Final Super Street Fighter IV AE Ver. 2012 Change Log – All Characters Final Super Street Fighter IV AE Ver. 2012 Change Log – All Characters
It’s here! Capcom Unity has posted up the final change log for SSF4AE2012. Check out the changes below, and let us know how you... Final Super Street Fighter IV AE Ver. 2012 Change Log – All Characters

It’s here! Capcom Unity has posted up the final change log for SSF4AE2012. Check out the changes below, and let us know how you feel in the comments!

Ryu

Metsu Shoryuken
Extended hitbox upward in 3rd active frame.

Hadoken
Changed light/medium/heavy version damage from 60 to 70. Chip damage is the same as SSFIV AE, at 15.
Changed follow-up restrictions when a counter-hit is landed with the EX version so that follow-up is possible with any move.

Airborne Tatsumaki Senpukyaku
Adjusted timing of trajectory break-point to be 3F behind the previous point when initiated with an angled forward jump.

Solar Plexus Strike
Changed damage from 40 + 50 (90 total) to 40 + 60 (100 total).

Near Standing Heavy Kick
Equalized normal hit and counter-hit frame advantage.

Heavy Shoryuken
Made this a 1-hit move. Set damage in 1st and 2nd active frames to 160, and in 3rd to 14th active frames to 60.
Made from start to 4th frame totally invincible. Made mid-air follow-up impossible.
Removed possibility for EX Focus Attack and super canceling.

Crouching Medium Kick
Hit detection extended from 3F to 5F.

Ken

Target Combo
Expanded hitbox for second hit downward to facilitate connecting with crouching targets.
Increased startup of near standing medium punch from 8F to 20F to allow a delay when canceling into a Target Combo.

EX Shoryuken
Changed damage from 70 + 30 + 30 + 50 (180 total) to 80 + 30 + 30 + 60 (200 total).

Crouching Heavy Kick
Total frame count unchanged, but startup altered from 7F to 8F.

Far Standing Heavy Kick
Changed startup from 12F to 11F.
Shortened attack recovery by 4F, giving a +1F advantage on a hit and a -3F (dis)advantage when blocked.

Thunder Kick
Overall length of feint move changed from 27F to 24F.

Chun Li

Yosokyaku
Made accessible from stick diagonally forward-down + medium kick as well as from stick down + medium kick.

Heavy Spinning Bird Kick
Changed damage from 30 * 9 (270 total) to 40 + 20 * 8 (200 total).
Made the move hit fully when canceled into from a near standing heavy punch.

Kikoken
Changed startup from 10F to 9F.

Hosenka
Made hitboxes match SSFIV.

Kintekishu
Lengthened opponent’s stun when counter-hit by 3F, giving the attacker a +3F advantage on a counter-hit.

Tenkukyaku
Expanded hitbox downward to make it easier to hit crouching targets.

Crouching Heavy Kick
Increased stun from 100 to 150.

EX Hyakuretsukyaku
Increased amount of movement directly following the move’s opening and extended attack reach.

Near Standing Heavy Punch
Lengthened hit stun by 1F, leaving the attacker with a -2F (dis)advantage on a hit.
Shortened hitback distance.

Crouching Light Kick
Expanded strike hitbox for deep hit.

E. Honda

Sumo Headbutt
Made upper body totally invincible from start until 14th frame for light version.
Changed damage until 2nd active frame from 130 to 100 for light version.
Made medium version from start until 10th frame projectile-invincible and totally invincible around the foot.

Heavy Hundred Hand Slap
Expanded final hit’s hitbox forward, making it easier to connect with all characters.

Orochi Breaker
Changed easy command.

Ultimate Killer Head Ram
Made KO possible even when the move’s first hit is double hit.

Blanka

Rolling Attack
Changed damage from 100 to 110 for light, 110 to 120 for medium, 120 to 130 for heavy, and 110 to 120 for EX version.
Made opponent get knocked down when hit connects within 2F of heavy or EX version’s active period.
Made follow-up possible when hit connects within 2F of EX version’s active period.

Rock Crusher
Lengthened hit stun by 3F on a max. focus hit, giving the attacker a possible +5F advantage on a hit. Shortened hitback distance on a hit and on a block.

Jungle Wheel
Extended total frame count of Blanka’s move by 1F on a hit.

EX Vertical Roll
Made opponent get knocked down on a hit, and made landing point closer to opponent when blocked.
Lengthened landing stun on a block by 5F from 7F to 12F.

Zangief

Heavy Spinning Piledriver
Increased stun from 100 to 150.

EX Banishing Flat
Changed damage from 80 + 50 (130 total) to 90 + 50 (140 total).
Increased stun from 50 + 50 (100 total) to 100 + 50 (150 total).

Crouching Heavy Kick
Shrunk mid-move hurtbox.

Crouching Light Punch
Expanded strike hitbox for deep hit.

Far Standing Heavy Punch
Made opponent get knocked down on a hit.

Guile

Sonic Boom
Abolished counter-hit hurtbox in place from projectile discharge to end of move for all versions. Hurtbox now exists until point of discharge.

Flash Kick
Changed deep hit damage from 100 to 110 for light, 120 to 130 for medium, and 130 to 140 for heavy version.

Flying Mare
Changed startup from 4F to 3F.

Flying Buster Drop
Changed startup from 4F to 3F.

Spinning Back Knuckle
Changed damage from 90 to 100.

Reverse Spin Kick
Made throw-invincible from 6th frame after start until landing.
Increased hit stun by 1F, giving the attacker a possible +5F advantage on a hit.

Sonic Hurricane
Changed damage distribution to 90 + 30 * 4 + 90 and increased damage potential of follow-up. No change to overall damage.

Dhalsim

Standing Light Punch
Increased hit detection period from 1F to 4F.
Increased hit stun by 1F, giving the attacker a possible +2F advantage on a hit.

Yoga Inferno
Changed damage from 60 * 5 (300 total) to 75 * 2 + 60 * 3 (330 total).

Yoga Blast
Changed EX version’s damage distribution to 90 + 50. No change to overall damage.
Shrunk mid-move hurtbox for medium and heavy versions.
Made follow-up with any move possible after a heavy version hit.
Shortened post-hit recovery by 10F for light and medium versions.
Shortened post-hit recovery by 5F for heavy version.
Made quick-stand impossible on a hit for all versions.
Made release-triggering impossible for light, medium, and heavy versions.

Balrog

Buffalo Head
Increased damage from 100 to 120 for medium, 100 to 140 for heavy, and 100 to 150 for EX version.

Dirty Bull
Increased damage from 300 to 399.
Made easy command mode input the same as SSF4.

Dash Swing Blow
Shortened hitback distance when hitting opponents on the ground, and eased linking with crouching medium punch, etc.

Near Standing Heavy Punch
Expanded hitbox downward, enabling contact at close range with Ryu, etc. when crouching.

Vega

Crouching Heavy Kick
Increased damage from 90 to 110.

Cosmic Heel
Lengthened block stun by 1F, leaving attacker with a -3F (dis)advantage when blocked.

Bloody High Claw
Expanded hitbox after knee connects in the first part of the attack to avoid unexpected drop-out.
Allowed combos to link with a Cosmic Smart hit.

Splendid Claw
Changed startup from 9F to 8F.

Sky High Claw
Made opponent get knocked down on a hit for all versions.
Expanded EX version hitbox downward, making it possible to hit Chun-Li, etc. when crouching.

Focus Attack
Expanded strike hitbox for deep hit.

Sagat

Angry Charge
Changed Tiger Uppercut damage during an Angry Charge from 140 to 150 for light, 160 to 170 for medium, and 240 to 250 for EX version.

Crouching Medium Punch
Expanded strike hitbox for deep hit.

M. Bison

Double Knee Press
Changed light/medium/heavy stun from 50 + 50 (100 total) to 100 + 50 (150 total).
Lengthened hit stun by 1F on first hit for all versions, giving the attacker a possible +5F advantage when completing the fastest possible Double Knee Press→EX Focus→Dash.

Near Standing Heavy Kick
Far Standing Heavy Kick
Changed shallow hit damage from 80 to 90.

C. Viper

Burst Time
Changed damage from 480 to 441.
Moved position of hitbox to make the move easier to hook in combos.

Burning Dance
Changed damage from 380 to 410.

Thunder Knuckle
Changed EX version’s startup from 27F to 25F.
Lengthened Viper’s stun by 2F on an EX version hit.
Changed medium version damage from 120 to 110.
Made throw-invincible until first active frame for heavy version.

EX Seismic Hammer
Changed damage from 120 to 100.
Eliminated throw invincibility.

Aerial Burning Kick
Changed normal damage from 100 to 90.
Made follow-ups with Heavy Thunder Knuckle or Burst Time possible after EX version fully hits.

Rufus

Big Bang Typhoon
Adjusted number of hits against airborne opponents to a maximum of 10.

Messiah Kick
Made light derivation combo on a medium hit.

Target Combo
Expanded second hit’s hitbox downward to facilitate connecting with Blanka, etc. when crouching.

EX Galactic Tornado
Increased opponent’s stun by 7F when hit by the suction part of the move. Gives attacker a possible +8F advantage when completing EX Focus→Dash in shortest possible time.

Big Bang Typhoon
Adjusted number of hits against airborne opponents to a maximum of 10.

El Fuerte

Propeller Tortilla
Made strike- and projectile-invincible from start until 13th frame.

Quesadilla Bomb
Made EX version’s counter-hits lead to wall bounce damage.
Reduced EX version’s charge time from 390 to 210F.
Shortened recovery by 10F when EX version or normal move hits at full charge.

Calamari Slide
Fixed issue whereby using a Heavy Punch→Calamari Slide combo against a crouching Balrog, etc. wasn’t hitting the opponent.

Crouching Light Punch
Made all light version attacks rapid-fire cancelable.

Guacamole Leg Throw
Reduced landing stun from 13F to 10F.

Abel

Crouching Heavy Punch
Expanded hitbox upward to ease use as an anti-air move.

Tornado Throw
Changed damage from 150 to 160 for light, 170 to 180 for medium, and 190 to 200 for heavy/EX versions.

Breathless
Made strike-invincible from start of dash to just before hit detection.
Eliminated throw invincibility after start of dash.

Second Low
Extended hit stun by 2F, giving a possible +9F advantage when completing EX Focus→Dash in the shortest possible time.

Seth

Jumping Heavy Punch
Changed hitbox active time from 2F to 4F.

Forward Jumping Medium Kick
Made foot region invincible to projectiles from end of active period to landing.

Shoryuken
Shortened block stun by 2F on second normal Shoryuken hit, leaving the attacker with a -3F (dis)advantage on EX Focus→Dash. No change to first hit’s block stun.

Tanden Stream
Made Seth become totally invincible at a certain point in the attack.
Made fully hit when combo launched from crouching heavy punch.
Changed damage from 380 to 340.

Akuma

Forward Throw
Increased Akuma’s total frame count on a hit by 2F.

Demon Armageddon
Changed hit damage when canceling out of Ashura Senku from 400 to 421.

Hyakki Gosho
Changed from an overhead attack to a mid attack.

Far Standing Heavy Kick
Changed damage from 60 + 40 (100 total) to 50 + 30 (80 total).
Shortened block stun by 2F on second block, giving the attacker a -2F (dis)advantage when blocked.

EX Hyakkishu
Made EX Zanku Hadoken cancelable from immediately after start of move.

Gouken

Senkugoshoha
Expanded light version’s hitbox forward.
Changed medium version’s characteristics to match SSF4’s light version.
Changed heavy version’s characteristics to match SSF4’s medium version.

Crouching Heavy Punch
Lengthened hit stun by 1F.

Denjin Hadoken
Made fireball speed variable by 3 steps by shaking the stick before start of hit detection.
Increased final damage by 45 for all charge levels.
Unified charge time required to launch all versions of attack, regardless of Ultra Meter level.

Kongoshin
Expanded counter hitbox for medium and heavy versions.
Set stun to 200 for all versions.

Near Standing Medium Kick
Fixed issue whereby simultaneous near standing medium kicks in Gouken-Gouken attacks would miss each other.

Sakotsukudaki
Expanded hitbox downward.
Changed hitbox active period from 2F to 4F.
Shrunk hurtbox on upper arm.
Aligned hit stop time with length of heavy attack.

Near Standing Heavy Kick
Changed first hit active period from 2F to 5F.

Forbidden Shoryuken
Changed startup from 11F to 3F.

Far Standing Medium Punch
Made Special Move cancelable.
Lengthened hit stun by 1F, giving the attacker a possible +5F advantage on a hit.

Far Standing Heavy Punch
Changed hitbox active period from 3F to 5F.

Cammy

Heavy Spiral Arrow
Changed active periods from (first hit) 2F + 17F to 7F + 12F. (Overall active period unchanged.)

Quick Spin Knuckle
Decreased distance all versions push back when blocked.

Fei Long

Rekkaken
Set chip damage from first and second hits to 6 for light version.
Set chip damage from first and second hits to 7 for medium version.
Decreased distance of block push for second light/medium/heavy hit.
Reduced block stun for second light/medium/heavy hit, giving the attacker a frame (dis)advantage of -8F for light, -10F for medium, and -12F for heavy hits.

Shienkyaku
Changed light version deep hit damage from 120 to 110.
Changed medium version deep hit damage from 140 to 120.
Changed heavy version damage from 100 + 60 (160 total) to 100 + 50 (150 total).
Changed EX version damage from 100 + 50 + 50 (200 total) to 100 + 50 + 40 (190 total).
Shortened first hit block stun by 1F for all versions.

Rekkukyaku
Changed heavy version damage from 40 + 40 + 60 (140 total) to 35 + 35 + 30 (100 total).
Stopped hit connecting after cross up for all versions.

Crouching Medium Punch
Changed damage from 65 to 55.

Near Standing Medium Punch
Prevented first (Heavy/EX) Rekkukyaku canceled from near standing medium punch from hitting.

Near Standing Light Punch
Far Standing Light Punch
Shortened hit stun by 1F, giving the attacker a possible +5F advantage on a hit.

Chokkarakusho
Changed damage from 60 to 70.

Engekishu
Changed damage from 90 + 60 (150 total) to 80 + 50 (130 total).
Made second hit super-cancelable.

Sakura

EX Hadoken
Changed level 1 damage from 40 + 60 (100 total) to 60 + 60 (120 total).
Changed level 2 damage from 50 + 70 (120 total) to 60 + 70 (130 total).

EX Shunpukyaku
Fixed issue whereby opponent could be passed through when hit in standing position after certain combos.

Sakura Otoshi
Increased command input difficulty, and made release-triggering impossible.

Rose

Soul Satellite
Changed startup from 7F to 5F.
Fixed issue whereby EX Soul Reflect could be triggered accidentally.

Near Standing Medium Kick
Extended hit stun by 1F, giving the attacker a possible +4F advantage on a hit.

Soul Spark
Changed Super Meter build-up from 20 to 30 for light, medium, and heavy versions.

Soul Piede
Changed total action frames from 33F to 29F.
Increased reach by moving hitbox forward.
Shrunk active period hurtbox.

Crouching Medium Kick
Fixed issue whereby counter-hit damage was taken when attacked in any frame after hit detection started.

EX Soul Reflect
Made invincible to projectiles from start until 7th frame.
Activated projectile return hitbox from 5th frame onward.

EX Soul Spiral
Changed damage from 100 to 120.

Gen

(Crane) Crouching Heavy Punch
Changed counter-hit damage to be the standard 1.25 times normal damage.

(Crane) Crouching Heavy Kick
Changed hitbox active period from 3F to 5F.

Shitenketsu
Changed startup from 9F to 7F.

Gekiro
Given Super Meter a +10 bonus when medium or heavy versions make it to the final hit.
Made quick-stand impossible on final hit of heavy version.

Jyasen
Varied number of hits when using EX version depending on punch button combination (light + medium or medium + heavy or light + heavy).
Made EX version projectile-invincible until end of active period.
Increased opponent’s stun by 4F on the penultimate hit or block of the rolling portion of the attack for light/medium/heavy version. Following the fastest possible EX Focus→Dash, this gives the attacker a +6F advantage on a hit, or a +2F advantage when blocked.
Increased hit stun by 5F and block stun by 4F on the penultimate hit of the rolling portion of the attack for the EX version. Following the fastest possible EX Focus→Dash, this gives the attacker a +8F advantage on a hit, or a +2F advantage when blocked.

(Mantis) Focus Attack
Lengthened hit stun by 3F on a level 1 hit, giving equal frame advantage/disadvantage on a hit after completing the fastest possible Dash.

(Crane) Focus Attack
Lengthened block stun by 3F on a level 1 block, giving equal frame advantage/disadvantage on a block after completing the fastest possible Dash.

(Crane) Crouching Medium Kick
Made +1F advantage on a hit and -1F (dis)advantage when blocked.
Shrunk mid-move leg hurtbox.

EX Oga
Changed damage from 100 to 150.
Increased movement speed.

EX Oga (Far Kick)
Changed startup after wall bounce from 12F to 7F.

Dan

Airborne Dankukyaku
Made EX Airborne Dankukyaku fully hit after EX Focus canceling a Koryuken.
Changed heavy version’s damage from 50 + 40 + 30 (120 total) to 50 * 3 (150 total).
Changed EX version’s height restrictions, allowing it to be activated 1F earlier.
Changed EX version’s stun from 100 * 3 (300 total) to 100 + 75 + 75 (250 total).

Dankukyaku
Changed heavy version’s damage from 50 + 40 + 30 (120 total) to 50 + 40 + 40 (130 total).

Hissho Buraiken
Adjusted to fully hit when used up close against any character.

Ducking Taunt, Jumping Taunt
Made Super Meter bonus +70 on a hit and +30 on a block.

Close Standing Medium Punch
Changed startup from 6F to 5F. Takes the total frame count to 23F.

Close Standing Heavy Kick
Shortened hitback distance on standing or crouching hit.

Crouching Heavy Kick
Changed startup from 12F to 10F. Takes the total frame count to 33F.

T. Hawk

Crouching Heavy Kick
Adjusted block stun to be 2F longer when first hit is blocked.
Made hurtbox (only) near head invincible to projectiles during the move. As a result, Sagat’s High Tiger Shot and similar moves can now be avoided.

Medium Tomahawk Buster
Made throw-invincible from the start of the move until airborne.

Heavy Body Press
Allowed activation from vertical jump.

Heavy Shoulder
Allowed activation from vertical jump.

Thrust Peak
Increased hit stun by 1F, leaving attacker with a -4F (dis)advantage on a hit.

EX Condor Dive
Made projectile invincibility last until the end of the move on a hit. As before on a block.

Close Standing Heavy Kick
Changed startup from 8F to 7F, making the move’s total frame count 1F shorter at 23F.
Changed to inflict knockdown damage on a hit, and made EX Tomahawk Buster the only move that can hit the knocked down opponent in that case.

Raging Slash
Made easy command mode input the same as SSF4.

Dee Jay

Air Slasher
Abolished counter-hit hurtbox in place from projectile discharge to end of move for all versions. Hurtbox now exists until point of discharge.

Far Standing Medium Punch
Expanded hitbox to end of glove, and made cancelable into a special move.

Sobat Festival
Made canceling into this move possible on penultimate hit of Sobat Carnival Super Combo.

Double Rolling Sobat
Expanded hitbox along attacking foot for medium version’s second hit only when first hit connected.
Changed damage from 80 to 90 for light, 100 to 110 for medium, and 120 to 130 for heavy version.

Close Standing Heavy Kick
Made first hit do forcible stand-up damage when it connects with opponents on the ground.
Expanded second hit’s hitbox downward.Made attacker have a -2F (dis)advantage when second hit is blocked.
Made second hit super-cancelable.

Guy

Retreat
Increased speed of retreat.

EX Bushin Senpukyaku
Expanded first hit’s hitbox and increased active period from 1F to 2F to make the move easier to land.

Elbow Drop
Made attack activate not only from stick down + medium punch, but also from stick down-forward + medium punch or stick down-back + medium punch.

Bushin Izuna Otoshi
Reduced landing stun for all versions when additional button input was missed.

Grab Throw / Shoulder Throw
Expanded hitbox forward slightly.

Vertical Jump Heavy Punch
Expanded hitbox up and down.

Angled Jump Heavy Kick
Expanded hitbox up, down, and to the front, and expanded hurtbox accordingly.

Angled Jump Medium Punch
Expanded hitbox up, down, and to the front, and expanded hurtbox accordingly.

Bushin Goraisenpujin
Slightly increased movement amount prior to first hit.
Expanded hitbox to the front.
Made easy command mode input the same as SSF4.

Neck Flip
Prevented cross up over E. Honda, Chun-Li, Vega, Rufus, Cammy, Sakura, Adon, and Juri when executed close up and opponent is crouching.

Wall Jump
Sped up timing of follow-up input after kicking the wall.

Bushin Hasoken
Expanded the final hit’s hitbox, making it easier to fully hit.

Cody

Advance
Increased speed when moving forward.

Retreat
Increased speed of retreat.

Hammer Hook (Stick Forward + Heavy Punch)
Increased hit and block stun by 2F. This gives the attacker a +3F advantage on a hit against a standing opponent, a -1F (dis)advantage against a crouching opponent, and a -4F (dis)advantage when blocked.
Enabled execution even when holding a knife.

Standing Light Punch (With Knife)
Lengthened hit stun, giving the attacker a possible +6F advantage on a hit.

Standing Medium Punch (With Knife)
Changed from a 1-hit to a 2-hit attack. No change to action or damage.

Standing Heavy Punch (With Knife)
Lengthened hit stun, giving the attacker a possible +3F advantage on a hit.

Crouching Medium Punch (With Knife)
Shrunk hurtbox on attacking arm.Also set hitbox active period to 4F. No change to overall frame count.

Crouching Heavy Punch (With Knife)
Startup changed from 9F to 7F. Changes total frame count from 24F to 22F.

Jumping Light Punch (With Knife)
Increased length of hit detection.

Jumping Medium Punch (With Knife)
Expanded hitbox up and down.

Pick up Knife
Made transition to block possible during move.

Bad Spray
Changed from a 1-hit to a 2-hit attack. No change to overall damage.Also made second hit super-cancelable.

EX Zonk Knuckle
Increased forward knockdown distance somewhat.

Ruffian Kick
Expanded medium kick’s hitbox forward slightly.

Angled Jumping Medium Punch
Expanded hitbox up and down.

Ibuki

Hammer Kick (Stick Forward + Medium Kick)
Changed startup from 26F to 25F. Changes move’s total frame count from 37F to 36F.Accordingly, Target Combo 7’s startup is 25F.

Bonsho Kick
Adjusted trajectory to facilitate hitting crouching opponents.
Enabled a +1F advantage on a hit and a -3F (dis)advantage on a block.
Enabled a possible +5F advantage for the attacker on a counter-hit.

Hashinsho
Made all hits connect with airborne opponents until locked animation sequence.
Made first hit do forcible stand-up damage when it connects with crouching opponents.

Yoroitoshi
Made projectiles fully hit against airborne opponents.
Made easy command mode input the same as SSF4.

Tsuijigoe
Made move throw-invincible from start until 7th frame.
Removed all hurtboxes apart from that over the head region from start until 12th frame.
Made move super-cancelable from 10th frame after start onward.

Makoto

Health
Adjusted from 1000 to 950.

Fukiage
Adjusted all damage from 100 to 90 when executing light, medium, and heavy versions, and from 140 to 120 for EX version.

Tanden Renki
Made attack last 3 seconds longer than previously.

Standing Heavy Kick
Extended hitbox downward.

Target Combo 1
Made the standing medium kick second hit super-cancelable.

Vertical Jump Medium Punch
Extended hitbox and hurtbox forward.

EX Karakusa
Adjusted size of hitbox to match that of the light version.

Hayate
【Light Punch Version】
Lengthened attack distance at level 3.
Adjusted characteristics at level 4 to match level 4 heavy punch.Added armor break property when charged to level 5.
Made same follow-up conditions the same as the EX version when charged to level 5.
Changed damage at level 5 to 190, and added voice hint to mark being charged to that level.
Lengthened distance of travel at level 5.

【Medium Punch Version】
Adjusted characteristics at level 4 to match level 4 heavy punch.
Unified characteristics at level 5 across light, medium, and heavy punches.

【Heavy Punch Version】
Adjusted block stun at level 4 to give a -2F (dis)advantage.
Unified characteristics at level 5 across light, medium, and heavy punches.

Health
Adjusted from 1000 to 950.

Fukiage
Adjusted all damage from 100 to 90 when executing light, medium, and heavy versions, and from 140 to 120 for EX version.

Dudley

Victory Rose
Made EX Focus Attack possible.
Added light attack hit/block effects and sound effects.

Thunderbolt
Prevented quick-stand even when hitting airborne opponents for all versions.
Shortened horizontal travel when jumping without changing final total horizontal travel.
Delayed thunderbolt discharge and sound effect timing for EX version.

Short Swing Blow
Shrunk size of lower-body hurtbox after throw-invincibility expires in medium and heavy versions.
Lengthened hit stun by 2F for medium and heavy versions, giving attacker a possible +2F advantage on a hit.

Vertical Jumping Light Punch
Changed hitbox active period from 3F to 5F, and expanded its size.
Changed startup from 8F to 6F, hit detection from 3F to 4F, and expanded hitbox size.

Angled Jumping Light Punch
Changed hitbox active period from 5F to 8F.

Angled Jumping Medium Punch
Changed hitbox active period from 3F to 5F.

Standing Heavy Kick
Lengthened hit stun by 3F on a counter-hit, giving the attacker a possible +7F advantage on a hit.

Focus Attack
Lengthened block stun by 1F for hits charged to level 1. With the fastest possible Dash, this leaves the attacker with a -2F (dis)advantage on a hit or block.

Crouching Medium Kick
Changed startup from 10F to 8F, hit detection from 5F to 6F. Takes move’s total frame count from 29F to 28F.

Jet Upper
Changed light and medium version’s startup from 6F to 5F, and heavy version’s startup from 4F to 3F.

Adon

Focus Attack
Adjusted position of hitbox to ease hitting of short opponents.

Close Standing Medium Punch
Shortened hitback and block push distances. Also made attacker have a -4F (dis)advantage when blocked.

Jaguar Revolver
Fixed issue whereby the move could slip around to the back of an opponent on the ground when hit up close.
Increased the 3rd hit’s knockdown distance when fighting airborne opponents.

Rising Jaguar
Made super-canceling possible on 2nd active frame of first hit for strong version.
Slightly increased forward knockdown distance on first hit for the light, medium, and heavy versions to fix Adon facing the wrong way on EX Focus→Dash.

Jaguar Kick
Expanded body hurtbox downward to toe of lowered leg for light and medium versions. Made expanded part of hurtbox invincible to projectiles.
Changed heavy version’s damage from 140 to 130.

Hakan

Applying Oil
Made it possible to get oiled from start of round.Effect lasts approximately 10 seconds.

Vertical Jumping Light Punch
Changed hitbox active period from 3F to 8F.

Vertical Jumping Medium Punch
Changed hitbox active period from 2F to 4F.

Vertical Jumping Light Kick
Changed hitbox active period from 7F to 11F. Expanded hitbox and moved it upward.

Angled Jumping Light Punch
Changed hitbox active period from 6F to 8F.

Oil Dive
Adjusted trajectory and reach of hitbox to bolster heavy and EX versions.
Changed to fly over crouching opponents (not all characters) when the medium or heavy version is executed at close range.
Changed light version’s startup from 14F to 9F, EX version’s startup from 22F to 19F, and reduced max. power stun.
Expanded hitbox downward for all versions.

Crouching Heavy Punch
Changed to a 2-hit attack. Also altered the total frame count, leaving the attacker with a -3F (dis)advantage on a hit, and a -6F (dis)advantage when blocked.

Standing Light Punch
Changed to a +4F advantage when blocked.

Flying Oil Spin
Adjusted light version’s startup from 18F to 9F, and medium version’s startup from 18F to 12F.
Changed to fly over crouching opponents (not all characters) when the medium or heavy version is executed at close range.
Removed hurtbox around arm at startup.

Hakan Tackle
Contracted upper hurtbox downward at start of hit detection to match the rest of the active period.
Contracted active period front hurtbox backward to match the situation immediately after detection starts.

Oil Slide
Changed to do 100 points of stun when the slide originates from an Oil Shower move.
Made Super Meter bonus 30 when the slide originates from an Oil Shower move.
Made effect of oil when the slide originates from an Oil Shower move last for 450F (approx. 7.5 seconds).

Juri

Close Standing Medium Kick
Expanded 2nd hit’s hitbox forward to end of leg.

Fuhajin
Changed damage from 30 to 50 for all versions when upward kick connects.

Senpusha
Extended hit stun by 3F on first hit of light kick. Results in a possible +6F advantage for the attacker after the fastest possible EX Focus→Dash.
Extended hit stun by 3F on first and second hit of medium or heavy kick. Results in a possible +6F advantage for the attacker after the fastest possible EX Focus→Dash.
Extended hit stun by 5F on second hit of EX version. Results in a possible +7F advantage for the attacker after the fastest possible EX Focus→Dash.
Extended invincibility of EX version during Feng Shui Engine to cover the period when the first hit’s hitbox is up.

Feng Shui Engine
Enabled Super Meter to build up at 1/3 the normal rate for various attacks.

Focus Attack
Expanded hitbox downward.

EX Shikusen
Enabled change of trajectory with special kick button combinations (light + medium, medium + heavy, or light + heavy), but only during a Feng Shui Engine.
Adjusted startup to 3F. Takes move’s total frame count from 22F to 20F.

Dash
Increased travel during a Feng Shui Engine. Overall frame count is unchanged.

Yun

Target Combo 2
Changed damage from 60 + 40 + 50 (150 total) to 50 + 30 + 40 (120 total).

Target Combo 3
Changed damage from 80 + 70 (150 total) to 65 + 55 (120 total).
Made super-cancelable off second hit.

Target Combo 4
Changed damage from 50 + 50 + 60 (160 total) to 50 + 35 + 48 (133 total) when executed from a far standing medium punch.
Increased 2nd hit recovery by 2F, leaving attacker with a -6F (dis)advantage on a block.

Target Combo 5
Changed damage from 20 + 30 + 40 (90 total) to 20 + 20 + 32 (72 total).

Crouching Light Kick
Expanded hurtbox upward after hitbox becomes active.

Crouching Medium Punch
Changed damage from 60 to 50.

Zenpou Tenshin
Changed EX version’s startup from 5F to 8F, and removed throw-invincibility.
Increased startup from 7F to 10F for light, medium, and heavy versions.

EX Zesshou Hohou
Changed division of hit detection period from 7F + 2F to 3F + 6F.
Shortened block stun by 2F. This leaves the attacker with a -1F (dis)advantage when blocked at close range.

Raigeki Shu
Increased command input height restriction.
Changed landing stun from 4F to 6F.
Lengthened hit stun and block stun by 2F.

Kobokushi
Changed Super Meter build-up from 30 to 20 when medium or heavy version is executed. No change to Super Meter build-up when attack connects.
Extended total frame count for light, medium, and heavy versions by 2F, taking the light version to 25F, and the medium and heavy versions to 45F.
Changed damage from 160 to 140, and stun from 250 to 200 for medium and heavy versions.
Changed chip damage from 40 to 30 for medium and heavy versions.
Changed hitbox active period from 15F to 10F for medium and heavy versions.

Nishokyaku
Eliminated invincibility from light version at 6th frame after start.
Shortened distance medium, heavy, and EX versions jump forward.
Lengthened landing stun by 3F only for light and EX versions when attack whiffs.
Changed medium version’s damage from 70 + 60 (130 total) to 70 + 40 (110 total).

Tetsuzanko
Changed heavy version’s damage from 140 to 100.
Added mid-move strike hurtbox on all versions.
Changed timing of projectile invincibility for the heavy version from 6th to 18th frame after the start of the move.
Changed EX version’s damage from 80 + 70 (150 total) to 90 + 40 (130 total).

Genei Jin
Shortened length of effect by 1 second.
Changed damage during Senpukyaku from 85 to 80.

Stun
Changed from 1000 to 950.

Near Standing Light Kick / Far Standing Light Kick
Lengthened block stun by 1F, giving the attacker a possible +2F advantage when blocked.

Yang

Crouching Light Kick
Changed damage from 30 to 20.
Expanded hurtbox upward after hit detection starts.

Crouching Punch
Changed damage from 80 to 70. Changed to 60 during a Seiei Enbu.

Far Standing Medium Punch
Shrunk hitbox.

Forward Jumping Medium Kick
Shrunk hitbox.

EX Zenpou Tenshin
Shrunk throw hitbox.
Changed startup from 7F to 8F.
Removed throw-invincibility.

Tourouzan
Changed light/medium version’s final hit damage from 75 to 60.
Changed heavy version’s final hit damage from 80 to 60.
Made block string to final hit possible for EX version.
EX version only changed so as not to trigger on button release.

Byakko Soshoda
Changed meter build-up from 20 to 10 for medium and heavy versions.
Changed total frame count to 26F for light, 41F for medium, and 45F for heavy version. No change to total frame count during a Seiei Enbu.
Changed heavy version’s damage from 150 to 140, chip damage from 38 to 30, and stun from 250 to 200.
Shortened hitbox active period from 13F to 9F for medium and heavy versions.

Target Combo 2
Changed damage from 150 to 130 when fully hits.
Shortened distance 2nd hit pushes back when blocked.
Lengthened 2nd hit’s recovery by 4F, giving a -7F (dis)advantage when blocked.

Raigeki Shu
Changed stun from 100 to 50.
Changed landing stun from 4F to 6F.
Added hurtbox to foot area as soon as the move starts.

Senkyutai
Removed projectile invincibility from start to 5th frame of heavy version.
Removed projectile invincibility from medium version.
Shrunk hitboxes across all versions.
Given attacker a -4F (dis)advantage with EX Focus→Dash on a block for all versions.

Seiei Enbu
Shortened length of effect by 1 second.
Set chip damage to 1/8 normal damage.

Tenshin Senkyutai
Changed startup at close range from 4F to 7F.
Changed final hit damage to 90 when not locked.

Stun
Changed stun from 1000 to 950.

Near Standing Light Kick
Far Standing Light Kick
Changed startup from 3F to 5F. No change to startup during a Seiei Enbu.

Target Combo 3
Made 3rd hit super-cancelable.
Made opponent get knocked down when 3rd hit connects.

Up From Prone
Removed total invincibility from all frames after action becomes possible.

Back Dash
Prevented special canceling between 24th and 25th frame of backward dash.

Evil Ryu

Health
Adjusted from 850 to 900.

Stun
Adjusted from 850 to 900.

Airborne Tatsumaki Senpukyaku
Adjusted timing of trajectory break-point to be 3F behind the previous point when initiated with an angled forward jump.
Enabled Airborne Tatsumaki Senpukyaku to be canceled out of a Senbukyaku at all strengths, and changed the characteristics from normal use. Set stun to 100 for light and medium versions when canceled into from a Senbukyaku.

Ryusokyaku
Increased hit stun by 1F for light version, giving the attacker a possible +1F advantage on a hit.
Changed heavy version’s startup from 27F to 26F, damage from 140 to 130, and stun from 200 to 150. Also enabled follow-up against opponents that have been knocked back, as with the medium version.
Inhibited quick-stand after a medium or heavy version hit against an airborne opponent.
Changed EX version’s startup from 22F to 21F.
Enabled further follow-up from a Senbukyaku→EX Airborne Tatsumaki Senpukyaku combo with the medium version when at the edge of the screen.

Far Standing Heavy Kick
Adjusted size and position of hitbox to match Ryu’s.

Crouching Heavy Kick
Changed damage from 90 to 100, and lengthened active hitbox period from 2F to 3F.

Raging Demon
Changed damage from 350 to 370.

Far Standing Medium Kick
Slightly expanded hitbox forward. Also slightly increased amount of forward motion during startup.
Reduced recovery by 1F, taking the total frame count from 26F to 25F.

Target Combo
Made 2nd hit a knockdown.

Far Standing Heavy Punch
Made this move cause a knockdown on a counter-hit.

Metsu Hadoken
Time taken the charge the attack by holding down the button has been cut compared to before.This makes it easier to land repeated knee-crippling hits in a Focus Attack.
Expanded hitbox downward in 1st active frame when executed as a charged attack at close range to an opponent.

Shoryuken
Extended invincibility of medium version by 1F, making first 5F totally invincible.
Changed heavy version’s damage from 90 + 60 (150 total) to 100 + 60 (160 total).

Oni

Health
Adjusted from 950 to 1000.

Goshoryuken
Slightly increased forward knockdown distance on final hit to fix the character facing the wrong way on EX Focus→Dash.
Made quick-stand impossible following the first hit of the EX version.

Messatsu-Gotenha
Changed active period from 10F to 9F, and made the attack totally invincible until after the first active frame.

Messatsu-Gozanku
Made Messatsu-Gozanku cancelable on a Zanku Hadosho hit.

Tenchi Sokaigen
Reduced damaged party’s horizontal knockdown distance in order to increase ease of subsequent hitbox connection following a successful first hit.

Raging Demon
Changed damage from 350 to 370 when executed on the ground.
Changed from a throw hitbox to a strike hitbox that can only hit airborne opponents when the move is carried out in the air.

EX Tatsumaki Zankukyaku
Made additional adjustments to allow the move to fully hit.

Airborne Tatsumaki Zankukyaku
Changed EX version to make a sudden, vertical dive, only when canceled into from a Zanku Hadosho.
Made EX version a 1-hit move, with damage of 140 and stun of 200 that does tailspin knockdown damage, only when canceled into from a Zanku Hadosho.
Changed EX version landing stun to 22F, only when canceled into from a Zanku Hadosho.

Gankauchi (Stick Back + Medium Punch)
Changed damage motion when hitting crouching opponents, making it easier to land a hit when canceling a special or other move from a Gankauchi.

Angled Jumping Heavy Punch
Changed active period from 4F to 5F.

Zanku Hadosho
Expanded hitbox for light and heavy versions.

Rakan Dantojin
Added hitbox for deep hit to light version.
Extended projectile-invincible frames by 3F for medium version.