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    Ultra Street Fighter IV

    Game » consists of 10 releases. Released Apr 17, 2014

    The third major installment of the Street Fighter IV legacy adds characters and stages from Street Fighter X Tekken, a brand new fighter, new gameplay mechanics (including the ability to bring both Ultra Combos into the fight), and a variety of balance tweaks, training enhancements, and new modes.

    Ultra SF4 Beta Change List

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    JJOR64

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    #1  Edited By JJOR64

    So today Combofiend from Capcom posted the current change list for the existing characters in SF4 for USF4. Along with the current changes for the exsisting characters, he also posted the new system level changes as well.

    COPY PASTA POWER ACTIVATE!

    Source

    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 (63214x2+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 Kikoken: Knocks down on hit
    • 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 (236x2+PPP->236x2+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 (63241x2+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 (41236x2+PPP->63214x2+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 (214x2+PPP->214x2+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 (63214x2+PPP->63214x2+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)

    EDIT:

    Elena

    • Hurtbox while standing, crouching, stand blocking and crouch blocking changed
    • Standing MP upper-body hurtbox expanded
    • Standing LK start-up increased from 3F to 4F; hitbox reduced; 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 (Target Combo) 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 greatly 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; at Revenge Gauge Max, healing amount reduced from 525 to 345 (252 with UCW)

    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 that of Jump Medium attacks
    • Body Press (Neutral or Forward Jump 2+HP) knock back on air hit changed to that of Jump Heavy attacks
    • 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 4
    • Standing HP now has armor until just before the start of active frames

    Poison

    • Hurtbox slightly expanded
    • Crouching HP 2nd and 3rd active frames now cancellable
    • L, M and H Aeolus Edge damage unified at 50 → 70 damage
    • L Aeolus Edge now reaches opponent at the edge of the screen
    • 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
    • EX 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

    So how are you favorite characters currently? Since I still play Honda, his buffs will help. Still sad facing over the less pushback on blocked EX Sumo Headbutt. Also his Ultra 1 got changed for 8 frame start up to 10 frame start up. Currently in AE 2012 it's 11 frame start up.

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    Ben_H

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    After not playing for almost 4 years, I've been thinking of hopping back in when this releases. Sounds like the game has changed a ton. Though I was never at the level where I would instantly be able to notice this type of stuff when I did play. I was only like B rank or something like that with Honda. My Guile was nearly the same.

    I imagine the skill level of the average SF player has gone up drastically since then.

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    FLStyle

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    Meh on Sagat's mechanical buffs and damage debuffs. In terms of damage I was hoping for a few increases to help instil a little fear, not Vanilla levels of course. That Tiger Destruction debuff on airborne opponents is particularly surprising.

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    AlKusanagi

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    Poor Cammy got nerfed to hell yet again.

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    StarvingGamer

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    #5  Edited By StarvingGamer

    Sweet thanks for reminding me about this, now to read and post further comments.

    EDIT: Ok, I am stupidly excited about Dan's close Roundhouse being turned into a command normal. What is wrong with me!?

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    StarvingGamer

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    #6  Edited By StarvingGamer

    EDIT: Nothing to see here

    On-topic!
    On-topic!

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    ThePhantomnaut

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    Shin Shoryuken: Plays full animation if connected after an EX Shoryuken FADC cancel

    YAY 3 BARS WASTED!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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    connerthekewlkid

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    Being Dudley is suffering

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    JJOR64

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    @starvinggamer: thanks for adding that. The new characters weren't there when I did the copy pasta. I'll add it to the OP when I get home from work.

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    Petiew

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    #10  Edited By Petiew

    The fact that they changed such a minor thing as Rose's Soul Satellite to 3 kicks instead of punches shows how much Capcom pay attention to the fanbase. That's great!

    Haven't really played SF4 for ages, but this makes me look forward to getting back into it.

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    thegoldencat7

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    No Caption Provided

    RIP Bipson.

    (He'll probably be fine.) Changes are looking pretty good so far. They're tweaking characters sparingly which is good as 2012 was pretty well balanced. Can't say I'm too excited about red focus or any of the new characters but still looking forward to it overall. Sucks we have to wait so long.

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    crithon

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    sigh, feel like I'm reading about Street Fighter Alpha 3 upper.

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    JJOR64

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    Edited the OP with the changes for the new characters.

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    JJOR64

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    No Caption Provided

    RIP Bipson.

    (He'll probably be fine.) Changes are looking pretty good so far. They're tweaking characters sparingly which is good as 2012 was pretty well balanced. Can't say I'm too excited about red focus or any of the new characters but still looking forward to it overall. Sucks we have to wait so long.

    Bison will be fine. It does stink they we have to wait till June for console.

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    elyhaym

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    I still can't figure out if Yang is still trash after the beating he took from AE to AE2012.

    Probably gonna stick with Yun for now with a bit of Ken/Akuma/Cammy thrown in there when boredom sets in.

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    OneManX

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    crithon

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    hmmmmm nerdy, I love it.

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