Ultra Street Fighter IV Japanese Location Test Coverage Hub – Character Info, Off-Screen Footage, and More Ultra Street Fighter IV Japanese Location Test Coverage Hub – Character Info, Off-Screen Footage, and More
UPDATE – This article has been updated with official changes for every character except for Abel, Fei Long, Rose, and Ryu. As many of... Ultra Street Fighter IV Japanese Location Test Coverage Hub – Character Info, Off-Screen Footage, and More

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UPDATE – This article has been updated with official changes for every character except for Abel, Fei Long, Rose, and Ryu.

As many of you are probably aware, Capcom will be holding the very first public location tests for Ultra Street Fighter IV at various establishments in Japan this weekend. Obviously, there will be a ton of information coming in from a variety of sources, and as such, we will be using this particular article to aggregate the gameplay details that will become available.

Kim1234 has compiled a list of change requests he and others completed over the course of the weekend. You can find that listing here.

System Changes

  • EX Red Focus Attack cancel costs 4 bars (via reiketsuhidou)
  • Delayed wakeup activated by holding any two buttons when in hard knockdown (via Kim1234)

Character Info

(These details are listed in alphabetical order by character name.)

Abel

(via _BNBBN_)

  • Close standing HP hitbox expanded downward
  • Wheel Kick recovery reduced
  • EX Falling Sky upper body invincibility increased from 2 to 3

(via atwiki)

  • Far Standing HK start-up reduced from 14F to 13, active frames increased from 2F to 3F
  • L, H Wheel Kick recovery reduced by 3F
  • M Wheel Kick recovery reduced by 2F
  • Falling Sky active frames increased from 2F to 3F; upper body invincibility time increased from 2F to 3F
[hr]

Adon

Official Changes

  • Close Standing HK hitbox slightly expanded forward and upward
  • Far Standing HK changed from 2 hits to 1 hit, damage changed from 40*80 to 120
  • Jaguar Crunch (6+MP) frame advantage against standing opponents reduced from +4 to +3
  • L and M Jaguar Kick damage reduced from 140 to 130
  • H Jaguar Kick damage reduced from 130 to 120
  • All versions of Air Jaguar Kick chip reduced to half
  • Jaguar Revolver (UC1) forward movement from 2nd hit and after slightly shortened, easier to connect on close opponents
Earlier Change Notes
[hr]

Akuma

Official Changes

  • Crouching HK can no longer be cancelled into Wrath of the Raging Demon (UC1)
  • All versions of Back Jump Zanku Hadoken recovery increased by 2F
  • H Goshoryuken now can only be EX Focus-cancelled on the 1st hit; invincibility time reduced from 6F to 5F
Earlier Change Notes
[hr]

Balrog

Official Changes

  • L Dash Straight changed from -2 to -1 on hit, from -3 to -1 on block
  • L Dash Swing Blow charge time reduced from 55F to 35F; stun reduced from 80 to 70; changed from +10 to ±0 on hit, from -5 to -2 on block
  • M Dash Swing Blow charge time reduced from 55F to 40F; changed from +10 to +2 on hit, from -7 to -3 on block
  • EX Dash Ground Smash changed from -3 to -1 on block
  • Turn Punch charge from Level 2-5 is ~2 second per level, later levels rise at ~4 second per level
  • Violent Buffalo (UC1) last hit changes to a straight when holding P, uppercut when holding K
  • Dirty Bull (UC2) command changed from HCBx2+PPP to 720+PPP; Recovery reduced from 58F to 48F; throw range extended from 1.09 to 1.3; Damage reduced from 399 to 120
Earlier Change Notes
[hr]

Blanka

Official Changes

  • Close Standing MK from start-up to 4F is now airborne
  • Crouching MK changed from +4 to +5 on hit
  • H Rolling Attack knocks down the opponent at all distances
  • All versions of Backstep Roll cause 2F more block stun
  • All versions of Vertical Roll can be EX Focus-cancelled on hit or block
  • Shout of Earth (Anti-air) (UC2) start-up increased from 7F to 9F
Earlier Change Notes
[hr]

Cammy

Official Changes

  • Close Standing HP damage reduced from 85 to 75; stun reduced from 150 to 120
  • Far Standing HP 1st active frame damage reduced from 80 to 70; 2nd and 3rd active frame damage reduced from 100 to 70, stun reduced from 200 to 150
  • Crouching LK start-up increased from 3F to 4F, can no longer be chain-cancelled into Crouching LK
  • Crouching HP damage reduced from 90 to 80; stun reduced from 200 to 150; changed from +7 to +5 on hit
  • L, M and H Cannon Strike height restriction slightly relaxed; recovery increased from 5F to 9F
Earlier Change Notes
[hr]

Chun-Li

Official Changes

  • Vitality increased from 900 to 950
  • Jump total frames reduced from 41F to 35F
  • Rear Spin Kick (3+LK) hitbox expanded, start-up reduced from 12F to 10F
  • EX Spinning Bird Kick hitbox slightly expanded forward and downward
  • EX Kikoken now causes knockdown on hit
  • EX Hazanshu now has armor-break properties
  • Kikosho (UC2) damage increased from 330 to 380; invincibility increased from 8F to 9F, covering the start of active frames
Earlier Change Notes
[hr]

Cody

Official Changes

  • Backdash distance slightly increased
  • Crouching MK changed from -6 to -2 on block
  • Crack Kick (6+HK) now airborne from 1st frame of start-up
  • Knife Throw now has armor-break properties
  • Zonk Knuckle can now be EX Focus-cancelled
  • EX Criminal Upper now strike invincible until 1F before active
  • Last Dread Dust (UC2) damage reduced from 506 to 466, forward movement slightly increased
Earlier Change Notes
[hr]

C. Viper

Official Changes

  • Close Standing HP damage increased from 90 to 100
  • Far Standing HP damage increased from 90 to 100
  • Far Standing HK hurtbox slightly shrunk
  • Crouching MK hitbox slightly expanded forward
  • L Thunder Knuckle hitbox slightly expanded
  • M Thunder Knuckle now +4 after EX Focus-cancel → Forward dash
  • H Thunder Knuckle cancel recovery increased from 6F to 7F
  • Emergency Combination (Super Combo) damage increased from 330 to 350
  • Burst Time (UC1) smoke effects reduced
  • Burning Dance (UC2) start-up reduced from 10F to 9F, height restriction removed
Earlier Change Notes
[hr]

Dan

Official Changes

  • Far Standing LP hitbox slightly expanded upward
  • Crouching Taunt meter build increased from 0 to 40
  • Air Taunt meter build increased from 0 to 10
  • L Dankukyaku hitbox expanded downward
  • H Koryuken first hit hitbox slightly expanded forward
  • Haoh Gadoken (UC2) now hits full on air opponents, damage increased from 368 to 375
Earlier Change Notes
[hr]

Dee Jay

Official Changes

  • Far Standing MP start-up reduced from 7F to 6F
  • Far Standing HP late active frame hit now floats air opponents on counter-hit
  • Crouching LK start-up reduced from 5F to 4F
  • Crouching MP hitbox expanded forward
  • Crouching MK damage increased from 70 to 80
  • Crouching HP hitbox expanded forward
  • Air Slasher chip damage increased from 12 to 15
  • L Double Rolling Sobat changed from -5 to -3 on block
  • Sobat Festival (UC1) forward movement increased
Earlier Change Notes
[hr]

Dhalsim

Official Changes

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

Dudley

Official Changes

  • Standing HP hitbox slightly expanded forward and downward
  • Standing HK counter-hit pushback reduced
  • Crouching LP hitbox slightly expanded forward
  • Crouching MK start-up reduced from 8F to 7F
  • Kidney Blow (6+MK) hitbox slightly expanded forward
  • All Target Combo damage increased by 10
  • L Machinegun Blow changed from -2 to -1 on block
  • L, M and H Short Swing Blow throw invincibility extended until the end of active frames
  • EX Short Swing Blow throw invincibility extended until the end of the 1st hit’s active frames
Earlier Change Notes
[hr]

E. Honda

Official Changes

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

Elena

Earlier Change Notes
[hr]

El Fuerte

Official Changes

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

Evil Ryu

Official Changes

  • Vitality increased from 900 to 950
  • Crouching MK block stun extended by 1F
  • Crouching HK start-up reduced from 7F to 6F
  • Senbukyaku (6+MK) hitbox expanded downward
  • Target Combo can now be done from Far Standing MP
  • L Tatsumaki Senpukyaku movement distance increased
  • HK Ryusokyaku start-up reduced from 26F to 25F
Earlier Change Notes
[hr]

Fei Long

  • LP Rekkaken has slightly reduced range (via atwiki)

(via Aries0079)

  • Crouching LK is now 4F start-up
  • Crouching MP damage increased
  • Tenshin has reduced recovery
[hr]

Gen

Official Changes

  • Stun increased from 900 to 950

Mantis Style

  • Close Standing HP stun distribution changed from 100*100 to 150*50
  • H Gekiro causes soft knockdown instead of hard knockdown
  • EX Gekiro now causes hard knockdown; on block, follow-up cannot be done
  • L, M and EX Hyakurenko pushback on hit and block slightly reduced
  • All versions of Hyakurenko hitbox slightly expanded downward; recovery increased by 1F
  • Shitenketsu (UC2) hitbox slightly expanded forward; stun increased to 600

Crane Style

  • Crouching LP changed from +3 to +5 on hit
  • Crouching HK recovery reduced from 29F to 24F
  • Diagonal Jump HP hurtbox expanded downward
  • Diagonal Jump HK hurtbox expanded downward
  • L Jyasen changed from +3 to ±0 on block
  • All versions of Jyasen last hit damage increased by 10
  • Oga hitbox slightly reduced
  • Teiga (UC2) start-up reduced from 10F to 9F
Earlier Change Notes
[hr]

Gouken

Official Changes

  • Far Standing LK now Special-, Super Combo- and EX Focus-cancellable
  • Crouching MP changed from +1 to +3 on hit
  • Kongoshin no longer activated from 464+P input
  • Hyakki Gosai stun reduced from 200 to 160
  • L Senkugoshoha forward movement slightly increased
  • EX Tatsumaki Gorasen hitbox expanded downward and forward
Earlier Change Notes
[hr]

Guile

Official Changes

  • Hurtbox on wake-up reduced
  • Crouching LP changed from +4 to +5 on hit
  • Crouching MK hitbox and hurtbox expanded forward
  • Reverse Spin Kick (4 or 6+HK near the opponent) hitbox expanded downward
  • Air Throw range slightly increased
  • All versions of Flash Kick invincibility time extended by 1F
  • Flash Explosion (UC1) start-up reduced from 7F to 5F; invincibility time increased from 1-10F to 1-15F; damage reduced from 510 to 450; during activation, if opponent is behind, corrects to face the opponent
  • Sonic Hurricane (UC2) damage increased from 300 to 350
Earlier Change Notes
[hr]

Guy

Official Changes

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

Hakan

Official Changes

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

Hugo

Earlier Change Notes
[hr]

Ibuki

Official Changes

  • Guard bug where El Fuerte’s 6+MK would cross over fixed
  • Hammer Kick (6+MK) hitbox expanded downward; changed from +3 to +2 on block
  • Target Combo 4 (LP → MP → HP near opponent) 2nd hit hitbox expanded downward
  • L Kunai throw angle now slightly weaker
  • L, M and H Tsujigoe recovery reduced by 6F
  • L, M and H Neck Breaker now cause soft knockdown instead of hard knockdown
  • All versions of Tsumuji hitbox slightly expanded downward
  • M Tsumuji recovery increased by 1F
  • EX Kazegiri invincibility time increased from 6F to 7F
Earlier Change Notes
[hr]

Juri

Official Changes

  • Close Standing LP hitbox expanded downward
  • Close Standing MP start-up speed during Feng Shui Engine now the same as normal version
  • Close Standing MK start-up speed during Feng Shui Engine now the same as normal version
  • Far Standing MP now Special-cancellable
  • Far Standing LK start-up reduced from 5F to 4F
  • Far Standing HK becomes airborne on 3F instead of 6F; hitbox size during Feng Shui Engine now the same as normal version
  • Crouching MK start-up reduced from 6F to 5F; recovery reduced from 17F to 16F
  • Diagonal Jump HP no longer causes knockdown
  • Sekku (6+MK) now airborne from 1st frame of start-up
  • Kasatushi now takes recoverable damage when absorbing attacks
  • EX Shikusen now has input follow-ups like the normal version
  • EX Senpusha invincibility time increased from 1-6F to 1-7F; changed from -14F to -15F on block
  • Feng Shui Engine (UC1) invincibility time reduced from 1-4F to 1-2F; at max Revenge Gauge, active length reduced from 900F to 700F
  • Kaisen Dankairaku (UC2) hitbox slightly expanded forward
Earlier Change Notes
[hr]

Ken

Official Changes

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

Makoto

Official Changes

  • Standing HP causes an extra frame of hit stun against crouching opponents (now matches the hit stun time when used against standing opponents)
  • Crouching HK stun increased from 100 to 200
  • Jump MK hitbox slightly expanded, easier to cross-up
  • Forward/Neutral Throw range increased from 0.9 to 0.95
  • Back Throw range decreased from 0.9 to 0.85
  • L, M, H Karakusa recovery on whiff increased by 4F
  • EX Fukiage now hits grounded opponents, jump cancellable on hit or block
  • Seichusen Godanzuki (UC1) damage decreased from 480 to 440
  • Abare Tosanami (UC2) after the freeze now fully projectile invincible until landing
Earlier Change Notes
[hr]

M. Bison

Official Changes

  • Far Standing MP start-up reduced from 8F to 6F; now Special-, Super Combo- and EX Focus-cancellable
  • Crouching HP start-up reduced from 12F to 10F
  • Bison Warp total frames increased from 42F to 47F
  • L Double Knee Press changed from ±0 to -1 on block; damage increased from 60*30 to 60*40
  • M Double Knee Press damage increased from 60*50 to 60*60
  • H Double Knee Press damage increased from 70*60 to 70*70
  • EX Double Knee Press damage increased from 70*70 to 70*80
  • Head Press start-up reduced from 22F to 20F
  • Devil Reverse movement speed slightly increased
  • Psycho Punisher (UC2) damage reduced from 450 to 420; charge time reduced from 55F to 40F
Earlier Change Notes
[hr]

Oni

Official Changes

  • 6+MK start-up reduced from 13F to 11F
  • Crouching HK start-up reduced from 9F to 8F; recovery reduced from 24F to 20F
  • Focus Attack hitbox expanded forward
  • All versions of Goshoryuken can only be EX Focus-cancelled on the 1st hit, now possible on block
  • H Goshoryuken complete invincibility reduced from 1-8F to 1-5F, strike invincibility changed from 9-10F to 6-7F
  • L Rakan Dantojin damage reduced from 120 to 110; stun reduced from 150 to 130
  • H Rakan Dantojin changed from -8 to -6 on block
  • EX Rakan Dantojin changed from -10 to -8 on block
  • L Sekisei Jiraiken changed from -7 to -5 on block
  • M Sekisei Jiraiken changed from -6 to -4 on block; 1F invincibility removed
  • L Gorai Hadoken total frames reduced from 54F to 52F
  • M Gorai Hadoken total frames reduced from 61F to 59F
  • H Gorai Hadoken total frames reduced from 69F to 67F
  • Meido Gohado (Anti-ground UC1) non-cinematic damage increased from 350 to 375; start-up reduced from 11F to 9F
  • Meido Gozanku (Air UC1) start-up reduced from 14F to 11F
  • Tenchi Sokaigen (UC2) command changed from 41236 x2+PPP to 63214 x2+PPP
Earlier Change Notes
[hr]

Poison

Earlier Change Notes
[hr]

Rolento

Earlier Change Notes
[hr]

Rose

(via Aristobule)

  • Forward dash now 20F, down from 21F
  • Crouch LP damage 20 -> 30
  • Crouch LK damage 30 -> 40
  • Crouch MP damage 60 -> 70
  • L/M/H Soul Spiral damage 100 -> 110
  • EX Soul Spiral damage 120 -> 130, invincibility 11F -> 13F
  • M Soul Spark start-up 22F -> 20F
  • H Soul Spark start-up 29F -> 27F
  • Illusion Spark start-up 12f -> 10f
  • Soul Satellite input changed to 214×2+KKK
  • L Soul Spiral distance increased (via Zhi)
[hr]

Rufus

Official Changes

  • Forward/Neutral Throw damage reduced from 150 to 135
  • Neutral/Forward Jump Falcon Kick recovery increased by 1F
  • Messiah Kick MK follow-up recovery increased from 19F to 22F
  • Messiah Kick HK follow-up recovery increased from 17F to 19F
  • EX Messiah Kick less likely to cross over even when hitting low-state opponents; invincibility time reduced from 16F to 13F
  • Space Opera Symphony (UC1) damage reduced from 460 to 420
  • Big Bang Typhoon (UC2) damage reduced from 420 to 360
Earlier Change Notes
[hr]

Ryu

(via cmp_mlk)

  • Crouching MK → Hadoken is easier to do (simple command Shoryuken won’t activate when walking forward)
  • UC2 (Metsu Shoryuken) has 1F more invincibility
[hr]

Sagat

Official Changes

  • Far Standing LK 2nd hit now Special-cancellable
  • Tiger Knee 1st hit now forces stand
  • EX Tiger Knee changed from -1 to ±0 on block
  • Tiger Destruction (UC1) forward movement reduced; when hitting an air opponent in the corner, now does full hits
  • Tiger Cannon (UC2) now does full hits on air opponents
Earlier Change Notes
[hr]

Sakura

Official Changes

  • Far Standing MP hitbox slightly expanded forward
  • Diagonal Jump HP hurtbox slightly increased
  • L Shunpukyaku changed from ±0 to -1 on block
  • EX Shunpukyaku changed from +4 to +2 on block; made easier to connect on crouching opponents
  • Shouoken hitbox slightly expanded forward
  • EX Sakura Otoshi earliest timing for additional attacks reduced from 14F to 11F
  • Shinku Hadoken (UC2) rear hitbox removed
Earlier Change Notes
[hr]

Seth

Official Changes

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

T. Hawk

Official Changes

  • Movement speed slightly increased
  • Close Standing MP pushback on hit and block reduced
  • Far Standing HK hurtbox slightly expanded; changed from -7 to -2 on block
  • Crouching MK now Special-, Super Combo- and EX Focus-cancellable
  • Thrust Peak command changed from 3+P to 4+P
  • Condor Spire command changed from 421+P to 623+K
  • L Tomahawk Buster start-up reduced from 5F to 4F
  • EX Tomahawk Buster now Focus-cancellable
  • L Mexican Typhoon throw range increased from 1.5 to 1.55
  • Raging Slash (UC2) command changed from 63214 x2+PPP to 63214 x2+KKK; hitbox slightly expanded forward
Earlier Change Notes
[hr]

Vega

Official Changes

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

Yang

Official Changes

  • Movement speed slightly increased
  • Close Standing MK hitbox expanded downward, easier to connect on crouching opponents
  • Far Standing MP now Special-, Super Combo- and EX Focus-cancellable
  • far Standing LK start-up reduced from 5F to 4F
  • Crouching LK damage increased from 20 to 30
  • Diagonal Jump MK changed to same hitbox as in AE
  • L and M Torou Zan 3rd hit damage increased from 60 to 65
  • H Torou Zan 3rd hit damage increased from 60 to 70
  • Tenshin Senkyutai (UC2) start-up reduced from 7F to 6F
Earlier Change Notes
[hr]

Yun

Official Changes

  • Far Standing MP damage increased from 50 to 60
  • Crouching MP damage increased from 50 to 60
  • H Nishokyaku invincibility time removed
  • Zenpo Tenshin throw range reduced from 1.1 to 1.0
  • EX Zenpo Tenshin throw range reduced from 1.3 to 1.2
Earlier Change Notes
[hr]

Zangief

Official Changes

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

Videos

http://www.youtube.com/watch?v=F1USOYSed0w

http://www.youtube.com/watch?v=Qcao7g_8wvc

http://www.youtube.com/watch?v=r5i3gFVdw1A

http://www.youtube.com/watch?v=bUQLjK87wwA

http://www.youtube.com/watch?v=vaSALjDfD-Y

http://www.youtube.com/watch?v=XTOdTLTH1uw

http://www.youtube.com/watch?v=5XSC6cMX79w

http://www.youtube.com/watch?v=OQS4tqr2QNM

http://www.youtube.com/watch?v=ZCdoQrC9uVI

http://www.youtube.com/watch?v=z8YqOpW0rqA

http://www.youtube.com/watch?v=j73_Bj8Jb90

http://www.youtube.com/watch?v=hyF_aWa8zMw

http://www.youtube.com/watch?v=gsAEhJQUgyA

http://www.youtube.com/watch?v=7y2xF7Mj_qQ

http://www.youtube.com/watch?v=iJuahSAoLcU

http://www.youtube.com/watch?v=tczFVlqJsdE

http://www.youtube.com/watch?v=u4p8iZSaAJU

Photos

Taito Station Sendai Clisroad Setup

Sources: imgur via EternalreiketsuhidouKim1234_BNBBN_atwiki, (1)Aristobulekanaya0530Aries0079akazukin014eajtyoshy047haku623, perico2321Crue_itsumobasho, UryokazamaraitaIorifuerte via NeoGAF, wnder1261, LiNGo164rari4649pgr_pgr_juri25_year_oldminekids0108, (2)Aristobule, pilothiscmp_mlkNESiCA, (3)Aristobulewnder1261, Kim1234, translations courtesy of USD, itsumobasho, and Shouta (1, 2, 3)

  • Andy Lopez

    Is Oni still banned?

    • Rock

      That goes without saying.

    • Cloak

      Obviously he is

  • NikuNashi

    I will be at Shinjuku Taito tmr, will post back with some thoughts.

    • Thanks! 🙂

      • 6810

        Will be at the Nagoya one myself Sat and/or Sunday.

  • Logan Via

    omg… USFIV loketest and first KI tourney are happening at the same
    time AND NO ONE IS STREAMING THEM!?!??! I can’t handle this…

    • $19298411

      Makes sense the loketest wouldn’t be streamed, KI tournament…not so much

      • darkdragon88

        well the xbox one can’t stream to twitch yet right?

        • $19298411

          Capture cards homie

          • pressstart

            Apparently that became non existent once the PS4 came out >_>

  • Emezie Okorafor

    Elena confirmed to be immortal.

    • Bobo

      She’s still pretty buggy at the moment. I played with her this morning and she LOSES meter when you whiff her MK spinny kick move.

  • Guest

    Ugh. Seth got a 5 frame inv on dp. Now I gotta put up with that *sigh

    • Is that an improvement?, i didnt understand that one

      • Rameo

        Its not an improvement.
        He got his invincibility frames reduced so it won’t beat every other DP any more.

        • aww shxt wtf

        • Steven

          Why would they do that? Its supposed to be Seth. He has triple shoryukens. And hes the boss of the game.

          • Alexis A. Rivera-Montalvo

            “And hes the boss of the game.”

            I,,, don’t really want to reply to this.

          • JasinWalraven

            but you did

          • Steven

            Oh nobody has respect for boss characters in fighting games anymore? Just take away any advantage and strength they had to make the game “balanced?” I guess folks would take the personality and tradition out of fighters.

          • Shindoi Hayato

            They should keep boss versions and playable versions separate.

    • TheBlackRabbit

      he can’t cancel on first hit either now right?

  • $19298411

    Never thought Elena would get healing back. Awesome. Thank you based Ono

    • Piccoro

      That’s very cool, she will definitely be one of my mains in Ultra.

      • Shindoi Hayato

        Gonna be troll-tastic, and I love it!

    • I’m callin’ it now, if her Healing can charge in full after a throw like in 3s, it has a lot of potential to be broke as hell considering how easy it is to time out rounds in this game.

      • Shindoi Hayato

        Yeah. We’ll see what the percentages per revenge meter are like. I hope it’s not ridiculous. But she probably get beat down quick, relying on all that weird top down stuff.

      • $19298411

        Reports say that there is actually quite a bit of time between the ultra animation and the actual healing, so it seems to be fair for now.

  • SithPL

    I need Dan changes.

    I need them right now ;-;

    • Felipe Pereira

      taunt does damage.
      taunt makes enemies get a new “mad” status
      super taunt is unblockable full screen OHKO

    • Bobo

      I just left the location test in Osaka.

      Good news: Dan’s DP, FADC, ex air tatsu into U2 juggle now connects EVERY HIT OF THE ULTRA!

      Hitting someone with an air or crouch taunt give shit tons of meter. Whiffed one gives a little bit.

  • Wow at seth changes!

    • Andrew Olson

      Yeah, that’s a lot, and enough to really change how he’ll be played.

  • EA575

    Waiting for my Juri buffs #Kappa

    • Hayden Compton

      Amen brother…

  • Sagatee

    Poor Poongko 🙁
    They basically nerfed HARD everything he abused. He will probably go with Evil Ryu from now on, since he is being Buffed

  • Sagatee

    RIP SETH

  • Jumpyburd

    Balrogs Buffalo Headbutt should just say “If you get blocked prepare to get thrown as usual”

  • Simply Chun-believeable ^_~ ♥♥

    Chun buffs better than no buffs!, However she NEEDS her EX-SBK and U1 fixed. I’m surprised that Elena got Healing back, seems like it’s gonna be the Ultra that no one picks. (Ex: Honda U2, Viper U2, Abel U2, Cammy/Fei U2, etc.)

    Also that Sakura LK tatsu -1 on block? I’m really surprised at that, I think I remember reading that they weren’t going to touch that move.

  • Sagatee

    Why are they nerfing Seth sooooooo HARD?
    Makes it look like Seth was bodying everybody in every tournament. Only one player had a moderate sucess with Seth and that was Poongko. And it was fun as hell, all the gamble and stuff, the unpredictability. Love it or hate it, it was never boring. So sad 🙁

    • Rahmel Bland

      They are punishing S-Kill for leaving Capcom….

  • b2j135

    where is my Poison…I need to know!

  • John Philip Yu

    i wish they fix the hitbox of Chun’s U1 so it will completely juggle in the corner always. Also, I thought they increased her life by 50 and her vanilla d+f LK is back?

  • wes yoshida

    WHEN’S ABEL

    Edit:

    Close standing HP hitbox expanded downward
    Wheel Kick recovery reduced
    EX Falling Sky upper body invincibility increased from 2 to 3

    Alright, that’s a start! I liked the changes, especially the wheel kick and FS buff, now it won’t trade with lots of jump-ins and wheel kick is actually a viable tool in certain matchups now. Keep the buffs coming!

  • NyuBomber

    -T. Hawk
    –Has a gun

    YES!

  • Jason Slade

    Why the hell are they nerfing Bison?

    • Ndebe

      Seriously, what the hell? Bison is seriously the most mediocre character in the history of SF4, never on top, never on bottom. There had better be buffs for Bison, because there is literally zero reason for LK SK to be -1 on block. Seriously, SK pressure was a vital tool for Bison, and taking that away isn’t going to bring about a fairer game.

      • Emezie Okorafor

        The problem with characters like Bison, Blanka, Honda, etc. is that their movelists are outdated. 22 year old, simplistic, linear moves that are hard to balance…because they’re so linear. Blanka ball is a perfect example. If your character can punish it, it sucks. If your character can’t punish it, it’s godlike. No in between. Same with scissor kick. If they make it 0 on block, then Bison will just use it over and over and over, and it’s annoying. If they make it -1, Bison loses a valuable way to get in. No in between.

        These SF2 characters need their move sets to be totally overhauled, or come SF5, we’ll be seeing the same problems.

        • Azrael VG

          I think the simplistic and linear move-list is true to the entire game. Some characters only seem simpler because they lack options like 3 frame reversals but that is the game. Nerfing Bison makes no sense. They nerf Bison crLk and scissor pushback which was the core of Bison offense and players adjusted.Now another core nerf to his main move lkScissor.
          If Bison can take more nefs to LK and LkSK ,Hell I think Rru needs a nerf. Is street fighter always going to be about the crMk and 3 frame shotos? People like to pretend Bison players are scrubby with lk scissor pressure but Ryu is the same with crMk,Hadoken . Daigo literally does crMk, Hadoken for practically a entire match.
          Lame Lame Lame Capcom.

          • Emezie Okorafor

            No one said Bison players are scrubby. Just that his moveset is very linear, and difficult to balance without SOMEONE getting upset. I mean, there’s not much you can do with him.

            Ryu is also a SF2 character, too. Like I said, SF2 characters need their movelists revamped.

            And, it’s not about ‘lame Capcom”. Fans wanted all their “favorites” back from SF2. So Capcom had to bring them back and be true to their original forms.

            But, it’s been 5 years. Nostalgia trip is finally over. Next game we should see some fireworks, because i think the fanbase is finally ready for it.

            More along the lines of the newer characters: Ibuki, Makoto, Dudley, Hakan, Abel, Viper, Fuerte, Juri…these characters have much more interesting movelists than Blanka or Honda. And, all the Tekken characters in SFxT also have diverse, intriguing movelists. Capcom is very capable of creating compelling, thoughtful, non-linear playstyles.

            We just need to get out of nostalgia-ville.

          • Ultima

            Actually, there are a number of was to balance Bison without making him dumb. Nerfing LK Scissors makes no sense to current SFIV Bison because SFIV Bison has almost nothing else to use. BUt that’s strictly the fault of SFIV Bison, not Bison in general. SFIV Bison isn’t even as good as CFJ Bison or CvS2 Bison, far less ST Bison. He has weapons in those games that he doesn’t in SFIV and, aside from s.HK, he has nothing to replace them.

          • Thomas Manson

            I don’t think it’s a nostalgia problem. I don’t even think it’s really a problem at all.

            Capcom tried bringing in a fresh cast of new characters with quirky movelists to freshen up the Street Fighter series. It was called Street Fighter III, and truth be told, it wasn’t a huge success. Yes, you and I may love the game, but it failed to achieve the mainstream popularity that Street Fighter II did.

            And mainstream popularity is important because popularity = profits for Capcom (which means they’ll keep making new games and supporting the current games, which is good for us), and popularity = new blood into the scene for the community. And for all the shit people talk about the “oh-niners”, we need all the new blood we can get just to keep fighting games alive. Because at the end of the day, Street Fighter = fighting games. It acts as both the gateway drug and the standard-setter for the genre.

            So, Street Fighter III having not done as well as Capcom hoped, they pretty much shelved development for any new fighting games for the better part of a decade. There wasn’t even any talk of a new fighting game, and I myself was worried that there might never even BE a Street Fighter IV. Needless to say, when it was finally announced, I was hype.

            As I learned more about the game, and found out that the entire cast of IV was dominated by Street Fighter II characters, I was pissed. I wanted more than four new characters; I wanted a “New Generation” like SFIII. But it didn’t come to pass.

            Hell, Vanilla SFIV didn’t even have any characters from Third Strike in it. It seems that the decision makers at Capcom felt it was too risky to put the less popular characters in there, and I’m betting that it was only fan demand that got Dudley, Ibuki, etc. into Super at all.

            Looking back, though, I agree with Capcom’s decision. The characters and moves introduced in SFII in particular are archetypes for fighting games in general. The stalwart martial artist, the all-American hero, the agile female agent, the mad dictator, the fireball, the dragon punch, the psycho crusher – all of these moves and characters have derivatives or variations in virtually every other fighting game you can think of.

            In short, they’re standards. You can’t just get rid of them. Capcom tried to, and they failed. Can you really blame them for using what they know works?

          • Emezie Okorafor

            This has been discussed a lot over the past decade, but the reasons for SF3’s “failure” are often overstated by people claiming the foreign cast was the problem.

            To be honest, the real reason SF3 didn’t “sell” well was because of its timing and lack of availability. It was released at a time when 3D games were becoming more popular and 2D games, less popular. And, more importantly, IT WASN’T RELEASED ON ANY CONSOLES UNTIL 2 YEARS AFTER ITS DEBUT.

            So, basically, there was no way to buy SF3, even if you wanted to. Unlike every other 2D Capcom FG at the time, no version of SF3 was ever released on the PS1, an immensely popular console. (To put it in perspective, SFA3 sold comparable amounts on the Dreamcast as SF3 did on Dreamcast. SFA3 was also released on PS1 and sold 1 million copies. Now, imagine if SF3 were released on PS1, too. It could have sold as well as SFA3 did, or at least close…and we wouldn’t be here talking about SF3’s “failure”)

            And, when any version of SF3 finally WAS released on a console, it was only released on the doomed Dreamcast…2 YEARS AFTER SF3 DEBUTED. It was only years later when it finally reached a console that people actually owned, but that was way too late.

            So, basically, there was no way SF3 was going to “sell well” under those conditions. Logistics played a far greater role in that game’s “failure” than the game itself.

            It’s very clear that the SF3 characters are quite popular. Look at the recent character poll Capcom did.

          • Thomas Manson

            I bought Double Impact and Third Strike for Dreamcast, and played the hell out of them both. It was the beginning of “arcade perfect” being a real thing. Good times. That console deserved better.

            But there’s no way the original PlayStation would have been powerful enough to handle SF3 without removing tons of animation frames and seriously reducing the graphical and gameplay quality. It’s not like porting a CPS2 game like Alpha 3. So no, I can’t imagine it being released on the PS1.

            Point taken on the jump to 3D. But it was also a failure due to it being on the tail end of fighting games’ popularity in general. The mid-90’s market was oversaturated with fighters, and a lot of them were really bad. Not to mention it was the beginning of the decline in arcades in the west. People lost interest in fighting games. Maybe it wasn’t the time to take those risks.

            And sure, SF3 characters are popular enough in fighting game circles, but come on. Do you really think that the average gamer would rather have Necro, Q, and Remy over Bison, Guile, and Dhalsim? If anything, the most popular Third Strike characters are – at best – only almost as popular as the least popular Super Turbo characters, especially when you consider the overall video game market (as in, beyond just the guys who frequent the SRK front page).

            Like I said, Street Fighter II is the standard-setter for the entire genre. SFIV is Capcom’s attempt to carry that torch.

          • Emezie Okorafor

            I also have both for my Dreamcast.

            I didn’t say SF3 COULD have been properly ported to PS1.
            I’m just saying that it wasn’t on any console that people owned.

            The series was basically unavailable to most of the video game playing public for a long time. It was pretty much impossible for that game to be a huge financial success in those conditions, regardless of the game’s actual quality.

        • Graham Shryock

          Good analysis! Never thought of it this way.

          Thanks for this!

        • ookamunka

          I would like to point out that in SF2, if you can’t punish a Blanka ball with your character the movie still isn’t godlike. You can’t just look at the move itself, but how the move works with the rest of the characters and the engine. Simple linear moves might not work with SF4, but that is more SF4’s problem, not the move itself.

          Of course that gets into an entirely different debate about SF4’s metagame, which is a different topic, since you can have very deep games with simple moveslists, just as you can have very shallow games with complex moveslists. Just saying it’s a specific move or simple moveset of a character is ignorant of the bigger picture.

          That being said, a new game with a completely new cast of characters so developers aren’t confined to classic character movesets wouldn’t be a bad idea, except that there’s no way Capcom would do that. Money talks, and I just don’t see them being able to come up with something completely new and have it sell well.

          As far as your comments about 3S’s popularity or lack thereof, when you start discussing the whole change of 2d to 3d and how games like SF3 fell to the wake of the new generation, while that might explain why it didn’t get commercial success, that doesn’t change why tons of tournament veterans who either only played in arcades or got whatever home version they could just to practice didn’t play it. It’s not the only factor, but cast definitely played a part in that.

          • Ultima

            I would like to add: MvC1 also didn’t get a proper home port until the Dreamcast (there was a PSX port that came out -after- the DC port), but I can guarantee you that MvC1 was more popular than any version of SF3. SF3 simply was not that popular (and many of its characters were outright ridiculed – am I the only one who remembers URINE and HUGEASS from alt.games.sf2?) among arcade players either.

            There are a laundry list of items why the games never caught on, but the games themselves are definitely part of the problem.

      • Richard Polk

        I agree. Bison’s my main, and I’ve worked extremely hard to be competitive with him. Now they’re nerfing one of my biggest weapons. Why? As you mentioned, a very mid-tier character. The only time I’ve seen anyone get anywhere at EVO with him was Dogura, and I think he only made top 32. Grrrrrr!!

      • David Eller

        Making it -1 gives anyone the option of jabbing after blocking one so that if the bison player blockstrings you out of normal cancellable range, then the defending player can stop the pressure with a standing jab. I think this is preferable over more pushback wouldn’t you agree?

  • fuerteva

    Lol why did honda get a nerf, for a japanese company capcom sure doesnt have any pride in sumo…

    • Andrew Olson

      Mike Ross is crying somewhere

    • It’s supposed to say “now” instead of “no”. EventHubs has a list of changes up, too, with some differences. Check it as well.

      • fuerteva

        YEEEEEESSSS Honda is IN.

        Edit:
        EX Headbutt on block leaves him closer to opponent by a lot. Vega’s crouch MP can now hit him with ease
        Super has 8 frame startup
        Ex Headbutt Unsafe? Super 2 frames slower? Nooo Honda is OUT.

        • Angelo_Sanada

          Super – Startup 9f/10f > 8f.
          It’s faster

  • Rahavic

    Elena Healing Ultra. The ultimate timer scam. Can’t wait to see when that first happens. Losing by a sliver of life with a couple seconds on the clock, ultra, leave 1 second or so on the clock and win. Lmao!! Gonna be great.

    • DiscoCokkroach

      Remember: If it works anything like it did in 3S, it takes time for her to heal fully. The only way you can safely get the fullest heal possible is by “comboing” into it via FADC or something.

      That being said, I can’t wait to see how this plays out when the game first comes out.

      • Emezie Okorafor

        Both of her throws in SFxT toss her opponents pretty far away. Without forward roll, those might give her enough time, too.

    • k.b.a.

      Elena SRK > FADC > Heal Fury
      Anyone who’s played Ryu as a scumbag, this is what you’ve waited and practiced your entire SFIV lives for

      • RazingPhoenix

        Zoning is not scumbaggy (well maybe it is), but Elena is like the ONLY character I like playing when I actually do play 3S (and Chun, but I always feel like Elena is easier. I think it’s the b.hk). Elena, Ryu, and Juri will make my SF4 life complete.

    • Shindoi Hayato

      Yeah. I wonder how much health she gets back. What the percentages are by Revenge meter. Gonna be crazeh.

  • SgtKardashian

    Ibuki changes are interesting-

    Neckbreaker is useless now.

    +2 on block overhead is cool.

    Extra Frame of Recovery is interesting.

    The kunai change isn’t too big, the move is constantly being changed throughout SF4.

    I hope to God they fix her EX DP.

  • Justin Archer

    Yes that makoto buff will add a whole new world to her game play. And yang got needed buffs all he needs is a little more DMG. and i’m not sure about frame data so does someone want to tell me about what’s going on with Balrog. Are his changes good?

  • Justin Archer

    red focus only absorbs 2 hits <333333333

  • Brandon Williams

    Gouken’s EX tatsu hits crouchers WHUUUUUUUUUUUUUUUUT????????????????????

  • I thought Oni’s U2 motion would’ve been updated?

  • Aristobule

    Rose
    Forward dash 21f before 20f after

    Crouch LP 20 -> 30
    Crouch LK 30 -> 40
    Crouch MP 60 -> 70

    All soul spiral 100 -> 110
    soul spiral ex 120 -> 130 invicibility frame 11f -> 13f

    Medium soul spark 22f -> 20f
    Heavy soul spark 29f -> 27f

    Illusion spark 12f -> 10f
    BIG CHANGE Soul Satelite 214×2+ppp -> 214+kkk

    I am uploading some videos right now but the quality is not good so dont espect much

    • Jacob Tjolsen

      A necessary change for the double ultra update to keep from inputs mingling due to crossups, I’m sure.

    • RandomMuhFucka

      that rose list has got me hype

  • Aristobule

    First video up the rest will follow here https://www.youtube.com/channel/UCy6pX5KDWZAtefrabv-etsg/videos

    • Not seeing any USF4 vids. Still processing?

      • Aristobule

        My bad its up now !

        • b0tes

          Red focus at 00:36 looks to absorb at least three hits…

          • It looked liked he absorbed at least 1 heavy and 4 light punches. Damn!

  • Aristobule

    Adon
    Jaguar LK and MK 140 -> 130
    Jaguar HK 130 -> 120
    The stand HK seems to be only 1 hit now !!! 40+80 -> 120
    All air jaguar kick damage reduce by half
    6+MP when touching standing opponent 4f -> 3f

    • calvincrunch

      can we get confirmation that s HK is 1 hit? that’s a HUGE nerf.

      • Tan Tan

        Yes and no. Yes, because he won’t be able to focus break,with it and no because he can afflict full damage from full range. I don’t like it, but I don’t hate it either.

        • Wedge

          Yeah it’s interesting, a 120 damage poke with that range is pretty killer. It just means he only wants to use it at the max range now. Otherwise seems like he just got some damage nerfs, and maybe a throw setup nerf. Not nearly as bad as some other characters got it.

  • Bob Hopkins

    Woot, Dhalsim finally has some damage again. at least for now.

  • b2j135

    “Sagat
    UC1 now does full air juggle in the corner”

    there is a god…

  • RunningWild1984

    This game is still gonna suck.

    • Andrew Olson

      I consider it a sport more than a game, personally. When you look at it that way these changes and this game is more interesting.

    • LittleScumbag

      actually what you are trying to say is that you are still going to suck at this fantastic game !!!

  • Andrew Olson

    If they buff one more thing about Makoto (since Eventhubs says that her Ultra 1 damage was lowered), I’ll be happy. It doesn’t need to be a large buff, just something small since the Ultra was nerfed slightly.

  • Andrew Olson

    I’m still very confused why Ken deserves a large list of buffing. He wasn’t thaaat bad in 2012.

  • LBC_Z

    For Rufus… “Falcon Kick has 1F more recovery from neutral and forward jump.”

    So… You nerfed that and his throw and his both Ultras’ damage. No 3f normals. Doesn’t have a projectile or command grab. No invincible meterless reversal. Most valuable combos are 1-frame links. Hmmm… Why not just play Yun?

    Unlimited height dive kick is kind of a moot point next to all this stuff. This means that AT BEST, on HIT, you’re +6 with dive kick. Jab/DP spammers will find escaping much easier. I’d be okay with it if there was something in return. But for the moment there’s nothing. We’ll see what happens I guess. This is his main tool though, and people have already found ways to trump it outside the nerf.

  • Jumpyburd

    Elena’s overhead looks 2 damn fast!

  • SimSim

    I just saw match footage of someone absorbing 4 hits with re focus and getting counterhit on the 5th. hit

  • aVryo

    If you got a japanese friend next to you you can ask them to translate this
    http://matome.naver.jp/odai/2138508655737691601

    • SJ

      The stuff not already mentioned is:

      Ken – Overhead have 1 more frame advantage on block (doesn’t say HK/MK)
      E. Honda – Close FP hitbox expansion is upwards, EX oicho 5F invincibility
      Blanka – crouching medium +5 on hit, vertical rolling focus cancellable, fierce ball always knocks down, anti air shout of earth startup 7~9F, backstep rolling +2F blockstun
      Zangief – EX green hand doesn’t link from lights

      There’s quite a lot of other stuff… no time to translate it all, but apparently red focus is activated with regular focus plus one other button so maybe there’s no more focus/tech option select – one guy on twitter suggested it’s not a comeback mechanic because of this since you need to be at advantage to make best use of it.

  • Drago Umeharevich

    finally.. people will feel our pain going from the goodness of Alpha2 to the wonkiness BS of Alpha3 😀

  • ” Cody’s Crack Kick is now AIRBORNE FROM THE 1ST FRAME”

    *screaming like a little girl* AHHHHHH!!!! YES

  • Thujal

    So Guile can now combo into U1?

    Crouching LP +5 on hit
    UC1 start-up now 5F, invincible 15F, 450 damage, auto-corrects

    Even easier on counter hit? (Although hard to be hit confirmable).

  • What about Oni? Show him some luv Capcom… The fuck is wrong witchu makin his SRK fadc´ble on block? Hopin for sum more changes…

  • Thujal

    Gen – Less pushback and recovery on his Hands.

    Does he get his sMK xx hands loops back?

  • xero18

    All my characters are buffed??? HALLELUJAH!!!!!

  • Azrael VG

    This is laughable.So instead of capcom just give us a change-log with the list of changes we have select players play the game and try to find them out? If that is they case, that is just retarded. I don’t get it, what is the point of this exhibition? Street Fighter 4 has been around a while, I think most of us can read a changelog and give feedback. It would be nice if we knew the changes going into the location test so everyone knows what they are looking forward to seeing or trying out.
    I have tried many many beta test and I usually read the notes and then try out the changes knowing them in advance and then give feedback. Anyways maybe I am out the loop and just missed some info somewhere

    • jonnyboy

      i read somewhere they were posting changes along with the cabs…atleast for the loke tests in the US.

  • pootnannies

    looks like red focus uses 2 bars and not 4 and doesn’t absorb as much as before. i bet a lot of this info we’re getting is incorrect.
    edit:
    whoops i read that wrong. red FADC is 4 bars

  • ragnarok954

    I was expecting Elena’s super to be healing.

  • Lemonitos

    I’m really worried about the Ibuki kunai change… and we have no further information on the delayed wakeup mechanic

    • RichHobo

      yeah I don’t think neckbreaker needs a nerf if delayed wake up is in the game. Unless the delayed wake up is only like 1 or 2 frames, so things like meaty fireballs, or in this case meaty kunai, still work. But I don’t know enough about ibuki to say that 1 or 2 frames doesn’t make a difference to kunai vortex, however.

  • Bernard Tan

    BISON NEEDS IMPROVEMENT!!! why the hell are thy nerfing him!!!
    1. He has no reliable anti-air
    2. Scissor kick is the only weapon he has why to they have to nerf it??
    3. I cant count how many times i have been grabbed from an EX Psycho crusher
    4. Ex demons reverse and cancel costs 2 bars, aint that stupid

  • Evu

    so who didn’t do their job right here? the cody testers at the loc test or capcom when rebalancing him? i mean… cmon, airborne crack kick and knife throw breaking armor are not going to make him a viable character all of a sudden <_<

    • Justin Archer

      cody is good wtf are you talking about?

      • Steel Baller

        And airborne Crack Kick is something that is more a logical change than a buff lol
        But I like the changes, and hey, they buffed his walkspeed and backdash!

      • Evu

        yeah right, he’s so good that the best cody switched over to Ken FUCKING Masters to still get any kind of noticable tournament placements… Don’t get me wrong, cody is definitly no dan, deejay or thawk but he’s no viper or yun either… more recently sucessful obscure characters (oni, evil ryu, gen) left him in the dust right from the start and he’s even obviously worse than most characters people already kind of looked down on (dictator, rose, honda, guy) just from being far less well rounded than those guys. Of course you are free to say “cody is good” but if you mean to say that he’s in the upper half or even (god forbid) upper third of the cast, i would say you haven’t made enough experience with the character…

        And since the only buff on this changelist was airborne crack kick the other day (which addresses nearly non of his many flaws) i was only left to hope, that he gets passivly buffed by all the announced mechanic changes in USF4 (delayed wakeup/no unblockables, red focus, both ultra options). But hey… guess what… I’M A HAPPY FUCKER NOW!

        The official change log is way over the top~ cr.mk being only -2 on block is a huge deal. So much of an improvement, that i would think they mixed up the numbers… And EX CU now TRADING instead of just getting flat beaten out is fucking sick. That move has ton of hitstun, so I wouldn’t be suprised if he could combo into ultra1 on trade. PLUS he got the long demanded better backdash on top of that, which makes me wonder if he still has any flaws left at all. Icing on the cake is also the faster Ultra2. If it actually means that it’s save on air hit or only around -3 i can see him ending up in SS GOD tier for USF4~

        Nevertheless, what you might not know is that cody was a sloppy implemented/updated character from the start. He has unset counter hit flags, unreasonable frame advantages/disadvantages depending on specific situations (badspray up/down facing. HP BadStone Lvl 2 recovery etc) and missing properties/hitboxupdates on mostly his knife normals, which is still up for verification if capcom actually bothered to fix them~

  • DWU

    All I want from Dudley is his 3s voice actor back and for his rose to actually be useful.

    • jonnyboy

      maybe rode and red focus will make rose useful?

  • RichHobo

    So was delayed wake up capcoms solution to unblockables, or did they address the unblockables themselves? I think it would be kind of funky if the same setups worked on regular hard knockdown, although they would be less practical due to delayed wake up.

  • id3alistic

    Aw man, the select screen is still the same?

  • dopeedoo

    Yang and Chun need more than this.
    I hope there’s a lot more coming for those two.

    EDIT: I see more chun stuff. Just for reference, what was the start up changed to from super for her df+lk anti air? Is 10 frames good for it now?

  • SgtKardashian

    Neckbreaker cause soft knockdown unless the move is EX? Now, the move is useless :p.

    This is problematic for me, we already have delayed wake up and they said they “took all the unblockables out” which is fine. With the nerf to Kunai, this nerf seems basically unecessary. That and so far, Ibuki’s recieved nerfs in her knockdown mixup game but no buffs in any other area. Her EX DP is a bit better on paper but the move has a janky hitbox to begin with and her normals are still abysmal when compared to other characters, buffs to her f+HK would be appreciated.

  • Freakmasta

    I find it funny that there’s no info on Hakan. I guess JP players don’t like him whatsoever.

  • allytronic

    lol @ Seth and Rufus nerfs…as usual, Capcom doesn’t have a clue.

    J. Wong is stubborn as hell and probably won’t change his main, but Poongko definitely will. RIP Seth.

  • Barlton Canks

    I get mad at video games a lot.

    “LK Double Knee Press now -1 on block”

    When you give a character two decent moves, players tend to rely on them. Why do people care so much about Bison having a good move? Did Dogura do just a little bit too well at EVO for Capcom’s liking? It was hardly so good that it needed to be nerfed in nearly every iteration of SF4. You know what 0 frames on block is? It’s two players crouching in front of each other. OH LAWDY CALL THE COPS CUZ BISON CAN ACT ON THE SAME FRAME AS THE OPPONENT! That isn’t a trap. It’s a CHANCE at a mixup. A CHANCE(with the opponent in the same boat!). With a character who doesn’t have an overhead or command grab! Come the frick on!

    -1 means it gets punished by SPD

    They said they were listening…

    What does Capcom expect Bison players to do? I mean, they clearly only want us to do Knee Press as punishment. When they nerfed Knee Press damage in a previous version the message was “we want you to use Psycho Crusher in combos instead.” With the nerfing of short Knee Press recovery, there should also be a replacement. Something that Bison players could use instead to net wins.

    Let’s take a look at the noted buffs.

    -EX Double Knee Press damage increased from 70*70 to 70*80
    -Head Press start-up reduced from 22F to 20F
    -EX Devil’s Reverse has slightly faster movement

    http://i39.tinypic.com/ohvg3p.gif

    Do they think we just like seeing bullet points under our character’s name or some shit? Who gives a damn about these changes? If you wanted to make Head Stomp and Devil’s Reverse more than gimmick moves, maybe you could make the proximity guard range longer than two molecules so the opponent can’t make Head Stomp whiff just by holding back. EX Knee Press buff? Maaaaaybe make it hit sooner so my grandma’s corpse can’t OS it.

    Can’t wait for HYPER STREET FIGHTER 4. Maybe they’ll put Karin in.

    • Bernard Tan

      darn bro, CAPCOM is stupid, BISON HAS NOTHING MORE TO DO IN USF4!!!
      no good anti air… very vulnerable and most of the time grabable EX psycho crusher…. BISON RIP!!! darn time to switch characters

    • Barlton Canks

      Oh wait. I just found out that all of Bison’s changes where chosen by looking at this thread and choosing the changes the most people asked for.

      http://www.capcom-unity.com/street_fighter/go/thread/view/7411/29822773/bison-dictator-balance-suggestions

      Most of them don’t even play Bison and if they do, not well. They probably did that for every character. This is terrible.

    • Emezie Okorafor

      An SPD cannot punish a -1 scissor kick.

      An FAB can.

      SPD, no.

      Don’t overreact like Cammy players did pre-AE, when they thought she would be crap. Let’s actually TRY to play the game before freaking out.

  • David Kuwahara

    So Ibuki has less mix ups, 1 extra frame of invincibility on her EX DP not her normal ones, 6 less frames on a move that has over 50 and is still not useful, and they didn’t fix the move not auto correcting so doing a super before you cross up still goes backward. And now everyone and their grandmother is going to learn tsumuji loops and use TC4 until it works, if capcom wanted to make Ibuki a really crappy then they succeed she seem so linear now it hurts.
    Because if ninjas are anything it straight forward and linear…

    • SgtKardashian

      I agree, part of the reason I like Ibuki is that she could be played a variety of different ways, she isn’t straight forward. It seems to balance her they just made her more rigid in what she can do.

  • Daemyx

    Why Short Swing Blow still doesn’t armor break?

  • DiscoCokkroach

    “As many of you are probably aware…”

    Actually, I had no idea this was happening LOL

  • RazingPhoenix

    Expanded hitbox? What does that mean? Does Juri’s standing jab hit crouching opponents now, or does it just hit people who are farther away (hopefully the former. Being able to do 2 lk, then standing jab, then cr mk as a confirm all the time would be love).

    • Andrew Olson

      Hits crouching now. Expanding the hitbox generally means stretching it from top to bottom.

  • Smurftacular

    where are the hakan changes? will he stay the same? again.. no love for hakan…

  • Question: how exactly are their frame measurements so precise? If it’s from eyeballing, it should be taken with a grain of salt.

    • MizukiTHPS

      There are pretty easy ways to figure it out using things like frametraps and stuff. It is beyond just eyeballing it.

  • Azrael VG

    Where are the Ryu nerfs?
    Seriously buffs to crMk Hado, like we really need to make stuff easier for ryu. Why not get rid of some of the 1 frame links since we making execution easier for some of the cast. I think more players drop 1 frame links than Ryu players mess up crMK, Hado.

    • Gimpt

      It’s not about making it easier to execute. They made it so the fireball always combos now. (At least I hope that’s what it means)

      • Azrael VG

        So Ryu really needed this execution change? I am pretty sure the execution changes needed are removing 1 frame links like they did with Vega and yea removing some of the dumb shortcuts that hinder execution. But I think before we go to helping Ryu do more MK,Fireball without failure maybe we should actually change those like M.Bison teleport shortcut when doing ultra. I mean this one is common even at high level , hell Combofeind even did the teleport when he tried to ultra in the location test. I know there are ways of getting around these but if we are removing the unnecessary shortcuts why start with RYU’s MK,Fireball when personally I have never seen any top competitor make this shortcut mistake…

    • OmegaNITRO

      Ryu nerfs? LOL. They’re back in Super and AE. He doesn’t need any more nerfs. He’s already nerfed in this version by getting nothing while the majority of the matchups he struggles with got substantial buffs. And even that’s not necessary, as he wasn’t even close to being Top Tier in AE 2012.

      If anything, where are the Ryu buffs? All the one change is saying is that they got rid of the shortcut DP when canceled from cr.MK, meaning it’s easier to walk forward and cr.MKxxHadoken. That’s pretty much nothing.

      • Guest

        So Ryu really needed this execution change? I am pretty sure the execution changes needed are removing 1 frame links like they did with Vega and yea removing some of the dumb shortcuts that hinder execution. But I think before we go to helping Ryu do more MK,Fireball without failure maybe we should actually change those like M.Bison teleport shortcut when doing ultra. I mean this one is common even at high level , hell Combofeind even did the teleport when he tried to ultra in the location test. I know there are ways of getting around these but if we are removing the unnecessary shortcuts why start with RYU’s MK,Fireball when personally I have never seen any top competitor make this shortcut mistake.

  • BlackMasamune

    Can we update this post with the original frame data for characters? Just putting “Now 3F” doesn’t really help if you don’t play that character.

  • Jake Klippert

    I knew they would patch Oni’s DP and make it like every other Shoto.

  • Thomas Manson

    They’re not going to redesign the character select screen?

  • Edward Johnson

    I wonder why they nerfed Adon to that degree

  • $17468069

    Waiting on Vega

  • JnKzm

    Poor Poongko, I wonder what he’s going to do now. I also love the Ryu list…two things, lmao. Oh well, guess he didn’t need too much anyways.

    Rog changes looks good, I cannot wait to see how PR Rog utilizes him now in USF4. The Rufus nerfs were very unnecessary…I mean come on, if great players like Justin & Ricky weren’t playing Rufus then he wouldn’t even be breath upon Top-8 showings.

    Finally some Guile Buffs! Dude has stood in less then mediocrity for two AE incarnations now. Hopefully these new buffs make him become a contender once more.

    So judging by these things…

    The overall strong characters in the current game, the one whom has the best potential to still be a great character thus far seems to be Cammy judging from this list. Fei, Seth & Gouki got hurt & in some cases…a lot.

    Guile without question got buffed, while Sim, Gief & Rog overall got stronger to boot. While other characters like Ryu & Sagat whom received absolutely no nerfs & only got improvements are going to stay strong regardless & may potentially move up the list as real contenders due the nerfs of the previous top classes.

    USF4 just got super interesting.

  • Vas Gian

    i need more buff foh my blanka nigga! and no vega changes? hmmm

  • MrJechgo

    Three words: Character themes… NOW!

  • Justin Archer

    What’s with swing blow being nerfed? how am i supposed to combo off of it?

  • Deusxmachina

    Kasatushi takes recoverable damage? That was really unnecessary.

  • S. Johnson

    Gouken is still fucked I see. 🙁

  • youcanwonder

    Did they remove auto corrects and the comeback feature..so if u mess up you get punished…and if you gettin beat you actually need to play w skill to comeback and win

  • Andrew Kim

    <3 these sagat changes!

  • Gamegeezer

    My Milfy got buffs? Damn, can i get her DD’s buffed too? You can keep your smoke, just gimme dem DD’s.

  • Trey Roach

    soooo…i can’t consistently anti-air anymore with cr.mp with guy anymore? thanks a lot capcom now i have absolutely no defense!!! ex senpukyakku is 6 frames which means we are super free on wakeup now! hopefully ninja sickle being 9 frames is fast enough to replace cr.mp as an AA it’s my last hope!!

    • Smang

      the wakeup game is going to be totally different now with delayed getups, so that tatsu nerf might not be that bad.

      far st.lk and hk are getting buffs, they also work as aa at the right ranges and cr.mk is a pretty good aa against shotos. unfortunately cr.mp is the best aa for guys like Cody, Zangief and a few others but he still has options. we need to adapt… metro city for life.

    • NicolaAcoust

      the disrespect shown to Guy is terrible. I know they do better characters than others on purpose but then they’re saying “everyone will hbe a threat” and remove what little Guy has as anti-air… terrific. Having anti airs is fundamental in this game, I don’t know why deliberately this character is always so left behind.

  • S. Johnson

    Gouken receiving nothing. The most akwardly created character of all time. Capcom should have let him combo off his overhead; give him a target combo; make his hurricane kick a rekka; faster jump; better back dash; etc, etc. But they give him CRUMBS. So disappointing…..

  • Hotaka Saika

    Yang
    Diagonal Jump MK changed to same hitbox as in AE
    Made my day right there.

  • martin rush

    wait vega rolling crystal is -8 on hit? is that bad?

    • Garrett Jones

      Yes, he gets punished with an ultra by most of the cast for daring to hit someone with this move. You must now have 2 bars and fadc backwards before the last hit if you accidentally perform it.

  • Henny Henri

    why nerf makoto on karakusa? its that mean fukiage ex have invincibility frame on startup?

  • Cat Astrophy

    Uh huh…Juri getting any nerfs period is insane

  • Kal El Cool J

    So glad Chun’s EX Hazan now breaks armor, and EX Kikoken now causes knockdown. Poison is still the only tranny in fighters that looks relatively fun. And I know Hugo is gonna be low tier. I wonder if his clap can negate projectiles?

  • Saba89

    “Last Dread Dust (UC2) damage reduced from 506 to 466, forward movement slightly increased”

    So does that mean that the follow-up is guaranteed if the dust hits even at max range?