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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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)
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

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
[hr]

Source: HIROPON309

  • Fabian222

    nooooooo my chun jump!
    🙁

    • Spiral0Architect

      No more dive kicks 🙁

    • Emezie Okorafor

      Did you watch some of the loketest footage?

      That jump was RIDICULOUS for this character.
      Especially with the laundry list of other buffs Chun received.

      • Tan Tan

        Remove her other buffs and give her back that jump. Thats all she really needs.

        • O. G. King Haggard

          I would think they could at least give her something in between her old jump and that super-fast jump. Removing it entirely is just totally disappointing. It’s like Fuerte losing his EX leg drop on grounded opponents. At the very least they could have made it whiff on crouchers or something. Now it was just a big ol’ tease. 🙁

          • XaviIniesta

            The “super fast jump” is only 1 frame faster than the avarage jump speed, which is 36f. Yun and Yang for example both have a 34f jump in. Two characters who are much more scary after a jump in than Chun, imo.

          • Emezie Okorafor

            More direct comparisons between characters that have NO SIMILARITIES WITH EACH OTHER AT ALL.

          • XaviIniesta

            That actually came from your failure to provide any reasoning behind you complaint, so I stuck to the fundamental in this post, until such a day arrives that you actually back up your claims with some reasoning.
            Yet a reasoning was at least provided here, which is more than I can say for your “Omg it’s ridiculous, but I won’t explain why!”.

            They ALL have faster jumps than her, bar Dhalsim. So compare her to whoever you feel has more similarities. The end result is the same.

          • JasinWalraven

            and you fail to explain properly why it is ok. You are just being a troll and a bit of a pompous ass. A trait in itself can be ridiculous unto itself without having to compare it to other stuff

          • XaviIniesta

            No I didn’t. I’ve stated several reasons in my other posts. She has some of the weakest mixup potential in the game along with low damage output. A jump cross up that doesn’t give advantage on hit unless it hits very low/late. Her fireball recovery is not one of the best, on top of the need to hold back to charge, so her space control is more limited compared to many other shotos who can control the ground game with fireballs and then apply a jump to it, etc.
            In spite of asking him 3-4 times to explain his strong opinion, or how her other buffs somehow assisted in making her jump in threat ridiculous as he claimed (when they’re all irrelevant to her jump) there has been no explanation given whatsoever. He was obviously talking out of his ass. And when I called him out on it, he avoids answering it over and over. And the characters are balanced with all of their traits weighed against each other to determine their strengths and weaknesses. Saying that it simply is because it is without giving proper reasoning is a cop out.

            But it’s interesting how you find it ok for someone to express their strong opinions on balancing something without giving an explanation or reasoning for it even after being asked 3-4 times. Instead putting words in my mouth, and yet when I call him out on it, I’m the pompous ass troll and he’s not? That’s rich. But given your last sentence, you two both seem to be of the mindset that no explanations are needed (when there are none to be found), even though the very definition of ‘balancing’ is to compare one thing to another.

      • XaviIniesta

        I call bull. Explain how its “ridiculous for this character”, who has no command grab, no good crossup, fastest overhead if 25 frames, etc. when characters who actually ARE dangerous after they jump in have much faster jumps than her? You sound like one of the stream monsters who whined about it for no apparent reason, just because the guy who won the local at SuperArcade was using her.
        You added “Especially with the laundry list of buffs she recieved” when NONE of them are relevant to her jumping in, except that EX Kikoken can knock down, which is only one relevant change, not a whole laundry list. But relevant does not equal useful. There’s a reason why no one in the Super Arcade location test used it on stream. Because it has the exact same effect as EX legs in a combo, only it’s less reliable because of the required charge up time. So basically, she got nothing new or useful that would make her jump in scary.
        She’s a character with virtually no
        And on top of that, it’s quite a useless one, as she has virtually no setups on knockdown, and very weak mixups. The fact that Capcom give her knockdown properties on EX fireball and now EX Spinning Bird is not particularly useful in that regard.
        I think they should give her a 36f jump in, like the majority of the cast. There’s no reason for her to float like an air balloon.

        • Emezie Okorafor

          SSF4 Chun didn’t have any of the crap you want, and she was still top tier.

          You sound like you want Chun Li to be someone different than she is, ever was, or ever will be.

          You want Chun to be a godlike zoner with godlike rushdown and godlike oki and a health boost, too.

          The holidays are over. No more gifts.

          • XaviIniesta

            SSF4 Chun Li was “top tier” only until people discovered how to properly play the game, where set-play became one of the most dominating factor of the game along with the many powerful option selects, setups, and hard-to-blockables etc. that were discovered over the years. Basically all the things she and certain other characters lack. That’s why she’s a bottom tier character. She’s a SF4 character, and not an ‘AE’ character. And a faster jump won’t change that. But back when everyone was playing a very unrefined version of SF4 footsies, then people assumed she was better. But that’s not how the game turned out.

            And I still see absolutely no reasoning behind your argument. All you do is parrot what you see in a stream chat or year old tier lists constructed long before the game evolved into what it is today, without offering any of your own explanations and examples. Instead you resort to adding words in my mouth, like a child.

            No I have no interest in making her a godlike anything. For that to happen she needs to become an AE character. And without any form of set play or stronger mixup tools, she’ll never be such a character. All I want is for her to not have that nonsensical floaty jump in AE. She’s not Dhalsim.

            Please do explain what ridiculousness came of her jump ins, and how her other buffs assisted in this, as you so eloquently pointed out. Obviously without thinking first as her other buffs were irrelevant in the matter. Give us some examples of why she is such a big threat with such a jump, wheres characters such as Seth, Akuma and Sakura are not? Characters with actually dangerous mixups, crossups/hard-to-blockables and vortexes. But oh no, “especially Chun Li is ridiculous with this”. I called you out on this, but so far you’re doing nothing but dodging the question.

          • Emezie Okorafor

            Some people complain “Capcom is homogenizing the characters too much”

            Others like you complain “Capcom should give my character the same stuff they give other characters”

            Everyone is top tier, except to the people that play top tier.

            Everyone is low tier, except to the people that don’t play low tier.

            We keep asking Capcom to update games.

            We never like their updates.

            This is what insanity is..

          • XaviIniesta

            No, because I actually provide the reasoning behind the request as well, unlike certain people. What’s insanity is people like you complaining about things just for the sake of complaining, without even understanding what it is you’re saying. Because people make noise in a stream chat. I hope you didn’t give Capcom any “feedback” based on how you seemingly come to your conclusions. You should always be able to back up what you say with your own reasoning.

            You’re still dodging the question, because you made your initial post without know what it is you’re talking about. And that’s the only thing that matters here. Not your or mine philosophy on game patches. Your comments shouldn’t be taken seriously by anyone given the way you avoid to provide your reasoning, and continually put words in other peoples mouths instead.

            I don’t ask for everything else that other characters have. Did I ask for a DP, non-chargeable fireball, more viable cross up? Overhead? Command throw? No. Just to not have the slowest jump in the game bar Dhalsim, unless a plausible reasoning for it is given, that doesn’t apply to Akuma, Cammy, Seth Sakura, etc. Because that is something very fundamental.
            Dhalsim can air teleport and is a special kind of character that can approach using that unique method. Chun is not.

            And for the record, Chun is considered a bottom tier character by pretty much every list out there. Daigo’s words were “Chun Li cannot win”, etc. So this is hardly the James Chen “Cammy is weak” type of thing you try to make it out to be. And my main character is Yun, who I make no illusions of pretending that he’s not top Tier. As I mentioned in my other comment above, I didn’t ask for any specific buffs, or even that they revert his nerfs. All I wanted was something interesting, different or fun. A goal Combofiend and Capcom said they had for the whole cast.

            Now, I’ll ask you again to reply to my earlier questions, and provide your own reasoning and examples to your claims.

          • Emezie Okorafor

            Let me put this as simply as possible.

            No one is going to enjoy Chun Li jumping like Blanka, except for Chun Li players.

            The other buffs she received (a long list that you ignored) are buffs no one will really mind, Chun player or otherwise.

            Also, Chun will benefit greatly from delayed wakeup and increased health.

            SHE DOES NOT NEED DIVE KICK.

            You might WANT it. But, she doesn’t NEED it.

            Cammy players back in Super wanted a command grab. They could write dissertations like you, too.

            Fei players wanted Ultra full cinematic on juggle. They’d write pages and pages.

            Everyone thinks their character sucks, but unlike everyone else, YOU CAN PROVE IT, right?

            Nothing ever changes around here.

          • Steven

            Developers Developers Developers Developers Developers Developers…Clap..Clap…Clap

          • Tan Tan

            Preach on. She really isn’t dangerous at all. A normal jump in would be the only real thing she would need. I think people thought the jump was really fast because instead of removing the frames from the overall animation, they just removed them from the end which causes that rock dropping effects. I’m pretty sure if they remove 3 frames from the start up of the jump and 3 of the frames from the end, it’ll look more natural. If they do it that way, I’ll still be happy cause her jump is currently ass. If you don’t agree, go main Chun and let me know when you realize you can rarely jump.

          • “SSF4 Chun Li was “top tier” only until people discovered how to properly play the game, where set-play became one of the most dominating factor of the game along with the many powerful option selects, setups, and hard-to-blockables etc. that were discovered over the years. Basically all the things she and certain other characters lack. That’s why she’s a bottom tier character. She’s a SF4 character, and not an ‘AE’ character. And a faster jump won’t change that. But back when everyone was playing a very unrefined version of SF4 footsies, then people assumed she was better. But that’s not how the game turned out.”

            EXACTLY!

    • xero18

      I knew they’d find a way to fuck up something good

  • DrGrym

    Sakura’s LK Shunpukyaku is 0 again?! Thank you based god!

    • Spiral0Architect

      If that is true, and Balrog’s gets buffed to -1 (from -3), and yet Bison’s is STILL -1? That is truly fucked up, not gonna lie.

      • Emezie Okorafor

        I love it when people take ONE SPECIFIC CHANGE and try to compare it to another completely different character, without looking at the big picture.

        M. Bison has received a bunch of buffs and improvements. Sakura has not. Actually, Sakura has almost completely been nerfed. The same is not true of M. Bison. Giving her back her +0 tatsu is the least they could do, if they aren’t going to give her anything else. Bison, on the other hand has received all sorts of normals buffs and tools to compensate for the -1 Scissor Kick.

        • Spiral0Architect

          But the thing is, Sakura was one of the best characters in AE. Bison kind of wasn’t.

          I’m not unhappy with Sakura getting a nerf reverted, good for her. I’m just questioning why someone like Balrog can have the same frame advantage (and in fact, have it has a BUFF and not a nerf) for a similar move of his, while he is still a more dynamic character than Bison.

          The Sakura thing just makes me question this even more.

          • Emezie Okorafor

            And, as expected, Bison received more meaningful buffs than Sakura.

            Also, Sakura in AE =/= Sakura in USF4. Sakura was a character who benefited greatly from hard knockdowns in the corner. Bison, not so much. So, delayed wake up won’t bother him as much.

            Completely different characters cannot be compared directly like that.

          • Spiral0Architect

            Delayed wake up is a bit of a minor system-wide nerf to Bison, tbh. One of his best aspects is that he could escape easily. Now that everyone has an extra escape option, he stands out slightly less.

            It’s like if they intoduced univeral overheads. Characters with overheads would basically be nerfed a bit because they don’t have something that others don’t anymore.

            Delayed Wakeup is obviously not as big as that, though.

        • Barlton Canks

          “M. Bison has received a bunch of buffs and improvements.”
          Shut the fuck up

          • O. G. King Haggard

            It’s true, though. Do you know how to read? 🙁

            No matter what character you play, if your entire game hinges on one little change, you’re not a good enough player.

          • JasinWalraven

            freespeech Barlton, don’t like it then eat a dick.

          • DarkosStrife

            Mind your tongue badboy. Bison will get his 0 on block scissors back don’t worry.

        • pootnannies

          you are truly the Devil’s Advocate

  • AriesWarlock

    Juri
    L, M and H Shikusen no longer can be done from back jump

    Terrible change.

    • technical_boom

      why? its not like she used it off of a back jump much at all unless seeing a fireball or something

      • JasinWalraven

        not true at all my friend. As juri, jumping back was one way to bait someone into walking forward then tagging them. For that reason alone I am dropping her as my main

        • Rick Rickste Peters

          if that was the reason you mained her then you must be a pretty shitty juri

          • Spabobin

            If you can’t walk bad Juri players into a corner and block/punish their random divekicks when they jump back, you must be a pretty shitty SF4 player.

      • solidoutlaw

        Jump back divekick was a big zoning tool for her, since she could still be a threat when you see her jumping back when for most other characters, they can’t be on the offensive doing so. It’s also her only armor breaker move. And the move is already minus on block so it’s not like she can use it like a regular divekick, so the change is really bad.

    • EA575

      I agree 🙁

    • Amer1ka

      There is very few reasons offline it would ever even be used with a back jump. Even online it wasn’t a great idea against anybody who can fight Juri.

      • POS Industries

        Then why change it if it didn’t give her any major advantage except in very situational instances anyway?

        It’s a very arbitrary nerf.

        • Rick Rickste Peters

          because watching juri jump back full screen lengths 24/7 while punishing the living shit out of you when you try and get in.

          it’s not that problematic, it’s just a little too efficient for juri right now.

          • POS Industries

            So basically it’s nerfed because it’s a primo scrubkiller? Fair enough.

        • Amer1ka

          Notice that I said that it isn’t that effective offline. You can react to it. It, however, can be very easily abused online even against good players. So the nerf isn’t arbitrary at all. It’s improving the quality of life of everyone playing and removing something that was fairly cheap and only effective in a delayed online environment. If you have issues with this it probably means you relied on it a wee bit too much.

          • POS Industries

            More that I didn’t notice before that the nerf to the normal version was to counterbalance the buffs to the EX version, which does appear to retain its ability to be used during backjump along with improvements to its trajectories and overall control. Previously, the EX divekick was horribly unsafe and only useful in a narrow range of situations with little additional payoff for doing so. It’s a fair exchange in that regard.

            I doubt balancing for its usefulness in online lag abuse factored into the decision, though.

          • Amer1ka

            I’d disagree entirely that it wasn’t nerfed due to onilne abuse. Online is part of the game and a move that is pretty safe and abusive online and not really that good offline would definitely be a priority to change up.

          • POS Industries

            I wouldn’t qualify it as “pretty safe” even under the most laggy online conditions.

          • JasinWalraven

            but is it abused more than random dp’s? I think not. This kill a major aspect of her ability to zone. Once Juri is in the air, you can’t advance recklessly.

          • Jeremy

            take that back. only the regular dive kicks can’t be performed from
            back jumps. never said anything about ex-dive kicks. still kinda
            nerfed her though.

          • Rick Rickste Peters

            it kills nothing on her ability to zone, her ability to zone depends solely on use of her fireballs, if you don’t use fireballs in combination with divekick her divekick is shit to begin with

          • Amer1ka

            Spamming that kick isn’t “zoning”. Watching somebody move forward and then using it because there is a huge chance it will connect due to online latency is sort of dumb.

            Random DP’s work the same offline as they do online. They are simply random. Her kick isn’t even close to the same thing.

    • O. G. King Haggard

      This is the general rule of “diving” air moves in SFIV. If you want to do it from a backwards jump, you need to spend meter. Same goes for Condor Dive, Cannon Strike, etc… Welcome to the club, Juri.

      • FinchoMatic

        If she can EX Divekick off back jump, I suppose that’s alright.

        • POS Industries

          Yeah, I suppose nerfing the regular divekicks in exchange for her EX version getting lots of buffs makes sense.

        • O. G. King Haggard

          It says right in the change list that it’s just L, M, and H versions.

      • Icy_Black_Deep

        It’s a general rule that EX fireballs go full screen, but Juri’s doesn’t.

        • O. G. King Haggard

          That is a bad comparison.

          Dive kicks or diving attacks generally go down and forward. That’s what they are. If they went straight down (Oni’s chop) or straight forward (Gouken’s air tatsu), they would be in an entirely different category.

          Fireballs, on the other hand, are far more versatile. Juri’s, for example, can be angled. The one that goes straight is low to the ground (even lower than Sagat’s), making it a very different move than the hadoken. On top of that, it can be feinted (charged but never used), and the charging animation has a hitbox. Comparing Juri’s fireball to anyone else’s and saying it’s the same as comparing her diving special to a Condor Dive or Cannon Strike is silly.

        • Guest

          neither does dans

      • JasinWalraven

        no, because every other dive kick character just hold down-foward and kick, can easily make the move safe,and can do them very easily from low heights. A blocked juri dive kick is almost always free damage

        • O. G. King Haggard

          She is not a “dive kick character,” though. Her dive kick is a special move, like Condor Dive. It does more damage, it has better angle control, it can armor break. It’s not a regular dive kick.

    • Lmajor

      I just don’t understand the reasoning behind these kinds of changes. Jumping back and threatening with Dive Kicks is an essential part of Juri’s spacing/zoning game.

      • Rick Rickste Peters

        no it’s not, if you depend solely on that as part of her zoning game you have no idea how to zone in the first place.

        Her zoning depends on her ability to have 2 fireballs on screen at the same time you scrub.

        • Lmajor

          Can you read? I never said I rely on jumping back for zoning. Juri HAS to jump back to create space in many of her more challenging matches. If you think you can have two fireballs on the screen at the same time regularly you are sadly mistaken.

          The threat of a move is just as good as the move itself. Why can’t people have a discussion without putting others down?

          • O. G. King Haggard

            She can use her escape special to create plenty of space.

            The funny thing about all of this arguing is that people who have actually HAD THEIR HANDS on the new Juri say she’s so good now that she’s boring to play.

  • Shel

    “Condor Spire command changed from 421+P to 623+P, can activate with 323+P command”

    That should be K for Kick right? because 623+P give you Tomahawk buster.

  • Simply Chun-believeable ^_~ ♥♥

    Those Chun and Makoto changes hurt my feelings. 🙁

    • Spabobin

      Makoto will be fine, you just have to be a little more careful when using her command throw, and a little less damage on U1 is reasonable considering how easy it was to land for such high damage. And they definitely needed to revert the EX fukiage jump cancel on block, that was vanilla SFxT levels of retarded

      Reverting the jump buff for Chun is stupid though, there’s no reason she needs to float like Dhalsim.

  • KingBlackToof

    Love the clear conciseness of the list. Thankyou.

    • Drago Umeharevich

      no, no.. thank you 😉

  • Peter Locke

    Wait, it says T.hawk’s condor spire is 623+P, which can’t be right, because that’s the command for his tomahawk buster!!! I’m guessing you meant that the condor spire is 623+K.

    • Vector_C

      Yes, this is a typo. Condor Spire is indeed 623+K now.

    • Spabobin

      No way, obviously the game just randomly picks which of the moves comes out with that input

      • Wedge

        Seems legit. T. Hawk sounds scary with cr. mk into l. Condor Spire with that buff, so it’s the only way to balance it.

  • EA575

    Did Juri just get more buffs? 😮

  • Hayden Compton

    That Juri divekick nerf hurts my soul.

    • FinchoMatic

      I don’t agree with it either. Did it give too much of an advantage?

      • Rick Rickste Peters

        juri can annoy the living shit out of people by just jumping back full screen lengths 24/7 and then just divekick punish you whenever the fuck you tried to get in. and if you forced her in the corner, she can just divekick over you and jump back 24/7 all again.

        i have respect for good juri’s, but she has exploitable annoyances.

        • FinchoMatic

          And the divekick is one of them, as well as pinwheel. I don’t necessarily try that (at least not often) to others but it was a decent surprise to those who are just expecting a simple jump back

        • JasinWalraven

          then it needs to be more safe

  • Tan Tan

    All I wanted for Chun was to fix her jump, but now that they removed it I’m sadly pissed again.

  • Ndebe

    WTH does “L, M and H Psycho Crusher leg hitbox can now be used as a follow-up in air combos” mean?

    • David Alexander

      I’m quessing if you do hell attack then you can land and the legs of psycho crusher hits them in a juggle.

    • O. G. King Haggard

      Meaning they hit a juggled opponent now.

      Edit: the “leg” part of his hit box.

  • DarKaoZ .

    Bah, Gouken needs more Buffs.

    Makoto nerfs are sad. =/

    Sakura seems ok so far.

    • O. G. King Haggard

      The buffs he’s getting may seem minor, but they will do a lot for him.

      • S. Johnson

        A few changes I would make to Gouken…

        Make EX Hyakki Gojin 2 Hits. This would help him get in.

        Make gouken hurricane kick from Hyakkishu, why the hell not?

        Change Tatsumaki Gorasen so he doesn’t go all the way up if it wiffs or make it like Gen’s up kicks so you have to imput timed button presses for extra kicks.

        Make c.short have longer active frames and change it to 2 hits. Give it more hit stun as well. this move needs to be buffed period.

        Make his rush punches at most -4 on block and speed up his EX Rush Punch. If Makoto, Dudley, Honda, etc have fast foward moving EX moves why not Gouken? EX Machine Gun blow is fast as shit come on now.

        give him a target combo. Possibly c.forward -> s.roundhouse or s.jab -> s.fierce. Something to compensate for his lack of links.
        make j.roundhouse hard knockdown.

        That back dash should go back further as well, just a tad.

        These changes do not make him broken at all but make him a decent at least. He always seemed like a half done character, good concept but poor execution.

        • Rick Rickste Peters

          they dont make his rush punch faster because, unlike dudleys, makotos and e.honda’s, gouken’s rush punch can go through fireballs.

        • O. G. King Haggard

          Two-hit divekicks are a lot to ask for… I don’t think anybody in the game has that.
          Hurricane kick from demon flip, why the hell not? Probably because that makes the demon flip super safe and powerful…

          You’re asking for a completely safe reversal on top of that? XD

          A two hit crouching light kick? Are you nuts?

          If you’re going to compare Gouken’s rush punch to “similar” (not really, I mean the sumo headbutt? come on) moves, you should also point out that it is safer on block than most of those moves, can go through fireballs, and the EX version is super easy to juggle from (you can even juggle into both ultras).

          His MP is going to have more advantage on hit, meaning you can more easily hit c.HP afterward. He’s not really a link character (plenty of characters have very few links). Rather than a target combo I’d ask for his overhead to be two hits like Ryu’s and Akuma’s.

          Gouken is far more than decent as he is. You’re asking for a broken character, as much as you don’t want to admit it. I really like Gouken, but I would never want him to be so powerful.

      • DarKaoZ .

        Not saying those buffs are bad, 3 frame cr.jab is a god send. But seriously, those buffs were suppose to be there since AE12.

        He needs his overhead demon flip divekick back from Vanilla. That would give him a good mix-up. He also needs 2 versions of counter only, not 3 like now.

        And by the way, why only EX tatsu hits low? Make them all hit low, maybe give LK ver invisibility and the EX ver only. He won’t be broken because he gets a wake-up.

        Dunno, like someone else said, he always feels unfinished. They are afraid of giving him buffs, for dunno what reason.

        • O. G. King Haggard

          Demon flip into “parry,” divekick, throw, or slide, is already a godlike mixup if you use it right.

          Gouken doesn’t need a perfect reversal when he also has his counter special.
          Gouken is the Dhalsim of the shotos (he really isn’t even a shoto). He has the most versatile tools, and you need to be able to use them all at the right time in order to win with him.

          • O. G. King Haggard

            Unlike say with Ryu, where all you need is DP and fireball, and the occasional tatsu.

          • S. Johnson

            I would submit that he be able to link into s.strong from his overhead. If I could have 1 additional buff.

  • NihilistZerO

    So TKCS isn’t coming back? Guess I still won’t be going back to Cammy. Really miss the way her Super version played…

    • Spabobin

      I hope they revert some of Cammy’s nerfs (they don’t need to remove her links from Cr.HP since they already nerfed her damage and stun, and delayed wakeup will hurt her vortex enough) but I don’t think she needs TKCS back. It’s already scary enough when she can do it with meter.

      • NihilistZerO

        I didn’t say she “needed” it, I said I liked her play style better with it. TKCS was never “free” and Super Cammy was balanced (like nearly all the super cast).. I found her a lot more fun without the high tier tools of AE. TKCS rush down that was part of her super editions unique flavor.

  • Art Salmons

    Everything that made Adon a unique character: nerfed
    Everything that makes Adon a boring, inferior shoto: buffed

    Claw in SF4AE: 99% awful
    Claw in USF4: 99% awful but now with some mask pickup bullshit that nobody cares about

    Thanks for homogeneity Capcom.

    • Spabobin

      Are you serious? Vega got easy jab links, a comboable super, an invincible EX reversal (even if it’s not the greatest move), better ultras, and a better cosmic heel that leads to his frame trap/kara throw game. He also benefits a lot defensively with delayed wakeup, and with his good focus range he might be able to make Red Focus viable. Along with the nerfs to vortex characters, I think Vega is looking more than viable in Ultra.

    • O. G. King Haggard

      Shotos have overhead air specials? Or wall dives? I think it all comes down to how you play as him, dude.

      You might also want to go over Claw’s changes again, or listen to some pro players talking about his changes…

  • Manny Jackson

    Hot damn, Dee Jay is still getting even better and better – keep on improving him Capcom. I stuck with him through the hard times from day one, glad to see Capcom finally seeing the light now.

    • David Eller

      I am pretty happy with what I see so far, though he still remains a jack of all trades, master of none type of character.

  • SgtKardashian

    Well it seems Ibuki got some buffs, I’m glad Capcom isn’t changing the kunai since the new knockdown system makes vortex useless. Maybe now they will let Neckbreaker go back to causing a hard knockdown, since the move is useless now and can be punished on hit by some characters like Ryu or Chun-Li if they have full super meter.

    • Spabobin

      If they don’t give it back hard knockdown, at least let all versions go under fireballs like in 3S so the move isn’t completely worthless. Then EX neckbreaker will still be set apart by the increased speed, damage, and hard knockdown.

      • SgtKardashian

        I completely agree, other than that I believe she’s fine. Well, I hope they buff her forward HK and EX DP but that is about it.

    • Daniel

      naaa it has to be soft knockdown 😛 no more vortex XD, however that 3fr cr. lp is a sweet deal !

      • Spabobin

        Delayed wakeup already makes throwing a kunai a 50/50 mixup AGAINST ibuki… if you guess wrong on whether they delay, you eat a full combo due to the kunai landing recovery. And if the Ibuki guesses right on whether or not they delay wakeup, they still have at least a 50% chance to block it if they just randomly guess. If they know the matchup and are aware of other escape options, it becomes even more lopsided against Ibuki.

        So all things considered, giving her back hard knockdown is more than reasonable. She still has hard knockdowns on tsumuji, raida, and sweep so this nerf isn’t getting rid of vortex, it’s just making the move worthless.

        • Rick Rickste Peters

          well ibuki is a mix up character anyway, she doesn’t even need to be able to vortex to win a game.

          you people jizz over vortex way too much

          • Spabobin

            Her vortex IS her mixup game. Outside of that, she has terrible footsies and lackluster mixups. Her command dash is easily reacted to (unless playing in horrible online lag), her overhead is one of the slowest in the game, and her walkspeed is too slow for an effective throw/frame trap style of play.

          • Rick Rickste Peters

            her overhead is one of the slowest in the game yes, but are you forgetting that her overhead can also end as part of a target combo that still designates it as a overhead?

            her vortex definately does NOT have to be her mix up game, she has buttloads of mixups, even more than c. viper.

          • SgtKardashian

            She does have other mix-ups, it’s that her other mix-ups just aren’t scary.

          • Spabobin

            Please quit while you’re behind and stop acting like you know anything about Ibuki.

            The target combo makes her overhead SLOWER and easier to react to (since there’s no other followup to her b.MK, which is also a slow poke). It also doesn’t link on hit or block, it’s not like Guile’s cr.MK>overhead target combo. That was the most pointless thing you could bring up.

            Please tell me some of these mixups that don’t involve the vortex, command dashing through the opponent, or her slow overhead. I can guarantee that almost anything you come up with will require her to already be landing a combo on her opponent, and sacrificing huge amounts of damage/stun for a basic juggle mixup that people can just mash DP against. There’s also the juggle mixup off her b.MP AA, which requires the opponent to make a stupid jump-in against a character who can easily be beaten on the ground.

            None of those are comparable to unpredictable instant-air burnkicks and TK pressure/feints into a much better high/low/throw game. These actually let Viper open up her opponents, which is what a good mixup should do.

  • Alirio Mendez

    Oh man! Loving the T Hawk buffs..

  • Emezie Okorafor

    Best change, no lie:
    Hakan

    UC1 (Oil Coaster) animation speed increased, reducing cinematic length REVERTED!
    UC2 (Oil Combination Hold) animation speed increased, reducing cinematic length REVERTED!

    When you land those, they deserve to take forever. You earned it.

    • Spabobin

      but they got rid of those changes 🙁

      • Emezie Okorafor

        No, they reverted the length to the original SSF4 length again.

        • Spabobin

          Then why are those both crossed out in the change log?

          • Spiral0Architect

            It’s saying that originally the cinematic were SPED UP to save time on them. That change is now reverted, and they are now at their original speed.

          • Spabobin

            When I originally made the comment, the part at the end of Emezie’s post wasn’t there, so I thought he was happy that they sped up the animations when they actually had reverted it.

            Although neither of those ultras are hard to land, so I don’t see why you “deserve” to see the long animation for hitting with them. I bet Emezie would change his tune if he lost by timeout after landing the ultra since they take so long to finish.

          • O. G. King Haggard

            I was honestly hoping those changes were a sign that ALL overly-lengthy Ultra animations would be sped up a bit (Ibuki’s Ultra 2, among others), but was pretty depressed when I realized it was Hakan-specific to keep his oil from running out during the animation… 🙁

          • Emezie Okorafor

            “I bet Emezie would change his tune if he lost by timeout after landing the ultra since they take so long to finish.”

            I love Hakan’s animations. That’s why I play him. His style is what appeals to me and inspires me to play him more.

            I know this is SRK, where everything is hit boxes and numbers and WINS, but for me, animation and personailty are very important. If they artificially sped up his animations and made them look like crap, no, I would not like that. Timeouts be damned. His Ultras, particularly Ultra 2, are perfect.

          • H_Magnus

            “His Ultras, particularly Ultra 2, are perfect.”

            Like hell it is.

            U2 won´t be perfect until they bring back the BOING sound from his debut trailer.

    • cmonandslam

      Are you saying hakan players would rather have the cinematic be long because they earned it? Cause I’m 100% sure they’d rather have the cinematic be shorter so they don’t run out of oil as the ultra finishes.

      • Emezie Okorafor

        A. You get a free HK oil after either ultra, so who cares.

        B. Not everything is about functionality. Some things are about soul.

        • cmonandslam

          Except you deal less damage on the ultra because you lose oil.

          • Emezie Okorafor

            No, you don’t.

            The damage boost applies to the whole ultra if you’re oiled at the BEGINNING.

            Even if you run out of oil in the middle of the ultra, the ending still does THE FULL BOOSTED DAMAGE.

            Apparently, you and the “Hakan experts” who thumbed you up didn’t know that, lol.

          • cmonandslam

            Except that’s wrong. Plus it being faster means you have more oil to stack anyways.

            But I’m sure people would rather have it slower cause “hurr muh soul” and other stupid things lol.

          • Emezie Okorafor

            Go into training mode.

            Try it.

            If your oil runs out mid ultra, the last hit and all other hits STILL DO OILED DAMAGE.

            Get informed.

          • cmonandslam

            Ok then, whatever. Guess I was wrong.

            Hakan players would still rather have extra oil so your point is still dumb.

          • Emezie Okorafor

            So, you confidently said I was wrong, when you actually had no idea what you were talking about. Okay. SRK Front page.

            Also, most Hakan players probably don’t care, because the situation when you’d have enough oil to last through an entire Ultra, shortened or full length is very rare. You’d basically have to HK Oil Up, and then IMMEDIATELY land an ultra. Doesn’t happen much, if ever.

            That 1 in 100 occasion is not worth making his ultras look gimped.

          • cmonandslam

            Well that’s what I’ve heard from a couple of hakan players, but if you’ve actually tried it out in training like you suggested then oh well.

            Besides, in a lot of situations, it’d be better to get close up than oil up while staying full screen away. If the ultra was shorter, then it’d be easier to do something like close out a round.

            Besides, his ultra being so long is stupid anyways. Its just like ibuki’s ultra. They’re way too long.

          • Gimpt

            Did you forget that oil stacks or something

    • cHaotix

      This is actually a nerf. The more time he spends in the ultra animation, the more oil time he loses.

  • Xellos12369

    thank god they changed E.hondas ultra 2 back to 720 …. so much better

    • Daniel

      not only that, Ex HSS +5 is something E.Honda needs, now if they give him back his j.MP from Super, that would be perfect, we need it ! 🙂

  • Edu Alonso Carrasco

    Why would you reduce Fukiage stun?
    WHY NERF MAKOTO AT ALL? 🙁

    • Daniel

      makoto can kill you with 2 combos, I think it is fair :/ IMO

    • Spabobin

      They also buffed the move to make it hit grounded opponents, which opens up a lot more combo and reset opportunities for her that she didn’t have before. Overall she is still getting buffed.

    • Trey Roach

      cuz fukiage is much easier to apply in the fight now hitting ground opponents makoto already is a high stun pugilist fukiage carrying extra stun with its new utility would kinda overkill.

  • Wedge

    Lol, sounds like they completely changed Elena from the initial build. Mostly nerfs as far as I can tell, which is probably appropriate, she seemed pretty broken.

    Also will be hype to see Dudley rose taunt KO’s. Now pls make Dan’s taunt do 1 damage as well.

  • Guest

    Honda cl. HP is better now, maybe if they decrease the startup would be more useful, now is 8 frame and it is hard to land. if they make it 6 would be perfect.

    • Guest

      also for Far HP, instead of 10 fr. start up … it would be 7 fr. with anti air hitbox so we can FINALLY use it, so far it only loses and trades with 95% of the cast.

      • Rick Rickste Peters

        so what you’re saying is you can’t sumo splash for shit? learn how to hold a charge! honda allready has godlike pokes!

  • RunningWild1984

    Capcom sucks at balancing games.

    • O. G. King Haggard

      Yeah, man. If only they were basing most of these changes on fan input or something… wouldn’t that be a trip?

    • Andrew Olson

      They’re doing changes based on fan input this time and they STILL can’t win in your eyes?! Time to throw in the towel, dude.

  • David Eller

    Bah, Gen’s secret wakeup tech has been noticed and removed… and consequently, revealed for the time being.

  • FinchoMatic

    Serious question here. Is Juri’s back jump divekick nerf that necessary?

    • Rick Rickste Peters

      yes it is,

      juri can annoy the living shit out of people by just jumping back full screen lengths 24/7 and then just divekick punish you whenever the fuck you tried to get in. and if you forced her in the corner, she can just divekick over you and jump back 24/7 all again.

      try it once, it works just a tad bit too well

      • FinchoMatic

        I thought about it and while it leaves a salty taste in my mouth, it makes sense how it could be abused. The EX divekick is still there

      • Daniel Axelsson

        If you are getting punished by her divekicks it means you don’t know the matchup. The ones who does the divekicks all the time are trolling. The same goes with Blanka on troll mode, he is even more annoying. Just do an anti air attack and you will see she is not so annoying to deal with as you propose she is..

        • Rick Rickste Peters

          anti airs trade on juri’s divekick 24/7, there is no way to punish it because the hurtbox doesn’t allow it.

          as i said, if juri jumps back 24/7 she can divekick the shit out of you if you try to get in. you can’t anti air it if you don’t know when the divekick is coming, the dive kick is hard to read when you’re facing a juri that does nothing but jump back from corner to corner.

          it is too efficient, at least online it is.

          • Daniel Axelsson

            No, if you find her divekicks a problem then you would find a spammer using shoryu(ken) be equivalent as that. If the dive kick is hard to read then it is a good juri player you are facing but you contradict yourself with stating “when you’re facing a juri that does nothing but jump back from corner to corner.” then in fact it ISNT hard to read. Bait them out if you must and punish them hard for it.

          • kamikazex8o8

            this and go 4 a knockdown cuz she has a like only 1 good wake up thats her forward dash I’m not that good with her so plz correct me if I’m wrong and anyways is her dive kick like really unsafe anyways

          • Icy_Black_Deep

            To punish Juri’s divekick you just need to block it. It ain’t safe.

          • Excelancer

            Dude, you’re just so wrong, Sagat, Ryu, Ken, Cammy, Fei Long, Akuma. They all cleanly punish Juri Dive kick, even if they don’t do it, they can block and punish, or neutral jump and punish with a more damaging combo.

            If you’re finding back jump divekicks too annoying, learn to play, online shouldn’t matter, because if it matters, they should delete El Fuerte from the game. Juri takes the risk of being punished badly, in exchange for a 40 damage hit, it should stay as it is.

            Oh, and enough with the divekick characters comparisons, they land almost entirely safe on block to still applying pressure, they can get a combo with ultra because their divekicks leaves the enemy on hutstun, not knockdown. Learn the freaking game already.

  • XaviIniesta

    I don’t see why Chun-Li should float like an airballoon, when she already doesn’t have a reliable crossup, no command throw to threaten with, or viable overheads (the fastest one in 23 frames startup), and generally a very weak mixup game. Meanwhile, characters who are ACTUALLY dangerous up close have much faster jumps, such as Yun (35 frames) and Cammy (36f) and they have dive kicks to boot.
    Her list of changes are so far not applicable to her jumping in.
    And while it’s good that EX bird gets a better hitbox because she was a sitting duck in some situations, giving it and EX fireball knockdown properties is probably not going to do much for a character with virtually no setups and weak mixups on knockdown.
    I think there’s no particular reason why she should have the slowest jump in the game, bar Dhalsim. If not 36f, then at least something in between that and her previous jump, because that one is just horrible, and she’s hardly more of a threat after jumping in than the majority of the cast who all sport even faster jump ins.

    Also, I’d like to see a more ‘fun/interesting’ change for Yun. Whether a buff or nerf. But something to make Yun players look forward to trying him out. 10 more damage on MP’s, and reduced range on command grabs doesn’t exactly feel exciting. And Combofiend said that their goal was to make every character feel fresh in some way. But certain characters are lacking this. Yun especially, seeing as he seems to be the least altered character of them all. I get that he’s already good, but I’d like to see some kind of interesting change at least.

    • Rick Rickste Peters

      chun li is mobile enough, she doesn’t need an amazing jump speed to be good, also her light kick hits cross up every goddamn time.

      do you even play chun?

      • XaviIniesta

        I didn’t say anything about the hitbox. It has a great hitbox. That’s not the problem. Unfortunately it doesn’t leave you at an advantage even on hit unless it connects very late/low, which usually defeats the purpose of a crossup in the first place. So it’s not particularly scary.
        And saying that anything other than her super slow jump would be amazing is sugar coating it. It’s the slowest jump in the game bar Dhalsim, so anything in between that and what she had in the first location test would still be slower than average, and not amazing. I’d like to see something like that. Just not 42f. Every character with good mobility has a faster jump than her. 66% of the cast (26/39) have a jump speed of 36f or faster. That’s usually not considered amazing, but standard.

  • Andrew Olson

    I get that Makoto is a high stun character in the first place, but I’m still a little bummed about the dmg/stun decrease in EX Fukiage. Granted, I haven’t tried the EX standing build at all, so maybe it won’t be that big a deal in the long run.

  • Jumpyburd

    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. Can Balrog get a real U2 Please. This is pathetic

    • Kingkarl12341

      think it is suppose to be a stun ultra

      • Rick Rickste Peters

        it is, but if the damage is increased, is the stun aswell?

        and does the 720 mean that it’s going to be insta grab now?

        • O. G. King Haggard

          This is what they did for E. Honda’s U2. Changed it to a real command grab input (720), and it became 1-frame. I’m imagining the same is very likely for Balrog. And yeah, the 120 damage thing means the stun must be super high, especially if they’re nerfing his U1 (4th and 5th hit won’t hit from a juggle) on top of this.

          • Jumpyburd

            The damage went from 399 to 120. I think L.dp does that damage. Better be like an instadizzy then lol. I use u2 on dudley players cause it catches everything Dudley does on block.

  • Melubas

    I would like to know the reasoning behind the nerf to Vegas ex roll? No more ex roll through cr.mk->fireball into cr.mp -> walldive. He also loses his best dizzy combo (j.hp -> st.hp -> ex roll -> cr.mp -> ex izuna). It’s not like this was gamebreaking in any way, but it was a cool combo and put some extra fear into shoto players in footsies.

  • Lmajor

    Talking about floaty jumps – Capcom PLEASE give Rose a normal jump. This is still a defensive, footsie based game. Why does any character besides Dhalsim need a floaty jump?

    • Garrett Jones

      Why are you jumping with Rose?

  • Daniel Axelsson

    L, M and H Shikusen no longer can be done from back jump (Juri) T_T

  • allytronic

    Why don’t they simply remove Seth from the game? Poor guy.

  • Heist 777

    I feel numb

  • NihilistZerO

    Curious, who still prefers SUPER to any version of AE or Ultra? Earlier in the thread I expressed disappoint ment that Cammy’s nerfs wouldn’t coincide with the return of TKCS as I loved how she played in SUPER. Do any of you guys feel the same your character?? I feel like Capcom took a near perfect game and has been breaking it going on 3 revisions now.

    • Rick Rickste Peters

      nobody gives a crap about super anymore

    • Everyone likes Super because the game came out before everyone had the kind of understanding about SFIV as they do now, so everyone is ignorant to how the new stuff would apply in that game. I would NOT want to go back to Super Akuma, tbh.

      • NihilistZerO

        Example? Genuinely curious… Still seems to me they could have improved SUPER without going the direction they went with AE. AE pre 2012 update was panned nearly by all right? I’m no pro, but I never had more fun playing SF than with SSF4. Even when getting massacred I still felt engaged, AE just sucked some of the fun out of the game for me.

        • There was a lot of stupid shit, and people hadn’t really delved into the oki game until late into the version’s life (I don’t think unblockables really saw heavy use until AE). The game just wasn’t being played long enough for people to really incorporate stuff into their game.

  • Guest

    Double Post

  • kidmagiA

    For the love of GOD, reduce all Gouken’s Tatsus recovery. And PLEASE, fix the Kongoshin zones.

  • SgtKardashian

    I do hope Capcom takes a look at Ibuki’s EX DP because it’s hitbox it is very janky and can lead to damage being left on the table or the opponent recovering before Ibuki and punishing her on HIT.

    If it’s my only get off me move that costs 1 meter, it shouldn’t be as random as it is now in terms of effectiveness.

  • Kingkarl12341

    wish Capcom would give blanka a usable overhead that you didn’t have to charge that’s all.

    • Kingkarl12341

      i would perfer that one change over all others

  • LockM

    Yun and Cody look boring as f*ck, nerfs and half assed changes.

  • Steven

    Cool, new Ryu juggles

  • Rory Grant

    Can someone explain the effects of the Cammy changes for me? I don’t understand what has changed.

  • Dubsys

    dudley still lookin average

  • General_Awesomo

    About Vega… I think making EX Rolling Crystal Flash go from +4 to +2
    on hit was a bad idea. That will remove his biggest stunning combo
    (j.HP, cl.HP xx EX Rolling Crystal Flash, cr.MP xx EX Flying Barcelona
    Attack, Slash, EX Scarlet Terror (corner only) for 435 damage / 604
    stun).

    I didn’t mention this during NEC since Vega still had that 3
    meter combo, but I did notice that all normal Rolling Crystal Flashes
    had their super cancel properties taken away. If the previous combo is
    not to Capcom’s liking, why not give Rolling Crystal Flash it’s super
    cancel property back?

    Vega would have a new combo (j.HP, cl.HP xx HP
    Rolling Crystal Flash xx Flying Barcelona Special, Rolling Izuna Drop
    for 466 damage / 394 stun). Every other character can Special Move >
    Super Combo, why not Vega?

  • David Kuwahara

    so Ibuki has two moves that are punishable on hit well she must have failed a few ninja classes and her cmd dash is ass you can literally mash jab to get out…

    • Eddy Wang

      I wonder why Ibuki has a command dash in first place, this move is basically un used.

  • DarkosStrife

    Do you know what’s funny about all of this? Even if Capcom decided to “balance” every single character and EVERYONE was viable…people will somehow find a way to downplay.

  • sora3960 .

    kens EX Air Tatsumaki Senpukyaku trajectory on activation changed? Is there any new gameplay footage? I need to see this.

  • Giovanni Glass

    Dudley should get armor-breaking on his rose too since Cody got it on the knife.

    • Gimpt

      I hope you’re joking.

  • Guest

    dee jay
    -changes with the ex mgb: maybe it is possible to connect it after c.LP c.LP c.MP now. that would be a huge thing! if not i don’t get the nerf.. he has even weaker wakeup now, at least its fadcable.
    -knee bazooka buff nice 🙂 does this apply to block stun as well? otherwise it’s just convenience, same as the hit stun increase of MK sobat.
    -nice to have only -3 on LK sobat. thats a huge improvement!
    -c.LK finally a viable crouch tech.
    -s.MP faster is nice
    -what about the improved hitbox of c.HK? i read something but here it’s not mentioned…

    the rest is nice to have, but nothing too elementary. dont know what to feel about the improved hitboxes. does anybody ever use c.HP? still no kara or overhead. that would have been too awesome.

    i want to try out stuff now :3

  • dirtysleepy

    lets see how hard I have to work with ryu now

  • Guest

    after some reconsideration i am less amazed with the dee jay changes.. only true improvements are the improved frames of crouching low and the recovery reduction of low sobat. honestly i don’t suffer too much from how they are now in AE.. it is about spacing. knee bazooka hit stun increase will lead to a lot of whiffed throws…

    if the range improvement of EX MGU doesn’t open up new combo possibilities then what remains is the definite recovery nerf with all the other changes being nice but unimportant. ALL the stuff is working already (dash u2, fadc MK sobat combos, knee bazooka combo starter, yes, even counter hit floating with standing fierce…).

    after the patch, all hard normals (except slide, of course) still useless.. i’d love to press standing roundhouse sometimes but with that recovery it’s almost always a bad idea. standing fierce… i never hit with that, neither on the ground nor anti air. even if so, it is a trade but within very specific spacing. tbh i can’t imagine crouching fierce to be a good button. the range will still be mediocre and the recovery is huge. the only true anti air normal remains standing strong which is now 1 frame faster but still not making things easy.

    in the worst case dee jay has been nerfed. come on capcom, only thing dee jay needs is an increased damage output and maybe some tool in addition to his jump ins. he is a beautifully designed and one of the most balanced characters in the game. probably the most underrated of the whole cast. he suffers from his lack of option selects and fadc shoryu but despite that he’s fine. Y U NO GIEF USEFULNESS!!

  • dee jay lover

    after some reconsideration i am less amazed with the dee jay changes.. only true improvements are the improved frames of crouching low and the recovery reduction of low sobat. honestly i don’t suffer too much from how they are now in AE.. it is about spacing. knee bazooka hit stun increase will lead to a lot of whiffed throws…

    if the range improvement of EX MGU doesn’t open up new combo possibilities then what remains is the definite recovery nerf with all the other changes being nice but unimportant. ALL the stuff is working already (dash u2, fadc MK sobat combos, knee bazooka combo starter, yes, even counter hit floating with standing fierce…).

    after the patch, all hard normals (except slide, of course) still useless.. i’d love to press standing roundhouse sometimes but with that recovery it’s almost always a bad idea. standing fierce… i never hit with that, neither on the ground nor anti air. even if so, it is a trade but within very specific spacing. tbh i can’t imagine crouching fierce to be a good button. the range will still be mediocre and the recovery is huge. the only true anti air normal remains standing strong which is now 1 frame faster but still not making things easy.

    i felt like the only thing dee jay needed is an increased damage output and maybe some tool in addition to his jump ins. he is a beautifully designed and one of the most balanced characters in the game. probably the most underrated. he suffers from his lack of option selects, timing intense combos, and a fadc shoryu but despite that he’s fine..

  • Didyoumean

    Yang’s looking pretty good. I was looking on changing my main from ibuki to yun or yang in ultra and Yang seems to fit the bill. I’m glad far MP is now cancelable beats using crouching MK

  • thesecretblack

    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

    This kinda sucks, IMO. I liked how Sagat would often whiff the last part of his U1 on cornered opponents. It added to the realism of the character, having one eye and hence no depth perception.

    • General_Awesomo

      LOL.

    • Andrew Olson

      Okay, I lol’d

  • okay so the game is more fucked up…..

  • dee jay lover

    heh i forgot to mention that cLP linked cLP XX EX MGU won’t be safe anymore.. RIP frame trap.

    • dee jay lover

      might as well be that dash ultra from ex mgu wont be easier or even possible anymore due to the prolonged recovery. man.. please sf god, show insight. do the right thing

  • Ralph Rockin H

    Please move RED FOCUS to HP+HK. Just move Taunt to SELECT (consoles) or START (arcades). This seems like such a much more simplistic change.