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