  • Far Standing MK changed from -7 to -3 on hit, from -10 to -7 on block
  • Diagonal Jump HP hurtbox slightly expanded
  • L, M and H Banishing Flat start-up speed reduced by 2F; disadvantage on block reduced by 2F
  • L Banishing Flat changed from -5 to -2 on hit
  • M and H Banishing Flat block stun increased by 2F
  • EX Banishing Flat start-up increased from 13F to 16F; second hit causes hard knockdown
  • L Spinning Pile Driver throw range reduced from 1.75 to 1.7 1.6