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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 Street Fighter IV Console Changelog

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    StarvingGamer

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    #1  Edited By StarvingGamer

    Capcom just put out a full changelog for all the characters in the upcoming console version of the game. Some of these tweaks go beyond the current version available in Japanese arcades. Pretty bummed that Dan's Koryuken is now -5 after FADC forward but it was probably more of an oversight than an intentional lack of nerf from the beginning.

    Abel

    • Close Stand HP 1st hit hitbox greatly expanded downward
    • Crouch HP 2nd hit hitbox greatly expanded downward
    • Far Stand HK start-up reduced by 1 frame (14F → 13F); active frames increased by 1 frame (2F → 3F); recovery reduced by 1 frame (19F → 18F)
    • Falling Sky active frames increased by 1 frame (2F → 3F); upper-body invincibility time extended by 1 frame (6-7F → 6-8F)
    • EX Change of Direction start-up reduced by 3 frames (16F → 13F)
    • Second Low advantage on hit increased by 4 frames (+1F → +5F)
    • Finish Low start-up reduced by 5 frames (22F → 17F)
    • Heartless (SC) active frames increased by 2 (2F → 4F)
    • Soulless (UC1) pushbox greatly expanded upward, less likely to cross under after Crouch HP in the corner

    Adon

    • Close Stand HK hitbox slightly expanded horizontally and upward
    • Crouch LP advantage on hit increased by 1 frame (+5F → +6F)
    • 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 and M Jaguar Kick damage reduced by 10 (140 → 130); damage against airborne opponents reduced by an additional 40 (130 → 90); chip damage changed to 33
    • H Jaguar Kick damage reduced by 10 (130 → 120); damage against airborne opponents reduced by an additional 20 (120 → 100); chip damage changed to 30; upward hitbox slightly reduced
    • M Airborne Jaguar Kick advantage on block reduced by 1 frame (-1F → -2F when done at the lowest height and blocked on the 1st active frame)
    • H Airborne Jaguar Kick advantage on block reduced by 2 frames (±0F → -2F when done at the lowest height and blocked on the 1st active frame)
    • L, M, H and EX Airborne Jaguar Kick chip reduced by half
    • EX Airborne Jaguar Kick 2nd hit changed to mid attack (overhead)
    • Jaguar Revolver (UC1) forward movement from 2nd hit and after slightly shortened, easier to connect all hits on very close opponents; damage reduced by 30 (510 → 480); active frames on the first kick reduced by 1 frame (7F → 6F)

    Akuma

    • Close Stand MK now forces stand on hit; start-up reduced by 1 frame (5F → 4F); hitbox expanded downward; attack recognition range increased, can be used when slightly distanced from the opponent
    • Far Stand HP now Special-, EX Focus- and EX Red Focus-Cancellable; damage reduced by 30 (120 → 90)
    • Crouch HK can no longer be cancelled into Wrath of the Raging Demon (UC1)
    • EX Shakunetsu Hadoken start-up reduced by 6 frames (25F → 19F)
    • L Tatsumaki Zankukyaku hitbox expanded downward
    • L, M, H and EX Back Jump Zanku Hadoken recovery increased by 2 frames
    • 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 (1-6F → 1-5F)
    • L, M and H Goshoryuken → EX Focus Cancel → Forward Dash is now -5F on block

    Balrog

    • L Dash Straight advantage on hit increased by 1 frame (-2F → -1F)
    • M Dash Straight pushback on hit reduced, easier to combo into EX Red Focus
    • 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); advantage on block increased by 3 frames (-5F → -2F); charge time reduced by 10 frames (55F → 45F)
    • M Dash Swing Blow advantage on hit reduced by 8 frames (+10F → +2F); advantage on block increased by 1 frame (-7F → -6F); charge time reduced by 5 frames (55F → 50F)
    • Turn Punch charge from Level 2-4 has been adjusted to approximately 2 seconds per level
    • Turn Punch Level 2 advantage on block increased by 1 frame ( -5F → -4F-1F); advantage on hit increased by 1 frame (-1F → ±0F +1F)
    • Turn Punch Level 3 advantage on block increased by 1 frame (-8F → -7F -2F); advantage on hit increased by 1 frame (-4F → -3F -1F)
    • Turn Punch Level 4 advantage on block increased by 3 frames (-12F → -9F -4F); advantage on hit increased by 3 frames (-8F → -5F -2F)
    • Violent Buffalo (UC1) 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); throw range extended by .21 (1.09 → 1.30); damage reduced by 149 (399 → 250)

    Blanka

    • Forward Dash total frames reduced by 1 frame (21F → 20F)
    • Close Stand MK now airborne 1 frame earlier (from 4F → 3F); airborne timing changed from frames 3-4 to 3-5
    • Crouch MK advantage on hit increased by 1 frame (+4F → +5F); pushback on block and hit increased
    • H Rolling Attack knocks down the opponent at all distances
    • L, M, H and EX Backstep Roll block-stun increased by 2 frames
    • L, M, H and EX Vertical Roll can be EX Focus Cancelled on hit or block
    • Shout of Earth (anti-air) (UC2) 1st hit box now the same as 2nd hit; no longer hits grounded opponents

    C.Viper

    • Far Stand HK hurtbox slightly reduced; can now be performed with 3+HK, regardless of distance from the opponent
    • Crouch MK hitbox slightly expanded horizontally
    • Crouch HP hurtbox added to arm area of 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 after button release reduced by 3 frames (17F → 14F)
    • Level 3 Focus Attack start-up reduced by 2 frames (70F → 68F)
    • Focus Attack forward hitbox slightly reduced, to the elbow area
    • 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); after EX Focus Cancel → Forward Dash is now -5F on block
    • Emergency Combination (SC) damage increased by 20 (330 → 350); command changed from 236236+P to 214214+P
    • Burst Time (UC1) smoke visual effects at the time of activation reduced
    • Burning Dance (UC2) start-up reduced by 1 frame (10F → 9F); height restriction removed

    Cammy

    • Close Stand HP damage reduced by 5 (85 → 80); stun reduced by 30 (150 → 120)
    • Far Stand HP 1st active frame damage reduced by 10 (80 → 70)
    • Crouch LK start-up increased by 1 frame (3F → 4F)
    • Crouch 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 1st hit hit-stun increased by 1 frame, increasing advantage on hit after EX Focus Cancel → Forward Dash (+3F → +4F)
    • L, M, and H Cannon Strike height restriction slightly reduced; landing recovery increased by 2 frames (5F → 7F)
    • EX Cannon Strike block-stun reduced by 5 frames
    • 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 -5F 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 (while jumping 2+MK) all 3 hits hitbox expanded downward and horizontally
    • L Spinning Bird Kick final hit now causes knockdown; damage reduced by 60 (160 → 100); landing recovery reduced by 2 frames (12F → 10F); stun reduced by 80 (180 → 100)
    • H Spinning Bird Kick total damage increased by 10 (200 → 210); final hit now causes knockdown on hit; landing recovery increased by 4 frames (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
    • Hosenka (UC1) hits 2-7 now float lower on air hit, easier to land full hits in air combos in the corner; on air hit, damage on hits 2-9 reduced by 10 each (30 → 20)
    • Kikosho (UC2) invincibility time increased by 1 frame, continues until attack start-up (1-8F → 1-9F); damage increased by 35 (330 → 365)

    Cody

    • Walk speed slightly increased
    • Back Dash movement distance slightly increased
    • Crouch MK advantage on hit increased by 2 frames (-3F → -1F); advantage on block increased by 3 frames 4 frames (-6F → -3F -2F)
    • 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; start-up increased by 1 frame (14F → 15F)
    • Pick up Knife can now be done as a cancel from normal attacks
    • Knife Throw now has Armor Break properties
    • Grounded Knife Attacks now can be used as follows, can combo after L Criminal Upper and other moves; corresponds to Stand LP, Crouch LP, Stand MP, Crouch MP, Stand HP, Crouch HP
    • Zonk Knuckle can now be EX Focus Cancelled
    • When Bad Stone is held, the stone is thrown immediately at button release; bug where releasing the button during the maximum charge motion would cause the projectile to be thrown as Level 2 charge fixed
    • L Criminal Upper advantage on block increased by 1 frame (-5F → -4F)
    • EX Criminal Upper now strike-invincible until 1 frame before attack start-up; pushback on block reduced by half
    • H Dead End Irony (SC) float of opponent on hit changed
    • Last Dread Dust (UC2) damage reduced by 40 (506 → 466); forward movement distance slightly increased

    Dan

    • Ducking Taunt (2+HP+HK) SC Gauge increase amount increased by 40 (0 → 40); SC Gauge increase amount on hit reduced by 70 (70 → 0)
    • Jumping Taunt (in air HP+HK) SC Gauge increase amount increased by 10 (0 → 10)
    • Close Stand HK input command changed to 4+HK
    • Far Stand HK now activates regardless of distance from the opponent
    • Far Stand LP hitbox slightly expanded upward
    • L Dankukyaku hitbox expanded downward
    • H Koryuken 1st hit hitbox slightly expanded forward
    • L, M and H Koryuken → EX Focus Cancel → Forward Dash is now -5F on block
    • L, M, H and EX 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 airborne opponents; air hit damage reduced to 331

    Dee Jay

    • Far Stand MP start-up reduced by 1 frame (7F → 6F)
    • Far Stand HP late active frame hit now floats airborne opponents on counter-hit
    • Crouch LK start-up reduced by 1 frame (5F → 4F)
    • Crouch MP hitbox expanded forward
    • Crouch MK damage increased by 10 (70 → 80)
    • Crouch HP hitbox expanded forward
    • Knee Shot (during angled jump 2+LK) hit-stun increased by 3 frames; damage reduced by 20 (50 → 30)
    • Air Slasher chip damage increased by 3 (12 → 15)
    • L Double Rolling Sobat advantage on block increased by 2 frames (-5F → -3F); lower-body invincibility removed
    • M Double Rolling Sobat 1st hit hit-stun increased by 2 frames, increasing advantage on hit after EX Focus Cancel → Forward Dash (+6F → +8F)
    • EX Machinegun Upper start-up reduced by 6 frames (12F → 6F); full invincibility time reduced by 2 frames (1-4F → 1-2F), all-but-midsection invincibility time reduced by 3 frames and shifted (5-9F → 3-4F), above-the-chest invincibility time reduced by 1 frame and shifted (10-31F → 5-25F), now throw-invincible from frames 1-7; advantage on block reduced 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; pushback on block reduced
    • Sobat Festival (UC1) travels farther during the first two kicks
    • Climax Beat (UC2) damage reduced by 41 (501 → 460); recovery after cinematic version reduced by 11 frames

    Dhalsim

    • Stand MP start-up reduced by 1 frame (10F → 9F); hit- and block-stun reduced by 1 frame
    • Stand HP damage increased by 5 (75 → 80); advantage on hit increased by 1 frame (±0F → +1F)
    • 4+HP start-up reduced by 2 frames (7F → 5F)
    • 4+MK pushback on hit and block reduced
    • 4+HK damage increased 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 horizontally
    • EX Yoga Flame damage decreased by 20 (50·70 → 50·50); hitbox slightly expanded horizontally;recovery reduced by 3 frames (16F → 13F); advantage on block increased by 3 frames (-1F → +2F); on hit can be followed by normal attacks
    • Yoga Catastrophe (UC1) can now be activated even when Yoga Fire remains on-screen
    • Yoga Shangri-La (UC2) throw range slightly increased; command changed from in air 236236+PPP to in air 236236+KKK

    Dudley

    • Stand HP hitbox slightly expanded horizontally and downward
    • Stand HK pushback on counter-hit reduced
    • Crouch LP hitbox slightly expanded horizontally; Crouch LP → 6+LP chain-cancel no longer possible
    • Crouch MK start-up reduced by 1 frame (8F → 7F)
    • Vertical Jump HP is now the same attack as Diagonal Jump HP
    • Kidney Blow (6+MK) hitbox slightly expanded horizontally
    • Step Straight (6+HP) now knocks down on air hit
    • Dart Shot (6+HK) can now be used in air combos
    • All Target Combo damage increased by 10
    • Target Combo 1 (6+LP → MP) 2nd hit chip damage on block removed (7 → 0)
    • Victory Rose (2+HP+HK) damage increased by 1 (0 → 1); advantage on hit increased by 7 frames (+6 → +13); total frames reduced by 18 frames (78F → 60F)
    • H Machinegun Blow pushback on hit reduced by half
    • L, M, and H Short Swing Blow throw invincibility time extended until the end of active frames
    • EX Short Swing Blow throw invincibility time extended until the end of the 1st hit’s active frames; start-up reduced by 4 frames (24F → 20F); causes forced knockdown
    • Rolling Thunder (UC1) 1st hit forward travel distance increased by 50%

    E. Honda

    • Close Stand HP hitbox expanded upward
    • Far Stand HP tip damage increased by 10 (80 → 90)
    • Far Stand HK advantage on hit increased by 1 frame (-3F → -2F); advantage on block increased 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 1 frame (+4F → +5F); damage reduced by 20 (140 → 120)
    • EX Oicho Throw now throw-invincible from frames 1-5
    • Super Killer Head Ram (SC) 1st hit now has Armor Break properties
    • Ultimate 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 scaling changed from 60% to 75%

    El Fuerte

    • Close Stand LP hitbox expanded downward
    • Close Stand LK active frames increased by 1 frame (1F → 2F)
    • Close Stand MK start-up reduced by 3 frames (14F → 11F); recovery reduced by 1 frame (14F → 13F)
    • Far Stand LK active frames increased by 1 frame (1F → 2F); advantage on hit increased by 1 frame (+5F → +6F)
    • Far Stand MK recovery reduced by 1 frame (15F → 14F)
    • Close Stand HK start-up reduced by 2 frames (12F → 10F)
    • EX Guacamole Leg Throw landing recovery reduced by 4 frames (10F → 6F)
    • Level 1, Level 2, Level 3, and EX Quesadilla Bomb start-up reduced by 3 frames (17F → 14F); recovery reduced by 4 frames (18F → 14F)
    • Quesadilla Bomb Level 1 damage increased by 30 (50 → 80); charge time reduced by 60 frames (120F → 60F)
    • Quesadilla Bomb Level 2 damage increased by 20 (100 → 120); charge time reduced by 90 frames (210F → 120F); no longer knocks down the opponent on hit, can now be used in EX Red Focus combos
    • Quesadilla Bomb Level 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)

    Elena

    • Walk speed slightly increased
    • Stand Guard bug where if blocking certain forward-moving attacks, Elena would slip through fixed
    • Stand LK advantage on hit reduced by 2 frames (+4F → +2F); advantage on block reduced by 2 frames (+1F → -1F); active frames reduced by 2 frames (4F → 2F)
    • Stand HP bug where attempting to cancel into Special Moves using HK would result in a Target Combo fixed
    • Crouch LP advantage on hit increased by 1 frame (+4F → +5F); advantage on block increased by 1 frame (+1F → +2F)
    • Crouch LK advantage on hit reduced by 2 frames (+5F → +3F); advantage on block reduced by 2 frames (+2F → ±0F)
    • Crouch MP start-up reduced by 1 frame (6F → 5F)
    • Crouch HP no longer cancellable; SC Gauge increase amount on block increased by 10 (20 → 30)
    • Jump MP forward hitbox slightly reduced; active frames reduced by 3 frames (7F → 4F)
    • Jump MK active frames reduced by 2 frames (6F → 4F)
    • Jump HP forward hitbox slightly reduced; active frames reduced by 2 frames (6F → 4F)
    • Jump HK 1st hit active frames increased by 3 frames (1F → 4F); 1st hit knocks down on hit against airborne opponents, can be followed; if the 1st hit connects on airborne opponents, the 2nd hit still occurs
    • Slide (3+HK) is no longer low state before attack start-up; active frames reduced by 3 frames (13F → 10F)
    • L Lynx Tail advantage on block increased by 2 frames (-9F → -7F); SC Gauge increase amount on hit reduced by 10 (40 → 30), on block by 5 (20 → 15)
    • M Lynx Tail SC Gauge increase amount on hit reduced by 10 (20+40 → 20+30), on block by 5 (20+10 → 10+15)
    • H Lynx Tail SC Gauge increase amount on hit reduced by 25 (30+20+20+20 → 20+15+15+15), on block by 14 (15+10+10+10 → 10+7+7+7)
    • EX Lynx Tail damage reduced by 30 (130 → 100)
    • L Mallet Smash advantage on block reduced by 2 frames (-5 → -7); SC Gauge increase amount on activation reduced by 10 (30 → 20), on hit by 30 (40+20 → 15+15), on block by 16 (20+10 → 7+7)
    • M Mallet Smash advantage on block reduced by 2 frames (-3 → -5); SC Gauge increase amount on activation reduced by 15 (35 → 20), on hit by 35 (45+20 → 15+15), on block by 18 (22+10 → 7+7)
    • H Mallet Smash SC Gauge increase amount on activation reduced by 20 (40 → 20), on hit by 50 (50+30 → 15+15), on block by 26 (25+15 → 7+7)
    • L Scratch Wheel SC Gauge increase amount on hit reduced by 10 (30+10 → 20+10), on block by 5 (15+5 → 10+5)
    • M Scratch Wheel SC Gauge increase amount on hit reduced by 11 (30+16 → 20+15), on block by 3 (15+5 → 10+7)
    • H Scratch Wheel SC Gauge increase amount on hit reduced by 10 (30+10+10 → 20+10+10), on block by 5 (15+5+5 → 10+5+5)
    • L, M and H Scratch Wheel invincibility time before attack start-up removed (L version: 1-4F, M version: 1-3F, H version: 1-3F)
    • EX Scratch Wheel invincibility time increased by 4 frames (1-3F → 1-7F); number of hits increased from 3 to 4, damage changed to 150 (60+30+30+30)
    • L Rhino Horn damage reduced by 30 (50×3 → 40×3)
    • M Rhino Horn damage reduced by 30 (60×3 → 50×3)
    • H Rhino Horn damage reduced by 30 (70×3 → 60×3)
    • EX Rhino Horn damage reduced by 30 (60×3 → 50×3)
    • L Spin Scythe damage with follow-up attack reduced by 40 (140 → 100)
    • M Spin Scythe recovery after follow-up increased by 2 frames (27F → 29F)
    • EX Spin Scythe damage reduced by 40 (40×4 → 30×4)
    • Spinning Beat (SC) now fully connects on airborne opponents
    • Brave Dance (UC1) damage reduced by 25 (465 → 440)
    • Level 1 Red Focus Attack bug where if the attack hit an airborne opponent, moves that normally can’t hit be used in air combos could be used as follows fixed; advantage on block made the same as Level 1 Focus Attack
    • Red Focus Attack start-up made the same as Level 2 Focus Attack

    Evil Ryu

    • Vitality increased by 50 (900 → 950)
    • Crouch MK advantage on block increased by 1 frame (-4F → -3F)
    • Crouch HK start-up reduced by 1 frame (7F → 6F)
    • Target Combo 1 (near opponent MP → HP) can now be done from Far Stand 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 -5F on block
    • Far Stand MP bug where attempting to cancel into Special Moves using HP would result in a Target Combo fixed

    Fei Long

    • Crouch LK start-up increased by 1 frame (3F → 4F); can no longer be chain-cancelled into Crouch LK; advantage on hit increased by 1 frame (+3F → +4F)
    • Crouch MP damage increased by 10 (55 → 65)
    • Close Stand HP attack recognition range increased, can be used when slightly distanced from the opponent
    • Engekishu (6+HK) 2nd hit pushback on hit reduced
    • Focus Attack hitbox reduced slightly, to the palm area
    • L Rekkaken forward movement distance reduced
    • L, M, and H Rekkaken 1st hit recovery increased by 1 frame; 2nd hit hit-stun reduced by 2 frames
    • M Rekkukyaku 3rd hit hitbox greatly expanded upward
    • Shienkyaku no longer activates with 464+K input
    • L, M, and H Shienkyaku → EX Focus Cancel → Forward Dash is now -5F on block
    • L, M, H and EX 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

    • Neutral wake-up 1-frame invincibility time removed
    • Wake-up bug that made reversal Focus Attack more difficult to perform fixed
    • Stun increased by 50 (900 → 950)
    • When Change Style and Red Focus Attack are pressed at the same time, Red Focus no longer activates

    Mantis Style

    • Focus Attack hitbox size reduced to position of hurtbox
    • Close Stand HP stun distribution changed (150·50 → 100·100)
    • Crouch MP damage reduced by 10 (70 → 60)
    • L, M, and H Hyakurenko hitbox slightly expanded downward; recovery increased by 1 frame (17F → 18F)
    • L, M, and EX Hyakurenko pushback on hit and block slightly reduced
    • L Gekiro invincibility time on frames 1-3 removed
    • H Gekiro causes quick standable knockdown instead of forced knockdown; button input timing now the same as Ver.2012 EX Gekiro
    • EX Gekiro advantage on block increased by 15 frames (-35F → -20F); now causes forced knockdown; follow-up inputs no longer possible on block; button input timing now the same as Ver.2012 H Gekiro
    • Zan’ei (SC) damage reduced by 50 (300 → 250)
    • Shitenketsu (UC2) hitbox slightly expanded forward; when activated at less than 75% Revenge Gauge, does 300 stun; when activated at 75% or more Revenge Gauge, does 450 stun

    Crane Style

    • Crouch LP advantage on hit increased by 2 frames (+3F → +5F)
    • Crouching HP floats the opponent higher on counter-hit
    • Crouch 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 1 frame (+1F → +2F)
    • L and M Jyasen advantage on block increased by 2 frames (-3F → -1F)
    • L, M, H and EX Jyasen charge time reduced by 10 frames (60F → 50F); last hit damage increased by 10
    • Oga hitbox slightly reduced

    Gouken

    • Far Stand LK now Special-, EX Focus-, EX Red Focus-, and Super Combo-Cancellable
    • Crouch LP start-up reduced by 1 frame (4F → 3F)
    • Crouch MP advantage on hit increased by 2 frames (+1F → +3F)
    • Back Throw (Amaoroshi) untechable timing period now techable
    • Kongoshin no longer activates with 464+P input
    • Hyakki Gosai stun damage reduced by 40 (200 → 160)
    • L Senkugoshoha forward movement distance slightly increased
    • EX Tatsumaki Gorasen start-up reduced by 2 frames (7F → 5F); invincibility time reduced by 2 frames (1-8F → 1-6F); hitbox expanded downward and forward; 7th and 8th hits which would whiff on Poison now connect

    Guile

    • Vitality decreased by 50 (1000 → 950)
    • Hurtbox on wake-up reduced
    • Air Throw (Flying Mare/Flying Buster Drop) range slightly increased
    • Crouch LP advantage on hit increased by 1 frame (+4F → +5F)
    • Crouch MK hitbox and hurtbox expanded forward
    • Reverse Spin Kick (near opponent 4 or 6+HK) hitbox expanded downward
    • Guile High Kick (3+HK) hitbox expanded downward
    • L, M, H and EX Flash Kick invincibility time extended by 1 frame
    • L, M, and H Flash Kick → EX Focus Cancel → Forward Dash now -5F on block
    • L, M, H and EX Sonic Boom take counter-hit damage on frames 1-20
    • Flash Explosion (UC1) start-up reduced by 1 frame (7F → 6F 5F); damage reduced by 60 (510 → 450); 2nd Flash Kick start-up now slower, less likely to whiff on high air opponents ; invincibility time reduced by 4 frames (1-10F → 1-6F)
    • Sonic Hurricane (UC2) damage increased by 30 (300 → 330); all hits now connect in air combos

    Guy

    • Walk speed slightly increased
    • Close Stand LK attack recognition range reduced, less likely to activate beyond very close range
    • Far Stand 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 Stand 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 horizontally and upward
    • Crouch MP hitbox adjusted, no longer can be used as an anti-air
    • Diagonal Jump MK hitbox slightly extended forward
    • Elbow Drop (while jumping 2+MP) hitbox expanded downward
    • Ninja Sickle (3+HK) start-up reduced by 4 frames 2 frames (11F → 7F 9F); recovery reduced by 1 frame (13F → 12F); pushback on block slightly reduced
    • Target Combo (MP → HP) 2nd hit expanded downward and horizontally
    • H Hozanto start-up reduced by 2 frames (30F → 28F)
    • Run-Sudden Stop recovery reduced by 1 frame (17F → 16F)
    • Run-Neck Flip 1st hit 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 recovery reduced by 1 frame (10F → 9F); advantage on hit increased by 1 frame (+4F → +5F); advantage on block increased by 1 frame (+1F → +2F)
    • Stand HP hitbox expanded upward
    • Crouch LK recovery reduced by 1 frame (9F → 8F)
    • Crouch MP now Special-, Super Combo-, and EX Focus-Cancellable
    • Step Knee (no oil) (6+HK) causes forced knockdown on hit (same as when done with oil)
    • Vertical Jump MP cause knockdown on hit like Diagonal Jump MP
    • Diagonal Jump MK hitbox expanded, easier to cross-up
    • Hakan Tackle (6+MP) advantage on block increased by 1 frame (-5F → -4F); advantage on hit increased by 2 frames (-2F → ±0F)
    • Air Throw (Hakan Stomp) 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)

    Hugo

    • Stand MP damage increased by 20 (100 → 120)
    • Crouch MP damage increased by 30 (80 → 110)
    • Hammer Hook (6+HP) changed from mid attack (overhead) to high attack
    • L, M and H Shootdown Backbreaker SC Gauge increase amount on hit reduced by 30 (110 → 80); when cancelled into after the last hit of Hammer Mountain (SC), a special 100 damage, 100 stun Shootdown Backbreaker occurs
    • EX Shootdown Backbreaker invincibility time increased by 1 frame (1-4F → 1-5F)
    • L, M and H Moonsault Press start-up reduced by 1 frame (3F → 2F)
    • M Giant Palm Bomber start-up reduced by 2 frames (21F → 19F)
    • L, M and H Ultra Throw throw range reduced to the same range as H Moonsault Press
    • EX Ultra Throw throw range reduced to the same range as L Moonsault Press
    • L Monster Lariat no longer has a running motion, attack occurs in place; damage reduced by 20 (120 → 100)
    • EX Monster Lariat maintains Hyper Armor until 3 frames before attack start-up; during Armor, can absorb multiple attacks from the opponent; on hit or block now EX Focus-, EX Red Focus- and Super Combo-Cancellable
    • Hammer Mountain (SC) now has invincibility while in the running motion towards the opponent (minimum 3F, maximum 11F); now combos on airborne opponents; no longer can be cancelled into Shootdown Backbreaker on block; damage reduced by 60 (360 → 300)
    • Gigas Breaker (UC1) total frames increased by 10 (39F → 49F)
    • Level 1 Red Focus Attack bug where if the attack hit an airborne opponent, moves that normally can’t hit be used in air combos could be used as follows fixed

    Ibuki

    • Guard bug where El Fuerte’s 6+MK would cross over fixed
    • Walk speed has been increased
    • Crouch LP start-up reduced by 1 frame (4F → 3F)
    • Target Combo 4 (near opponent LP → MP → HP) 2nd hit hitbox expanded downward
    • Target Combo 6 (near opponent LP → MP → 2+HK → HK) and Target Combo 8 (near opponentHP → 2+HK → HK) final Far Stand HK now causes knockdown
    • Target Combo 10 (Crouch HK → HK) no longer hits crouching opponents
    • Hammer Kick (6+MK) hitbox expanded downward; advantage on block reduced by 1 frame (+3F → +2F)
    • Backhand Punch (far from opponent HP → HP) now Special-, EX Focus-, EX Red Focus-, and Jump-Cancellable
    • L, M, and H Tsujigoe total frames reduced by 6 frames, can now be cancelled into any attack immediately upon landing
    • L, M, H and EX Tsumuji hitbox slightly expanded downward
    • M Tsumuji recovery increased by 1 frame (14F → 15F)
    • EX Kazegiri invincibility time increased by 1 frame (1-6F → 1-7F); 1st hit hitbox on active frames 2-3 expanded, easier to use as an anti-air
    • L, M, H and EX Raida have one more hit of follow potential, easier to use in air combos

    Juri

    • Close Stand LP hitbox expanded downward
    • Close Stand MP start-up speed during Feng Shui Engine now the same as normal version
    • Close Stand MK start-up speed during Feng Shui Engine now the same as normal version; throw-invincible on 1F; considered airborne from frames 2-5
    • Far Stand MP now Special-cancellable
    • Far Stand LK start-up reduced by 1 frame (5F → 4F)
    • Far Stand 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 a backward jump
    • Second Impact and Third Strike hitbox expanded, less likely to miss hits during the move
    • 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; block-stun 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 (1-6F → 1-7F); advantage on block reduced by 1 frames (-14F → -15F); all hits except the final hit pull in the opponent on hit or block
    • Feng Shui Engine (UC1) invincibility time reduced by 2 frames (1-4F → 1-2F)
    • Kaisen Dankairaku (UC2) hitbox slightly expanded horizontally

    Ken

    • Walk speed slightly increased
    • Close Stand MK hitbox expanded downward, easier to connect on crouching opponents
    • Crouch HK start-up reduced by 1 frame (8F → 7F); advantage on block reduced by 2 frames (-6F → -8F)
    • Thunder Kick (6+HK) advantage on block increased by 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
    • L, M, and H Shoryuken (1st hit) → EX Focus Cancel → Forward Dash is now -5F on block
    • H Shoryuken damage increased by 10 (70·40·30 → 70·50·30); 2nd hit → EX Focus Cancel → Forward Dash is -7F on block
    • L, M, H and EX Airborne Tatsumaki Senpukyaku rising trajectory changed
    • Shinryuken (UC1) non-cinematic damage increased by 60 30 (330 → 360)
    • Guren Senpukyaku (UC2) movement distance of first several frames slightly increased

    M. Bison

    • Far Stand MP start-up reduced by 2 frames (8F → 6F); recovery increased by 1 frame (11F → 12F); now Special-, Super Combo-, and EX Focus-Cancellable; damage reduced by 20 (90 → 70)
    • Crouch HP start-up reduced by 2 frames (12F → 10F)
    • Hell Attack (during angled jump, MP after MP) now has the same hit effect as Jump MP, when only Hell Attack hits, can follow with normal attacks, etc.
    • Bison Warp total frames increased by 5 frames (42F → 47F)
    • L Double Knee Press advantage on block reduced by 1 frame (±0F → -1F); damage increased by 10 (60·30 → 60·40)
    • M Double Knee Press damage increased by 10 (60·50 → 60·60)
    • H Double Knee Press damage increased by 10 (70·60 → 70·70)
    • EX Double Knee Press damage increased by 10 (70·70 → 70·80); projectile-invincibility time increased by 7 frames (1-12F → 1-19F)
    • 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 (UC1) start-up reduced by 2 frames (12F → 10F)
    • Psycho Punisher (UC2) damage reduced by 30 (450 → 420); charge time reduced by 15 frames (55F → 40F)

    Makoto

    • Forward/Neutral Throw (Head Butt) range increased by .05 (0.90 → 0.95)
    • Back Throw (Triple Threat) range decreased by .05 (0.90 → 0.85)
    • Stand HP hit-stun increased by 1 frame on crouching opponents (now matches the hit-stun time when used against standing opponents)
    • Crouch HK stun increased by 100 (100 → 200)
    • Jump MK hitbox slightly expanded, easier to cross-up
    • L, M, and H Karakusa recovery on whiff increased by 4 frames (47F → 51F)
    • EX Oroshi can now be used in air combos
    • 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 block-stun reduced by 2 frames, (at lowest height is -3F on block)
    • Seichusen Godanzuki (UC1) damage decreased by 40 (480 → 440)
    • Abare Tosanami (UC2) after the freeze now fully projectile-invincible until landing; while traveling to the wall, invincibility changed from complete invincibility to projectile- and throw-invincibility
    • Ultra Combo W scaling changed from 60% to 75%

    Oni

    • Vitality reduced by 50 (1000 → 950)
    • Crouch 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 horizontally
    • 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 1st frame changed from airborne state to grounded state, throw-invincibility added to the 1st frame
    • M Sekisei Jiraiken 1F invincibility time removed
    • H Goshoryuken complete invincibility time reduced by 3 frames (1-8F → 1-5F); strike-invincibility time shifted (9-10F → 6-7F)
    • L, M, H and EX 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 -5F on block
    • L, M, H and EX Goshoryuken cause forced knockdown if only the 1st hit connects
    • EX Goshoryuken bug where if only the 1st hit connects, delayed standing could not be performed fixed
    • L Rakan Dantojin damage reduced by 10 (120 → 110); stun damage reduced by 20 (150 → 130)
    • EX Rakan Dantojin advantage on block increased by 1 frame (-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 (in air UC1) start-up reduced by 3 frames (14F → 11F)
    • Tenchi Sokaigen (UC2) command changed from 41236×2+PPP to 63214×2+PPP

    Poison

    • Crouch LP start-up reduced by 1 frame (4F → 3F)
    • Crouch HK no longer cancellable
    • Vertical and Diagonal Jump HK active frames reduced by 5 frames (10F → 5F)
    • Focus Attack forward hurtbox reduced
    • Backflip (KKK) backward movement distance reduced
    • L, M and H Kissed by a Goddess → EX Focus Cancel → Forward Dash now -5F on block
    • EX Kissed by a Goddess 1st hit hitbox expanded upward, easier to use as an anti-air
    • L, M, H and EX Whip of Love 1st and 2nd hits can be EX Focus-, EX Red Focus- or Super Combo-Cancelled on block
    • EX Whip of Love 4th hit no longer jump-cancellable on block; 4th hit can be followed by jump attacks on hit
    • L, M and H Aeolus Edge recovery reduced by 1 frame; L version is ±0F on hit, -3 on block; M version is +3F on hit, ±0F on block, H version is +10F on hit, +7F on block
    • L, M, H and EX Aeolus Edge bug where if overlapping with the opponent’s back area as they rise, the attack wouldn’t connect fixed

    Rolento

    • Close Stand MK start-up reduced by 1 frame (6F → 5F); attack recognition range slightly expanded
    • Far Stand MP active frames reduced by 3 frames (6F → 3F)
    • Far Stand MK hurtbox at the feet reduced
    • Crouch MK start-up reduced by 1 frame (6F → 5F); advantage on hit increased by 2 frames (-2F → ±0F)
    • Vertical Jump HP active frames reduced by 2 frames (6F → 4F)
    • Diagonal Jump HP active frames reduced by 3 frames (6F → 3F)
    • Focus Attack active frames reduced by 2 frames (4F → 2F)
    • Stinger earliest timing for knife throw now earlier
    • EX Stinger damage reduced by 30 (40×3 → 30×3)
    • L Patriot Circle advantage on block reduced by 1 frame (-2F → -3F)
    • M Patriot Circle 3rd hit SC Gauge increase amount reduced by half (12 → 6)
    • EX Patriot Circle invincibility time removed; damage increased by 30 (70 → 100)
    • Mekong Delta Attack pushback on block reduced by half; on hit or block now EX Focus-, EX Red Focus- and Super Combo-Cancellable
    • EX Mekong Delta Attack advantage on block reduced by 8 frames (-2F → -10F)
    • EX Mekong Delta Air-Raid frames 1-10 changed from complete invincibility to projectile-invincibility; advantage on hit increased by 3 frames (+5F → +8F); advantage on block reduced by 3 frames (±0F → -3F); pushbox added to Rolento, less likely to fly past the opponent at very close range
    • EX Mekong Delta Escape descent trajectory can now be controlled with directional input
    • Mine Sweeper (SC) damage increased by 50 (300 → 350)
    • Take No Prisoners (UC2) start-up increased by 1 frame (6F → 7F)

    Rose

    • Forward Dash total frames reduced by 1 frame (21F → 20F)
    • Close Stand MK hitbox slightly expanded downward
    • Crouch LP damage increased by 10 (20 → 30)
    • Crouch LK damage increased by 10 (30 → 40)
    • Crouch 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); strike- and projectile-invincibility time increased by 2 frames (1-11F → 1-13F); 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

    • Forward/Neutral Throw (Head Bazooka) damage reduced by 15 (150 → 135)
    • Far Stand MP now Special-, EX Focus-, EX Red Focus-, and Super Combo-Cancellable
    • Far Stand MK active frames increased by 1 frame (1F → 2F)
    • Close Stand HP hitbox expanded downward
    • Target Combo (near opponent LK → HK) advantage on block reduced by 3 frames (-5F → -8F)
    • EX Snake Strike bug causing the move to not activate when the simultaneous P button timing was off by 1 frame fixed
    • L Messiah Kick can now be used in air combos
    • Messiah Kick LK follow-up (High Attack) can now be used in air combos
    • Messiah Kick MK follow-up (Low Attack) recovery increased by 3 frames (19F → 22F)
    • Messiah Kick HK follow-up (Mid Attack) 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 (1-16F → 1-13F); 2nd hit and after can now connect against airborne opponents; knocks down opponents differently on air hit
    • Spectacle Romance (SC) 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); knocks down opponents different on air hit

    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 Stand LK 2nd hit now Special-, EX Focus-, EX Red Focus-, and Super Combo-Cancellable
    • Step Low Kick (6+LK) pushback on block reduced
    • Step High Kick (6+HK) damage reduced by 20 (100 → 80)
    • L, M and H High Tiger Shot recovery increased by 3 frames (39F → 42F)
    • L, M, H and EX Tiger Knee Crush 1st hit now forces stand
    • L, M, and H Tiger Uppercut→ EX Focus Cancel → Forward Dash is now -5F 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 airborne opponents in the corner, now does full hits
    • Tiger Cannon (UC2) now does full hits on airborne opponents; air hit damage reduced by 12975 (384 → 255 309); damage on grounded opponents reduced by 27 (384 → 357)

    Sakura

    • Back Throw (Choba Throw) tosses the opponent a shorter distance
    • Close Stand MP pushback on hit reduced
    • Far Stand MP hitbox slightly expanded horizontally
    • Far Stand HP now Special-, EX Focus-, EX Red Focus-, and Super Combo-Cancellable
    • Diagonal Jump HP hurtbox slightly increased
    • L, M, H and EX Airborne Shunpukyaku trajectory on activation changed
    • EX Shunpukyaku advantage on block reduced by 2 frames (+4F → +2F); made easier to connect on crouching opponents
    • L, M, H and EX 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

    • Wall Jump (mid-jump, near wall 9) movement distance reduced
    • Crouch MP recovery reduced by 2 frames (11F → 9F); advantage on hit increased by 2 frames (+3F → +5F); advantage on block increased by 2 frames (-1F → +1F)
    • Far Stand HP advantage on hit increased by 6 frames (-11F → -5F), advantage on block increased by 7 frames (-15F → -8F)
    • Diagonal Jump MK now crosses up; hitbox matches Diagonal Jump HK in Ver.2012
    • Diagonal Jump HK no longer crosses up
    • Yosokyaku (while jumping 2+MK) active frames increased by 1 (3F → 4F); hitbox slightly expanded downward
    • Tenmakujinyaku (at top of forward jump arc 2+HK) hurtbox slightly expanded; hit-stun 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 damage increased by 10
    • L, M, H and EX Spinning Piledriver stun reduced by 50 (200 → 150)
    • L, M, and H Shoryuken 2nd hit no longer can be EX Focus Cancelled on block; after EX Focus Cancel → Forward Dash is now -5F on block
    • M and H Shoryuken invincibility time reduced by 2 frames (1-7F → 1-5F)
    • L, M, and H Tanden Engine can no longer be cancelled into from normal attacks
    • Tanden Stream (UC1) recovery reduced by 11 frames (66F → 55F); pushback on block increased
    • Tanden Typhoon (UC2) now easier to land all hits on airborne opponents; advantage on block increased by 19 frames (-89 → -70)

    T. Hawk

    • Walk speed slightly increased
    • Close Stand MP pushback on hit and block reduced
    • Far Stand HK hurtbox slightly expanded; advantage on block increased by 2 frames (-7F → -5F)
    • Crouch MK now Special-, EX Focus-, EX Red Focus-, and Super Combo-Cancellable
    • Condor Spire command changed from 421+P to 623+K
    • L Condor Spire advantage on hit increased 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; 0 damage bug when only the 1st hit connects fixed
    • L Mexican Typhoon throw range increased by .50 (1.50 → 1.55)
    • Raging Slash (UC2) command changed from 63214×2+PPP to 63214×2+KKK; hitbox slightly expanded horizontally

    Vega

    • Crouch HP active frames increased by 2 (2F → 4F)
    • Close Stand MK start-up reduced by 1 frame (6F → 5F); recovery reduced by 3 frames (13F → 10F); advantage on hit increased by 3 frames (+2F → +5F); advantage on block increased by 3 frames (-1F → +2F)
    • Diagonal Jump LK now crosses up
    • Pick up Mask is now a command, 2+PP while standing over the mask
    • L, M, H, and EX Rolling Crystal Flash charge time reduced by 10 frames (60F → 50F)
    • L, H and EX Rolling Crystal Flash → EX Focus Cancel → Forward Dash advantage on block increased by 5 frames (±0F → +5F)
    • M Rolling Crystal Flash → EX Focus Cancel → Forward Dash advantage on block increased by 3 frames (±0F → +3F)
    • Flying Barcelona Special (SC) now has an attack added during the motion to the wall, does 100 damage; Rolling Izuna Drop damage reduced by 100 (100·100·200 → 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 EX Flying Barcelona Attack
    • Splendid Claw (UC2) start-up reduced by 1 frame (8F → 7F)

    Yang

    • Walk speed slightly increased
    • Close Stand LK start-up reduced by 1 frame (5F → 4F)
    • Close Stand MK hitbox expanded downward, easier to connect on crouching opponents
    • Far Stand MP now Special-, Super Combo-, and EX Focus-cancellable
    • Far Stand LK start-up reduced by 1 frame (5F → 4F)
    • Crouch 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 Torouzan 3rd hit damage increased by 5 (60 → 65)
    • H Torouzan 3rd hit damage increased by 10 (60 → 70)
    • L, M, H and EX Torouzan hitbox increased downward, mitigating cases where it was difficult to connect on certain character’s crouching states
    • L Senkyutai 1st hit hit-stop increased by 4 frames (8F → 12F), now matches the hit-stop on block; after EX Focus Cancel → Forward Dash now -5F on block
    • L, M, H and EX Zenpou Tenshin now do 1 damage (0 → 1)
    • Tenshin Senkyutai (UC2) start-up reduced by 1 frame (7F → 6F)

    Yun

    • Far Stand MP damage increased by 10 (50 → 60)
    • Crouch MP damage increased by 10 (50 → 60)
    • Jump MK active frames reduced by 4 frames (8F → 4F); hitbox slightly expanded backward, crosses up
    • H Nishokyaku frames 1-7 changed from complete invincibility to strike-invincibility; now airborne from 7th frame
    • L, M, H and EX Zenpou Tenshin now do 1 damage (0 → 1)
    • Ex Zesshou Hohou advantage on block increased by 2 frames (-1F → +1F)
    • Forward or Backward Dash bug where inputting Red Focus Attack after the dash would result in Focus Attack fixed

    Zangief

    • Close Stand LK now Special-, EX Focus-, EX Red Focus-, and Super Combo-cancellable
    • Close Stand MK recovery reduced by 5 frames (15F → 10F); advantage on hit increased by 5 frames (±0F → +5F); advantage on block increased by 5 frames (-3F → +2F)
    • Far Stand MP hurtbox slightly expanded; hurtbox in front sticks out 1F before active
    • Far Stand MK advantage on hit increased by 4 frames (-7F → -3F); advantage on block increased by 3 frames (-10F → -7F)
    • Crouch LK advantage on hit increased by 1 frame (+4F → +5F)
    • Diagonal Jump HP hurtbox slightly expanded
    • L Spinning Piledriver throw range reduced by .05 (1.75 → 1.70)
    • L Banishing Flat start-up reduced by 3 frames (11F → 8F); advantage on hit increased by 3 frames (-5F → -2F -3F)
    • M Banishing Flat start-up reduced by 2 frames (13F → 11F); advantage on block increased by 2 frames (-8F → -6F)
    • H Banishing Flat start-up reduced by 2 frames (16F → 14F); advantage on block increased by 2 frames (-9F → -7F)
    • Final Atomic Buster (SC) throw range increased to match range of M Spinning Piledriver
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    Nefarious_Al

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    #2  Edited By Nefarious_Al

    That damage reduction on Bison's stand MP is kinda iffy. They put what was a nice punish for him behind a 1 frame link and now they nerf the damage on what gave the damage in the first place. Poison gonna be sick though I'm still hype.

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    ThePhantomnaut

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    EX FUCKIAGE!!!!

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    johnsonic7

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    EX FUCKIAGE!!!!

    Yeah I think that change is really neat.
    Thing that I never expect to change but has always bugged me was the weird input for Fei's chicken wing and cammy's hooligan never conforming to half circles.

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    musclerider

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    The only thing in the world that I want is for Cody's U2 to have a better juggle property.

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    deactivated-5d0d1bbdad7de

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    PIE Smug confirmed it. Wolfkrone confirmed it. This changelog confirms it. Dudley is MOTHERFUCKING GOD TIER

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    JJOR64

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    Still don't know why they buffed Yun. Either way I'm super excited for this. We are almost there.

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    Doctorchimp

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    I think it's still a little ridiculous I have to fish out my 360 just to play this thing on time and then wait until August for the PC version and pay more money....

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    ThunderSlash

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    Wait what, Dirty Bull is back to 720?! Why do they keep changing it?

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    StarvingGamer

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    @thunderslash: Make it easier I guess. Simpler to spin a stick than to do two discrete half-circle motions.

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    Corevi

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    #11  Edited By Corevi

    There is only one thing in here that should matter to anybody and that's SICK HAKAN BUFFS, GET OILED. I hope all my Arcade Edition mods will work with this though, especially Asura Evil Ryu.

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    BradBrains

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    the sakura changes make me happy

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    flasaltine

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    Paying for balance updates?

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    Petiew

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    Paying for balance updates

    and 5 additional characters.

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    JJOR64

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    @flacracker: 5 new characters, 6 new stages, online training mode, new online team battle mode, YouTube support.

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    Fredchuckdave

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    #16  Edited By Fredchuckdave

    @flacracker: Seems like it's worth 20 bucks or so. Fighting game re-releases have always been a bit sketchy.

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    Dan_CiTi

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    #17  Edited By Dan_CiTi

    @johnsonic7: I like Fei's motion as it made sense for how the move felt, Cammy's not so much.

    Also I need to learn the importance of Red Focus, I heard some commentators on the UFGT X stream talk of how it is already altering players strategies (even whilst going back to SSF4 2k12) but didn't really pick up on it.

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    Dan_CiTi

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    PIE Smug confirmed it. Wolfkrone confirmed it. This changelog confirms it. Dudley is MOTHERFUCKING GOD TIER

    How so? He was sadly pretty weak in the grand scheme of things since he was introduced in SF4.

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    ArbitraryWater

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    Oh wow. Almost forgot this comes out tomorrow. Ugh, I might have to re-up my Xbox Live if I don't want to just play against myself.

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    StarvingGamer

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    @dan_citi said:

    Also I need to learn the importance of Red Focus, I heard some commentators on the UFGT X stream talk of how it is already altering players strategies (even whilst going back to SSF4 2k12) but didn't really pick up on it.

    Mostly it's for use in combos. Players can hit-confirm for insane damage if they have three bars stocked for a Red Focus Cancel, encouraging them to conserve their meter more often.

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    BradBrains

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    StarvingGamer

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    Updated OP with new characters that are currently available in arcades

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    Fredchuckdave

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    #23  Edited By Fredchuckdave

    @darkstalker: Oh I mean in terms of buying the overall package, don't really have an issue with this being a $15 DLC add-on. I believe this is Street Fighter IV IV we're on now?

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    Petiew

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    @fredchuckdave: The retail release isn't full price and I believe it comes with all of the DLC costumes. It's actually quite a decent deal for new players.

    This edit will also create new pages on Giant Bomb for:

    Beware, you are proposing to add brand new pages to the wiki along with your edits. Make sure this is what you intended. This will likely increase the time it takes for your changes to go live.

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