Ultra Street Fighter IV Capcom Cup Build Change List Ultra Street Fighter IV Capcom Cup Build Change List
The latest test version of Ultra Street Fighter IV made its debut at Capcom Cup a few weeks ago, and the same version just... Ultra Street Fighter IV Capcom Cup Build Change List

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The latest test version of Ultra Street Fighter IV made its debut at Capcom Cup a few weeks ago, and the same version just made its appearance in Japan this weekend. If you’re wondering what’s changed since the alpha location test version, look no further!

Below is a comprehensive list of all changes from Super Street Fighter IV Arcade Edition Ver.2012, recorded and posted by Hiropon. Changes marked in bold or strikethrough indicate changes from the alpha location test version. As the information comes from a secondary source, be aware that the listings may not be entirely accurate.

Abel

  • Close Standing HP first hit hitbox greatly expanded downward
  • Far Standing HK start-up reduced from 14F to 13F; active frames increased from 2F to 3F; hurtbox added to attacking foot on the 1st attack frame
  • EX Falling Sky active frames increased from 2F to 3F; upper-body invincibility increased from 6-7F to 6-8F
  • Heartless (Super Combo) active frames increased by 2F
  • Soulless (UC1) pushbox greatly expanded upward, easier to connect from Crouching HP in the corner

Adon

  • 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
  • EX Air Jaguar Kick 1st hit active frames 2F and later now overhead
  • L Rising Jaguar Kick 2nd hit on grounded opponents floats higher upward and slightly more forward, easier to follow in the corner
  • Jaguar Revolver (UC1) forward movement from 2nd hit and after slightly shortened, easier to connect on close opponents; damage reduced from 510 to 480

Akuma

  • Close Standing MK now forces stand on hit; start-up reduced from 5F to 4F; hitbox expanded downward
  • 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
  • M Goshoryuken 2nd hit can no longer be EX Focus-cancelled on hit
  • H Goshoryuken 2nd and 3rd hit can no longer be EX Focus-cancelled on block; invincibility time reduced from 6F to 5F
  • L, M and H Hyakkishu now has EX Zanku Hadoken follow-up

Balrog

  • 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 44F 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 50F 4oF; changed from +10 to +2 on hit, from -7 to -6 -3 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; 4th and 5th hits no longer unconnect during combos
  • Dirty Bull (UC2) input command changed from 63214×2+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

Blanka

  • Forward Dash total frames reduced from 21F to 20F
  • Close Standing MK now airborne from 3F
  • Crouching MK pushback on guard and hit increased; 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

C.Viper

  • Close Standing HP damage increased from 90 to 100
  • Far Standing HP damage increased from 90 to 100
  • Far Standing HK hurtbox slightly reduced
  • Crouching MK hitbox slightly expanded forward
  • Level 1 Focus Attack start-up reduced from 26F to 23F
  • Level 2 Focus Attack start-up reduced from 17F to 13F after button release
  • Level 3 Focus Attack start-up reduced from 70F to 68F
  • L Thunder Knuckle hitbox slightly expanded
  • M Thunder Knuckle now +4 after EX Focus-cancel → Forward Dash on hit; bug where M Thunder Knuckle → EX Level 2 Focus → Forward Dash would not work fixed; cannot be EX Red Focus-cancelled on hit
  • H Thunder Knuckle cancel recovery increased from 6F to 7F
  • Emergency Combination (Super Combo) damage increased from 330 to 350
  • Burst Time (UC1) smoke visual effects reduced
  • Burning Dance (UC2) start-up reduced from 10F to 9F, height restriction removed

Cammy

  • Close Standing HP damage reduced from 85 to 80 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 +6 +5 on hit
  • L, M and H Cannon Strike height restriction slightly relaxed; recovery increased from 5F to 7F 9F
  • EX Cannon Strike block stun reduced by 4F
  • Hooligan Combination now has normal Cannon Strike follow-up
  • Gyro Drive Smasher (UC1) non-cinematic last hit damage reduced from 210 to 170

Chun-Li

  • 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
  • Yosokyaku (Jump 2+MK) hitbox expanded downward and horizontally
  • L, M and H Spinning Bird Kick now knock down on last hit
  • EX Spinning Bird Kick hitbox slightly expanded forward and downward; 5th hit hitbox slightly expanded upward
  • EX Kikoken now causes knockdown on hit
  • EX Hazanshu now has armor-break properties
  • Kikosho (UC2) damage increased from 330 to 365 380; invincibility increased from 8F to 9F, covering the start of active frames

Cody

  • Back Dash distance slightly increased
  • Crouching MK changed from -6 to -2 on block, from -3 to -1 on hit
  • Crack Kick (6+HK) now airborne from 8F instead of 1F
  • Knife ground attacks now can be used as follow-ups, can combo after L Criminal Upper; corresponds to Standing LP, Crouching LP, Standing MP, Crouching MP, Standing HP, Crouching MP
  • Knife Throw now has armor-break properties
  • Zonk Knuckle can now be EX Focus-cancelled
  • EX Criminal Upper pushback on block reduced by half; now strike invincible until 1F before active
  • Last Dread Dust (UC2) damage reduced from 506 to 466, forward movement slightly increased

Dan

  • Far Standing LP hitbox slightly expanded upward
  • Close Standing HK input command changed to 4+HK
  • Crouching Taunt meter build increased from 0 to 40, meter build on hit reduced from 70 to 0
  • Air Taunt meter build increased from 0 to 10
  • L Dankukyaku hitbox expanded downward
  • H Koryuken 1st hit hitbox slightly expanded forward
  • Shisso Buraiken (UC1) 1st hit now has armor-break properties
  • Haoh Gadoken (UC2) now hits full on air opponents, 331 damage on air hit

Dee Jay

  • 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
  • Knee Shot (2+LK during forward or back jump) hit stun increased by 3F
  • Air Slasher chip damage increased from 12 to 15
  • L Double Rolling Sobat changed from -5 to -3 on block
  • M Double Rolling Sobat 1st hit hit stun increased by 1F, changed from +6 to +7 on hit after EX Focus-cancel → Forward Dash
  • EX Machine Gun Upper changed from -5 to -8 on block, -9 to -12 on block with mash; can be EX Focus-cancelled on hit or block, with or without mash; 1st hit hitbox slightly expanded forward; floats the opponent higher on hit, with or without mash
  • Sobat Festival (UC1) forward movement increased

Dhalsim

  • 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 horizontally
  • Yoga Shangri-La (UC2) throw range slightly increased

Dudley

  • Standing HP hitbox slightly expanded forward and downward
  • Standing HK counter-hit pushback reduced
  • Crouching LP hitbox slightly expanded forward; Crouching LP → 6+LP chain-cancel no longer works, except when Crouching LP itself is chained into
  • 6+HP knocks down on air hit
  • Crouching MK start-up reduced from 8F to 7F
  • Kidney Blow (6+MK) hitbox slightly expanded forward
  • All Target Combo damage increased by 10
  • Target Combo 1 (6+LP → MP) 2nd hit chip damage on block removed
  • Victory Rose (2+HP+HK) damage increased from 0 to 1; changed from +6 to +13 on hit
  • L Machinegun Blow changed from -2 to -1 on block
  • H Machinegun Blow pushback on hit reduced by half
  • L, M and H Short Swing Blow throw invincibility extended until the end of active frames
  • EX Short Swing Blow throw invincibility extended until the end of the 1st hit’s active frames

E.Honda

  • 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; hitbox slightly expanded forward
  • 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
  • EX Hundred Hand Slap changed from +4 to +5 on hit
  • 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; input command changed to 720+PPP

El Fuerte

  • Close Standing LP hitbox expanded downward
  • Far Standing LK start-up reduced from 5F to 3F; can no longer be 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

Elena

  • Standing MP upper-body hurtbox expanded
  • Standing LK start-up increased from 3F to 4F, hurtbox expanded to same extent as Yang’s Far Standing LK
  • Standing MK upper-body hurtbox expanded
  • Crouching LP start-up reduced from 4F to 3F
  • Crouching MP hitbox expanded forward
  • Crouching HP active frames increased from 2F to 3F
  • Crouching MK upper-body hurtbox expanded
  • Crouching HK hurtbox greatly expanded upward
  • Jump HP hitbox size reduced
  • Round Step command changed from Standing HP → 4+HK to Standing HP → HK; 2nd hit wind visual effect removed
  • Handstand Kick (6+MP) damage reduced from 80 to 70
  • Handstand Whip (6+MK) damage reduced from 60 to 50
  • Slide (3+HK) active frames reduced from 14F to 13F
  • All versions of Lynx Tail pushback on hit reduced, easier to use in combos
  • L Lynx Tail damage reduced from 90 to 60; changed from -4 to -9 on block
  • M Lynx Tail changed from -7 to -9 on block
  • H Lynx Tail changed from -9 to -13 on block
  • L Mallet Smash start-up increased from 20F to 21F; changed from -1 to ±0 on hit, from -11 to -5 on block
  • M Mallet Smash start-up increased from 23F to 25F; changed from ±0 to +3 on hit, from -10 to -3 on block
  • H Mallet Smash start-up increased from 25F to 27F; changed from +3 to +6 on hit, from -7 to ±0 on block
  • All versions of Rhino Horn no longer hit crouching opponents; hitbox itself expanded downward, at close range if the 1st hit connects does 3 hits total
  • L Rhino Horn changed from -10 to -6 on block
  • M Rhino Horn changed from -13 to -5 on block
  • H Rhino Horn changed from -15 to -3 on block
  • EX Rhino Horn follow-up capability improved, easier to use in air combos; recovery reduced from 22F to 19F
  • H Scratch Wheel now considered grounded until the 1st frame of attack start-up
  • EX Scratch Wheel damage reduced from 210 to 180; stun reduced from 210 to 180; number of hits reduced from 5 to 4 hits; follow-up capability improved, easier to use in air combos
  • All versions of Spin Scythe follow-up attack now causes spinning knockdown
  • EX Spin Scythe knocks the opponent higher; like normal Spin Scythe, now has secondary input for follow-up attack
  • Spinning Beat (Super Combo) start-up reduced from 20F to 3F
  • Brave Dance (UC1) now connects all hits at the tip
  • Healing (UC2) Total frames after freeze increased from 80F to 102F; cancel timing at Revenge Gauge Max is only after 150 points of healing; Revenge Gauge Max, healing amount reduced from 525 to 345 (252 with UCW at Max)

Evil Ryu

  • 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 greatly expanded downward
  • Target Combo can now be done from Far Standing MP
  • L Tatsumaki Senpukyaku movement distance slightly increased; float on hit lower
  • HK Ryusokyaku start-up reduced from 26F to 25F

Fei Long

  • Crouching LK start-up increased from 3F to 4F; can no longer be chain-cancelled into Crouching LK
  • Crouching MP damage increased from 55 to 65
  • L Rekka forward movement distance reduced
  • All versions of Tenshin now do 1 damage; take counter-hit damage during the move
  • EX Tenshin start-up reduced from 12F to 10F
  • L, M and H Rekka 2nd hit hit stun reduced by 2F
  • Shienkyaku no longer activates with 464+K input
  • Rekkashingeki (UC1) non-cinematic 3rd hit floats the opponent higher, when used in air combos the last hit now connects

Gen

  • Stun increased from 900 to 950
  • 1F invincibility time on neutral wake-up removed

Mantis Style

  • Close Standing HP stun distribution changed from 100*100 to 150*50
  • Focus Attack hitbox size reduced to position of hurtbox
  • H Gekiro causes soft knockdown instead of hard knockdown
  • EX Gekiro now causes hard knockdown
  • 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 HP floats the opponent higher on counter-hit, can follow with Super Combo and other moves
  • 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

Gouken

  • Far Standing LK now Special-, Super- and EX Focus-cancellable
  • Crouching LP start-up reduced from 4F to 3F
  • Crouching MP changed from +1 to +3 on hit
  • Kongoshin no longer activated with 464+P input
  • Hyakki Gosai stun reduced from 200 to 100 160
  • L Senkugoshoha forward movement slightly increased
  • EX Tatsumaki Gorasen hitbox expanded downward and forward; start-up reduced from 7F to 5F; invincibility time reduced from 8F to 6F

Guile

  • 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 reduced from 1-10F to 1-7F 1-15F; damage reduced from 510 to 450; 2nd Flash Kick start-up now slower, less likely to whiff on high air opponents on hit; during activation, if opponent is behind, corrects to face the opponent
  • Sonic Hurricane (UC2) damage increased from 300 to 330 350

Guy

  • 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 Neck Flip now knocks down on air hit
  • EX Bushin Senpukyaku hitbox slightly expanded, easier to suck in opponent; start-up increased from 4F to 6F
  • Bushin Goraisenpujin (UC1) 2nd hit movement distance slightly increased, easier to use in combos

Hakan

  • 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 now Special-, Super- and EX Focus (excluding EX Red Focus)-cancellable
  • Crouching MP with oil now Special-, Super- and EX Focus (including EX Red Focus)-cancellable
  • Diagonal Jump MK hitbox slightly expanded, easier to cross-up opponent
  • 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

Hugo

  • Crouching HP hitbox greatly expanded to match the visuals
  • Hammer Hook (6+HP) hitbox moved upward with the arm section
  • Leap Attack (Jump 22+MK) now airborne 2F instead of 1F; from 4F now lower-body projectile invincible; knock back on air hit changed to how Jump MK hits
  • Ultra Throw no longer activates without Back input; 1st hit no longer causes stun, 2nd hit stun increased from 100 to 150
  • Meat Squasher simple command removed, without Forward or Back input → through Down inputs → ending with Up input, will not activate
  • L Monster Lariat start-up reduced from 15F to 14F
  • M Monster Lariat start-up reduced from 19F to 14F
  • H Monster Lariat start-up reduced from 24F to 18F
  • EX Monster Lariat now has two hits of armor
  • L, M and H Shootdown Backbreaker now airborne on 4F instead of 2F
  • L Giant Palm Bomber start-up reduced from 19F to 15F
  • L, M and H Giant Palm Bomber active frames increased from 2F to 4F

Ibuki

  • Guard bug where El Fuerte’s 6+MK would cross over fixed
  • Crouching LP start-up reduced from 4F to 3F
  • Backhand Punch (HP → HP far from the opponent) now jump-cancellable
  • 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; 1st hit active frames 2-3F hitbox expanded, easier to use as an anti-air

Juri

  • Close Standing LP hitbox expanded downward
  • Close Standing MP start-up speed during Feng Shui Engine now the same as normal version
  • Close Standing MK start-up speed during Feng Shui Engine now the same as normal version
  • Far Standing MP now Special-cancellable
  • Far Standing LK start-up reduced from 5F to 4F
  • Far Standing HK hitbox size during Feng Shui Engine now the same as normal version; becomes airborne on 3F instead of 6F
  • 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
  • EX Fuhajin (M+H) now hits grounded opponents
  • EX Fuhajin (L+H) damage increased from 50*50 to 60*60
  • Kasatushi now takes recoverable damage when absorbing attacks
  • L, M and H Shikusen no longer can be done from back jump
  • EX Shikusen now has input follow-ups like the normal version, activates with any single K button; trajectory changes with button combination: L+M is L Shikusen, M+H is M Shikusen, L+H is H Shikusen trajectory
  • Second Impact and Third Strike hitbox expanded, less likely to unconnect
  • 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

Ken

  • Movement 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
  • M Shoryuken 1st hit now knocks down
  • H Shoryuken damage increased from 70*40*30 to 70*50*30
  • EX Air Tatsumaki Senpukyaku trajectory on activation changed
  • Shinryuken (UC1) non-cinematic damage increased by 30
  • Guren Senpukyaku (UC2) movement distance of first several frames slightly increased

M.Bison

  • Far Standing MP start-up reduced from 8F to 6F; now Special-, Super- and EX Focus-cancellable
  • Crouching LP start-up reduced from 4F to 3F
  • Crouching HP start-up reduced from 12F to 10F
  • Hell Attack (MP after Jump MP) now has the same hit effect as Jump MP, when Hell Attack only hits can follow-up with normal attacks
  • Bison Warp total frames increased from 42F to 47F
  • L, M and H Psycho Crusher leg hitbox can now be used as a follow-up in air combos
  • EX Psycho Crusher damage reduced from 75*75 to 75*60
  • 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; projectile invincibility increased from 12F to 19F
  • L, M and H 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 42F 40F

Makoto

  • Standing HP hit stun increased by 1F on 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
  • All versions of Karakusa take counter-hit damage during the move
  • EX Fukiage now hits grounded opponents, jump-cancellable on hit or block; damage reduced from 120 to 80; stun reduced from 200 to 100
  • L and M Tsurugi block stun increased by 1F; at lowest height L Tsurugi is ±0 on block, M Tsurugi is -2 on block
  • Seichusen Godanzuki (UC1) damage decreased from 480 to 440
  • Abare Tosanami (UC2) after the freeze now fully projectile invincible until landing

Oni

  • 6+MK start-up reduced from 13F to 11F
  • Crouching HK start-up reduced from 9F to 8F; recovery reduced from 24F to 23F 20F
  • Focus Attack hitbox expanded forward
  • All versions of Goshoryuken can now be EX Focus-cancelled on the 1st hit; without lock, EX Focus-cancellable with the exception of the 2nd hit on hit
  • H Goshoryuken complete invincibility reduced from 1-8F to 1-5F, strike invincibility changed from 9-10F to 6-7F
  • EX Goshoryuken 3rd hit EX Focus-cancellable on hit
  • 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 -9 -8 on block
  • L Sekisei Jiraiken changed from -7 to -6 -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

Poison

  • Hurtbox slightly expanded
  • Crouching HP 2nd and 3rd active frames now cancellable
  • L Aeolus Edge damage increased from 50 to 70 (matches H Aeolus Edge); now reaches opponent at the edge of the screen
  • M Aeolus Edge damage increased from 60 to 70 (matches H Aeolus Edge)
  • All versions of Whip of Love hitbox slightly expanded downward
  • L, M and H Whip of Love 1st and 2nd hits now Super-cancellable
  • EX Whip of Love 4th hit now floats the opponent higher; now jump-cancellable, on hit only
  • Kissed By A Goddess now Focus-cancellable
  • All Jump attacks can now be used as follow-ups

Rolento

  • Hurtbox size expanded
  • Close and Far Standing MP now cause air reset on counter-hit (originally causes knockdown allowing for follows)
  • Crouching MP changed from +7 to +6 on block
  • EX Patriot Circle changed from -6 to -7 on block; damage reduced from 120 to 70
  • Patriot Sweeper (UC1) start-up increased from 6F to 7F

Rose

  • Forward Dash total frames reduced from 21F to 20F
  • Close Standing MK hitbox slightly expanded downward
  • Crouching LP damage increased from 20 to 30
  • Crouching LK damage increased from 30 to 40
  • Crouching MP damage increased from 60 to 70
  • L Soul Spiral forward movement distance slightly increased
  • L, M and H Soul Spiral damage increased from 100 to 110
  • EX Soul Spiral damage increased from 120 to 130; stun increased from 100 to 200; invincibility time increased from 11F to 13F, throw invincibility removed
  • M Soul Spark start-up reduced from 22F to 20F
  • H Soul Spark start-up reduced from 29F to 27F
  • Illusion Spark (UC1) start-up reduced from 12F to 10F
  • Soul Satellite (UC1) command input changed to 214214+KKK; recovery increased from 2F to 4F

Rufus

  • Forward/Neutral Throw damage reduced from 150 to 135
  • Far Standing MP now cancellable
  • Target Combo (LK → HK near the opponent) 2nd changed from -5 to -8 on block
  • Neutral/Forward Jump Falcon Kick recovery increased by 1F
  • Messiah Kick LK now has improved follow-up capability
  • 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
  • Spectacle Romance (Super Combo) 2nd hit hitbox expanded beyond the fist
  • Space Opera Symphony (UC1) damage reduced from 460 to 420
  • Big Bang Typhoon (UC2) damage reduced from 420 to 360; knock back on air hit adjusted

Ryu

  • Crouching MK changed from -3 to -2 on block
  • Jump MP 1st hit now cancellable into all versions of Air Tatsumaki Senpukyaku
  • L, M and H Air Tatsumaki Senpukyaku can now be used as follow-ups for air combos
  • EX Air Tatsumaki Senpukyaku hitbox expanded; vacuum effect on hit increased, easier to land all hits
  • Metsu Shoryuken (UC2) invincibility time increased by 1F

Sagat

  • Close Far Standing LK 2nd hit now Special-cancellable
  • L, M and H 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; air hit damage reduced from 395 to 340
  • Tiger Cannon (UC2) now does full hits on air opponents; air hit damage reduced from 384 to 312

Sakura

  • 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
  • All versions of Air Shunpukyaku trajectory changed
  • L, M and H Shouoken hitbox slightly expanded forward
  • EX Sakura Otoshi earliest timing for additional attacks reduced from 14F to 11F
  • Shinku Hadoken (UC2) rear hitbox removed

Seth

  • Triangle Jump movement distance reduced
  • Far Standing HP changed from -11 to -5 on hit, from -15 to -8 on block
  • 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
  • L Shoryuken 2nd hit no longer can be Focus-cancelled on guard
  • 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; takes counter-hit damage during whiff recovery
  • All versions of Tanden Engine can no longer be cancelled into from normal attacks
  • 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

T.Hawk

  • Movement speed slightly increased
  • Close Standing MP pushback on hit and block reduced
  • Far Standing HK hurtbox slightly expanded; changed from -7 to -5 -2 on block
  • Crouching MK now Special-, Super- and EX Focus-cancellable
  • Thrust Peak command changed from 3+P to 4+P
  • Condor Spire command changed from 421+P to 623+K, can activate with 323+K command
  • L Condor Spire start-up reduced from 20F to 11F; changed from -5 to -2 on block
  • M Condor Spire start-up reduced from 20F to 14F
  • L Tomahawk Buster start-up reduced from 5F to 4F
  • EX Tomahawk Buster now EX Focus-cancellable; bug where the move could only be cancelled on hit fixed
  • 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

Vega

  • 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
  • M Rolling Crystal Flash changed from -2 to +0 on block
  • EX Rolling Crystal Flash changed from +4 to +2 on hit
  • Mask Pick-up from ground is now a command, 2+PP when standing over the mask
  • Back Slash (PPP version) now has input priority over Mask Pick-up when pressing 2+PPP
  • EX Scarlet Terror now completely invincible from 1-4F
  • Flying Barcelona Special (Super Combo) now has an attack added during the motion to the wall, does 0 50 damage; Rolling Izuna Drop damage reduced from 100*100*200 to 100*100*100
  • Bloody High Claw (UC1) Forward charge attack’s hitbox expanded upward
  • Splendid Claw (UC2) start-up reduced from 8F to 7F 5F

Yang

  • Movement speed slightly increased
  • Close and Far Standing LK start-up reduced from 5F to 4F
  • Close Standing MK hitbox expanded downward, easier to connect on crouching opponents
  • Far Standing MP now Special-, Super Combo- and EX Focus (excluding EX Red Focus)-cancellable
  • Crouching LK damage increased from 20 to 30
  • Diagonal Jump MK hitbox size expanded, now in between the AE and Ver.2012 versions 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
  • L Senkyutai 1st hit hit stop increased from 8F to 12F on hit (now matches the hit stop on block)
  • All versions of Zenpo Tenshin now do 1 damage; take counter-hit damage during the move
  • Tenshin Senkyutai (UC2) start-up reduced from 7F to 6F

Yun

  • 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
  • All versions of Zenpo Tenshin now do 1 damage; take counter-hit damage during the move

Zangief

  • Close Standing LK now cancellable
  • 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
  • M and H Banishing Flat block stun increased by 2F
  • 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 1.7 1.6

Source: HIROPON309