Ultra Street Fighter IV Arcade Release Change List Revealed

By on April 10, 2014 at 10:15 am
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usfiv_keyart_logo_r-600 With Ultra Street Fighter IV to hit arcades in a matter of days, Capcom has revealed the change list for the title as of April. Below you can find a translated list of comprehensive changes to the system and characters from Super Street Fighter IV Arcade Edition Ver.2012.

System Changes

Red Focus Attack

  • Costs 2 bars of the Super Combo Gauge
  • Command is MP+MK+LP
  • Damage is 1.5 times as much as normal Focus
  • On hit, Level 1 Red Focus causes hit-stun, Level 2 and 3 Red Focus cause crumple
  • Can absorb an infinite number of the opponent’s attacks
  • For Level 1 and 2, the armor effect disappears as soon as the buttons are released; Level 3 maintains armor until attack start-up
  • While absorbing the opponent’s attacks with armor, Revenge Gauge build is twice the normal amount
[hr]

EX Red Focus

  • Costs 3 bars of the Super Combo Gauge
  • Command is MP+MK+LP during an EX Focus-cancellable move
  • Damage is 1.5 times as much as normal Focus
  • On hit, Levels 1-3 cause crumple
  • Has no armor
  • When hit while holding the buttons, Revenge Gauge build is twice the normal amount
[hr]

Delayed Standing

  • Command is any two buttons simultaneously immediately before taking a forced knockdown (a move that cannot be quick stood)
  • If the command is successful, the rise from a downed state is delayed by 11F
  • When Delayed Standing is inputted, a “Technical” message is shown
[hr]

Ultra Combo Double

  • Selected by choosing “Ultra Combo Double” on the Ultra Combo select screen after selecting a character
  • Both Ultra Combo I and Ultra Combo II can be used during battle
  • Compared to individual Ultra Combos at 100% damage, Ultra Combo Double applies the following scaling:
    • 60%: Akuma, Cammy, Dhalsim, E.Honda, Fei Long, Hakan, Hugo, Makoto, Rose, T.Hawk, Zangief
    • 75%: All other characters
  • Regarding character-specific Ultra Combo properties, the following scaling applies:
    • Gouken’s Denjin Hadoken (UC2) damage scales to 75%, while the stun value scales to 65%
    • Balrog’s Dirty Bull (UC2) and Gen’s Shitenketsu (UC2, Mantis Style) damage and stun values both scale to 75%
    • Juri’s Feng Shui Engine (UC1) lasts 900F at 100% Revenge Gauge when Ultra Combo 1 is selected. When Ultra Combo Double is selected, the length is 630F
    • Elena’s Healing (UC2) vitality recovery scales to 75% the amount of individual UC2 when using Ultra Combo Double
[hr]

Character Changes

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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; recovery reduced from 19F to 18F
  • 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, less likely to cross under after Crouching HP in the corner
[hr]

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Adon

  • Close Standing HK hitbox slightly expanded horizontally and upward
  • Jaguar Crunch (6+MP) frame advantage against standing opponents reduced from +4 to +3
  • L Rising Jaguar 2nd hit on grounded opponents floats higher upward and slightly more forward, easier to follow in the corner
  • L, M and H Rising Jaguar → EX Focus Cancel → Forward Dash is now -5 on block
  • M Jaguar Kick damage reduced from 140 to 130; chip damage changed to 33
  • H Jaguar Kick damage reduced from 130 to 120; chip damage changed to 30
  • All versions of Air Jaguar Kick chip reduced to half
  • EX Air Jaguar Kick 2nd hit now overhead
  • Jaguar Revolver (UC1) forward movement from 2nd hit and after slightly shortened, easier to connect all hits on close opponents; damage reduced from 510 to 480; first hit active frames reduced from 7F to 6F
[hr]

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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
  • L, M and H Hyakkishu now have the same EX Zanku Hadoken follow-up as EX Hyakkishu
  • M Goshoryuken 2nd hit can no longer be EX Focus-cancelled on block
  • H Goshoryuken 2nd and 3rd hit can no longer be EX Focus-cancelled on block; invincibility time reduced from 6F to 5F
  • L, M and H Goshoryuken → EX Focus Cancel → Forward Dash is now -5 on block
[hr]

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Balrog

  • L Dash Straight changed from -2 to -1 on hit
  • L Dash Swing Blow damage reduced from 80 to 70; stun reduced from 100 to 70; changed from +10 to ±0 on hit, from -5 to -2 on block; charge time reduced from 55F to 45F
  • M Dash Swing Blow charge time reduced from 55F to 50F; changed from +10 to +2 on hit, from -7 to -6 on block
  • Turn Punch charge from Level 2-4 is approximately 2 second per level
  • Turn Punch Lv1 changed from -2 to ±0 on block
  • Turn Punch Lv2 changed from -5 to -1 on block, from -1 to +1 on hit
  • Turn Punch Lv3 changed from -8 to -2 on block, from -4 to -1 on hit
  • Turn Punch Lv4 changed from -12 to -4 on block, from -8 to -2 on hit
  • Crazy Buffalo (Super Combo) last hit changes to a straight when holding P, uppercut when holding K
  • Dirty Bull (UC2) input command changed from 63214 x2+PPP to 720+PPP; recovery reduced from 58F to 48F; throw range extended from 1.09 to 1.30; damage reduced from 399 to 250
[hr]

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Blanka

  • Forward Dash total frames reduced from 21F to 20F
  • Close Standing MK now airborne from 3F
  • Crouching MK changed from +4 to +5 on hit; pushback on guard and hit increased
  • 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]

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C.Viper

  • Close 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 14F 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
  • All versions of 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]

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Cammy

  • Close Standing HP damage reduced from 85 to 80; stun reduced from 150 to 120
  • Far Standing HP 1st active frame damage reduced from 80 to 70
  • Crouching LK start-up increased from 3F to 4F
  • Crouching HP damage reduced from 90 to 80; stun reduced from 200 to 150; changed from +7 to +6 on hit, from +2 to ±0 on block
  • L, M and H Cannon Strike height restriction slightly relaxed; recovery increased from 5F to 7F
  • EX Cannon Strike block-stun reduced by 5F
  • Hooligan Combination now has L, M and H Cannon Strike follow-up
  • L, M and H Cannon Spike → EX Focus Cancel → Forward Dash is now -5 on block
  • Gyro Drive Smasher (UC1) non-cinematic last hit damage reduced from 210 to 170
[hr]

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Chun-Li

  • Vitality increased from 900 to 950
  • Rear Spin Kick (3+LK) hitbox expanded; start-up reduced from 12F to 10F; active frames reduced from 4F to 3F; recovery increased from 15F to 16F
  • Yosokyaku (Jump 2+MK, all 3 hits) 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) invincibility increased from 8F to 9F, covering until the start of active frames; damage increased from 330 to 365
[hr]

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Cody

  • Back Dash distance slightly increased
  • Crouching MK changed from -3 to -1 on hit, from -6 to -2 on block,
  • When Jaw Crusher (4+MP) is beaten during start-up, is now treated as a counter-hit
  • Crack Kick (6+HK) now airborne from 8F instead of 1F
  • Knife Throw now has armor-break properties
  • 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
  • Zonk Knuckle can now be EX Focus-cancelled
  • When Bad Stone is held, the stone is thrown immediately at button release
  • EX Criminal Upper pushback on block reduced by half; now strike invincible until 1F before active
  • H Dead End Irony (Super Combo) float of opponent on hit changed
  • Last Dread Dust (UC2) damage reduced from 506 to 466, forward movement slightly increased
[hr]

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Dan

  • 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
  • Close Standing HK input command changed to 4+HK
  • Far Standing HK now activates regardless of distance from the opponent
  • Far Standing LP hitbox slightly expanded upward
  • L Dankukyaku hitbox expanded downward
  • H Koryuken 1st hit hitbox slightly expanded forward
  • All versions of Gadoken hurtbox on arm reduced to the wrist area
  • Shisso Buraiken (UC1) 1st hit now has armor-break properties
  • Haoh Gadoken (UC2) now connects all hits on air opponents; changed to 331 damage on air hit
[hr]

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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 2F, changed from +6 to +8 on hit after EX Focus-cancel → Forward Dash
  • EX Machine Gun Upper start-up reduced from 12F to 6F; full invincibility changed from 1-4F to 1-2F, all-but-midsection invincibility changed from 5-9F to 3-4F, above-the-chest invincibility changed from 10-31F to 5-25F, now throw invincible from 1-7F; changed from -5 to -8 on block (-9 to -12 on block with mash); 1st hit hitbox slightly expanded forward; floats the opponent higher on hit, with or without mash; all hits can be EX Focus-cancelled on hit or block, with or without mash
[hr]

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Dhalsim

  • Standing MP start-up reduced from 10F to 9F; hit- and block-stun reduced by 1F
  • Standing MK changed to two hits; damage increased from 60 to 40*30, stun changed from 100 to 50*50
  • Standing HP damage increased from 75 to 80; changed from ±0 to +1 on hit
  • 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; now causes techable 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; command changed from 236236+PPP in air to 236236+KKK in air
[hr]

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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
  • Crouching MK start-up reduced from 8F to 7F
  • Kidney Blow (6+MK) hitbox slightly expanded forward
  • Step Straight (6+HP) now knocks down on air hit
  • 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]

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E. Honda

  • Close Standing HP hitbox expanded upward
  • Far Standing HP tip damage increased from 80 to 90
  • Far standing HK changed from -3 to -2 on hit, from -7 to -6 on block; hurtbox 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 Hundred Hand Slap changed from +4 to +5 on hit
  • EX Oicho Throw now throw invincible from 1-5F
  • Super Killer Head Ram (Super Combo) start-up reduced from 11F to 10F
  • Orochi Breaker (UC2) start-up reduced from 2F to 1F; throw range increased from 1.16 to 1.40; input command changed to 720+PPP
[hr]

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El Fuerte

  • Close Standing LP hitbox expanded downward
  • Close Standing LK start-up reduced from 5F to 3F; active frames increased from 1F to 2F; changed from +3 to +2 on block; can no longer be Special-cancelled
  • Close Standing MK start-up reduced from 14F to 11F; recovery reduced from 14F to 13F
  • Far Standing LK start-up reduced from 5F to 3F; active frames increased from 1F to 2F; changed from +5 to +6 on hit; can no longer be Special-cancelled
  • Far Standing MK recovery reduced from 15F to 14F
  • Close Standing HK start-up reduced from 12F to 10F
  • EX Guacamole Leg Throw recovery reduced from 10F to 6F
  • Lv1, Lv2, Lv3 and EX Quesadilla Bomb start-up reduced from 17F to 14F; recovery reduced from 18F to 14F
  • EX Quesadilla Bomb now throw invincible from 1-7F
  • Fajita Buster damage increased from 150 to 180
  • Tostada Press start-up reduced from 20F to 19F; active frames increased from 7F to 8F
  • Gordita Sobat recovery reduced from 18F to 17F
[hr]

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Evil Ryu

  • Vitality increased from 900 to 950
  • Crouching MK changed from -4F to -3F on block
  • Crouching HK start-up reduced from 7F to 6F
  • Target Combo 1 (Close Standing MP → HP) can now be done from Far Standing MP
  • Senbukyaku (6+MK) hitbox greatly expanded downward
  • HK Ryusokyaku start-up reduced from 26F to 25F
  • L, M and H Shoryuken → EX Focus Cancel → Forward Dash is now -5 on block
[hr]

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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 Rekkaken forward movement distance reduced
  • L, M and H Rekkaken 2nd hit hit-stun reduced by 2F
  • Shienkyaku no longer activates with 464+K input
  • L, M and H Shienkyaku → EX Focus Cancel → Forward Dash is now -5 on block
  • All versions of Tenshin now do 1 damage
  • EX Tenshin start-up reduced from 12F to 10F
  • Rekkashingeki (UC1) non-cinematic 3rd hit floats the opponent higher, when used in air combos the last hit now connects
[hr]

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Gen

  • 1F invincibility time on neutral wake-up removed
  • Bug that made reversal Focus Attack more difficult to perform fixed
  • Stun increased from 900 to 950

Mantis Style

  • Close Standing HP stun distribution changed from 100*100 to 150*50
  • Focus Attack hitbox size reduced to position of hurtbox
  • L, M and H Hyakurenko hitbox slightly expanded downward; recovery increased by 1F
  • L, M and EX Hyakurenko pushback on hit and block slightly reduced
  • H Gekiro causes soft knockdown instead of hard knockdown; button input timing now the same as Ver.2012 EX Gekiro
  • EX Gekiro changed from -35 to -20 on block; now causes hard knockdown; follow-up inputs no longer possible on block; Button input timing now the same as Ver.2012 H Gekiro
  • Zan’ei (Super Combo) now easier to use in air combos
  • Shitenketsu (UC2) hitbox slightly expanded forward; 600 stun value added

Crane Style

  • Crouching LP changed from +3 to +5 on hit
  • Crouching HP floats the opponent higher on counter-hit
  • Crouching HK recovery reduced from 29F to 24F
  • Diagonal Jump HP hurtbox expanded downward
  • Diagonal Jump HK hurtbox expanded downward
  • L and M Jyasen changed from +3 to ±0 on block
  • All versions of Jyasen last hit damage increased by 10
  • Oga hitbox slightly reduced
[hr]

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Gouken

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

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Guile

  • Hurtbox on wake-up reduced
  • Air Throw range slightly increased
  • 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
  • All versions of Flash Kick invincibility time extended by 1F
  • All versions of Sonic Boom take counter-hit damage from 1-20F
  • Flash Explosion (UC1) start-up reduced from 7F to 5F; damage reduced from 510 to 450; during activation, if opponent is behind, corrects to face the opponent; 2nd Flash Kick start-up now slower, less likely to whiff on high air opponents on hit;  invincibility time reduced from 1-10F to 1-6F
  • Sonic Hurricane (UC2) damage increased from 300 to 330; all hits now connect on air opponents
[hr]

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Guy

  • Movement speed slightly increased
  • Far Standing LK hitbox slightly expanded upward
  • Far Standing HK start-up reduced from 8F to 7F; active frames increased from 3F to 5F; recovery reduced from 17F to 6F; hitbox expanded forward and upward
  • Crouching MP hitbox adjusted, no longer can be used as an anti-air
  • Elbow Drop (Jump 2+MP version) hitbox expanded downward
  • Ninja Sickle (3+HK) start-up reduced from 11F to 9F
  • Target Combo 2nd hit expanded downward and horizontally
  • H Hozanto start-up reduced from 30F to 28F
  • Run-Sudden Stop recovery reduced from 17F to 16F
  • Run-Neck Flip first hit slightly expanded downward
  • EX Run-Neck Flip now knocks down on air hit
  • EX Bushin Senpukyaku start-up reduced from 4F to 2F; hitbox slightly expanded, easier to pull in opponent
  • Bushin Goraisenpujin (UC1) 2nd hit movement distance slightly increased, easier to use in combos
[hr]

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Hakan

  • Standing HP hitbox expanded upward
  • Crouching LK recovery reduced from 9F to 8F
  • Crouching MP now Special-, Super Combo- and EX Focus-cancellable
  • Diagonal Jump MK hitbox expanded, easier to cross-up
  • 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 1.20
[hr]

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Ibuki

  • Guard bug where El Fuerte’s 6+MK would cross over fixed
  • Crouching LP start-up reduced from 4F to 3F
  • Target Combo 4 (LP → MP → HP near opponent) 2nd hit hitbox expanded downward
  • Hammer Kick (6+MK) hitbox expanded downward; changed from +3 to +2 on block
  • Backhand Punch (HP → HP far from the opponent) now Special-, EX Focus-, EX Red Focus- and Jump-cancellable
  • L, M and H Tsujigoe recovery reduced by 6F
  • 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]

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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
  • Crouching MK start-up reduced from 6F to 5F; recovery reduced from 17F to 16F
  • Kasatushi now takes recoverable damage when absorbing attacks
  • L, M and H Shikusen no longer can be done from back jump
  • Second Impact and Third Strike hitbox expanded, less likely to unconnect
  • 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
  • EX Fuhajin (M+H) now hits grounded opponents
  • EX Fuhajin (L+H) damage increased from 50*50 to 60*60
  • 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
  • Kaisen Dankairaku (UC2) hitbox slightly expanded horizontally
[hr]

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Ken

  • Movement speed slightly increased
  • Close Standing MK hitbox expanded downward, easier to connect on crouching opponents
  • Crouching MK recovery reduced from 16F to 13F; changed from -1 to +2 on hit, from -4 to -1 on block
  • Crouching HK start-up reduced from 8F to 7F; recovery reduced from 21F to 19F
  • Thunder Kick (6+HK) changed from -1 to ±0 on block
  • 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 2nd hit can no longer be EX Focus Cancelled on block; damage increased from 70*40*30 to 70*50*30
  • L, M and H Shoryuken → EX Focus Cancel → Forward Dash is now -5 on block
  • H Tatsumaki Senpukyaku start-up reduced from 7F to 6F
  • L, M and H Air Tatsumaki Senpukyaku rising trajectory changed
  • EX Air Tatsumaki Senpukyaku trajectory on activation changed
  • Shinryuken (UC1) non-cinematic damage increased by 60
  • Guren Senpukyaku (UC2) movement distance of first several frames slightly increased
[hr]

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M. Bison

  • Far Standing MP start-up reduced from 8F to 6F; recovery increased from 11F to 12F; now Special-, Super- and EX Focus-cancellable
  • 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 with normal attacks
  • Bison Warp total frames increased from 42F to 47F
  • L Double Knee Press changed from ±0 to -1 on block; damage increased from 60*30 to 60*40
  • M Double Knee Press damage increased from 60*50 to 60*60
  • H Double Knee Press damage increased from 70*60 to 70*70
  • EX Double Knee Press damage increased from 70*70 to 70*80; projectile invincibility increased from 12F to 19F
  • L, M and H Head Press start-up reduced from 22F to 20F
  • EX Devil Reverse movement speed slightly increased
  • L, M and H Psycho Crusher leg hitbox can now be used in air combos
  • EX Psycho Crusher damage reduced from 75*75 to 75*60
  • Psycho Punisher (UC2) damage reduced from 450 to 420; charge time reduced from 55F to 40F
[hr]

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Makoto

  • Forward/Neutral Throw range increased from 0.90 to 0.95
  • Back Throw range decreased from 0.90 to 0.85
  • 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
  • L, M, H Karakusa recovery on whiff increased by 4F
  • EX Fukiage now hits grounded opponents; now jump-cancellable on hit only; damage reduced from 120 to 80; stun reduced from 200 to 100
  • L and M Tsurugi block-stun reduced by 2F; at lowest height is -3 on block
  • Seichusen Godanzuki (UC1) damage decreased from 480 to 440
  • Abare Tosanami (UC2) after the freeze now fully projectile invincible until landing
[hr]

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Oni

  • Crouching HK start-up reduced from 9F to 8F; recovery reduced from 24F to 23F
  • 6+MK start-up reduced from 13F to 11F
  • Focus Attack hitbox expanded forward
  • 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
  • L Sekisei Jiraiken changed from -7 to -6 on block
  • M Sekisei Jiraiken changed from -6 to -4 on block; 1F invincibility removed
  • H Goshoryuken complete invincibility reduced from 1-8F to 1-5F, strike invincibility changed from 9-10F to 6-7F
  • All versions of Goshoryuken can now be EX Focus-cancelled on the 1st hit, on hit or block
  • L, M and H Goshoryuken → EX Focus Cancel → Forward Dash is now -5 on block
  • L Rakan Dantojin damage reduced from 120 to 110; stun reduced from 150 to 130
  • EX Rakan Dantojin changed from -10 to -9 on block
  • H and EX Rakan Dantojin rear hurtbox just before the attack starts reduced to throwbox
  • 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]

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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 from 214214+PPP to 214214+KKK; recovery increased from 2F to 4F
[hr]

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Rufus

  • Forward/Neutral Throw damage reduced from 150 to 135
  • Far Standing MP now Special-, EX Focus-, EX Red Focus- and Super Combo-cancellable
  • Far Standing MK active frames increased from 1F to 2F
  • Target Combo (LK → HK near the opponent) 2nd changed from -5 to -8 on block
  • L Messiah Kick can now be used in air combos
  • 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 to the tip of 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]

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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 in air combos
  • EX Air Tatsumaki Senpukyaku hitbox expanded and vacuum effect on hit increased, easier to land all hits
  • L and M Shoryuken → EX Focus Cancel → Forward Dash is now -5 on block
  • EX Shoryuken (1 hit) →EX Focus Cancel → Forward Dash can be followed by all strikes except throws
  • Metsu Shoryuken (UC2) invincibility time increased by 1F
[hr]

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Sagat

  • Close Standing LK 2nd hit now Special-, EX Focus-, EX Red Focus- and Super Combo-cancellable
  • L, M and H Tiger Knee 1st hit now forces stand
  • EX Tiger Knee changed from -1 to ±0 on block
  • L, M and H Tiger Uppercut→ EX Focus Cancel → Forward Dash is now -5 on block *Also applies to Tiger Uppercuts with Angry Charge
  • Tiger Destruction (UC1) air hit damage reduced from 395 to 340; forward movement reduced; when hitting air opponents in the corner, now does full hits;
  • Tiger Cannon (UC2) now does full hits on air opponents; air hit damage reduced from 384 to 309
[hr]

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Sakura

  • Far Standing MP hitbox slightly expanded forward
  • Diagonal Jump HP hurtbox slightly increased
  • All versions of Air Shunpukyaku trajectory changed on activation
  • EX Shunpukyaku changed from +4 to +2 on block; made easier to connect on crouching opponents
  • All versions of Shouoken hitbox slightly expanded forward
  • EX Sakura Otoshi earliest timing for additional attacks reduced from 15F to 12F
  • Shinku Hadoken (UC2) rear hitbox removed
[hr]

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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
  • 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
  • All versions of Spinning Pile Driver stun reduced from 200 to 150
  • L, M and H Shoryuken 2nd hit no longer can be Focus-cancelled on guard; EX Focus Cancel → Forward Dash is now -5 on block
  • M and H Shoryuken invincibility time reduced from 7F to 5F
  • L, M and H Tanden Engine can no longer be cancelled into from normal attacks
  • Tanden Stream (UC1) recovery reduced from 66F to 55F; pushback on block increased
  • Tanden Typhoon (UC2) now easier to land all hits on air opponents; changed from -89 to -70 on block
[hr]

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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 on block
  • Crouching MK now Special-, Super Combo- and EX Focus- and EX Red Focus-cancellable
  • Thrust Peak command changed from 3+LP to 4+LP
  • Condor Spire command changed from 421+P to 623+K
  • L Condor Spire changed from -5 to -2 on hit; start-up reduced from 20F to 11F
  • M Condor Spire start-up reduced from 20F to 14F
  • EX Condor Spire forward movement slightly increased
  • L Tomahawk Buster start-up reduced from 5F to 4F; recovery reduced from 28F to 27F
  • EX Tomahawk Buster now EX Focus-cancellable
  • L Mexican Typhoon throw range increased from 1.50 to 1.55
  • Raging Slash (UC2) command changed from 63214 x2+PPP to 63214 x2+KKK; hitbox slightly expanded horizontally
[hr]

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Vega

  • Crouching HP active frames increased from 2F to 4F
  • Mask Pick-up from ground is now a command, 2+PP when standing over the mask
  • L, H and EX Rolling Crystal Flash → EX Focus Cancel → Forward Dash changed from ±0 to +5 on block
  • M Rolling Crystal Flash → EX Focus Cancel → Forward Dash changed from ±0 to +3 on block
  • Flying Barcelona Special (Super Combo) now has an attack added during the motion to the wall, does 0 damage; Rolling Izuna Drop damage reduced from 100*100*200 to 100*100*100; gauge consumption timing changed from when Vega reaches the wall to at the time of activation
  • Bloody High Claw (UC1) forward charge attack’s hitbox expanded upward
  • Splendid Claw (UC2) start-up reduced from 8F to 7F
[hr]

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Yang

  • Movement speed slightly increased
  • Close 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-cancellable
  • Far Standing LK start-up reduced from 5F to 4F
  • Crouching LK damage increased from 20 to 30
  • Diagonal Jump MK hitbox size expanded, now in between the AE and Ver.2012 versions
  • 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
  • Tenshin Senkyutai (UC2) start-up reduced from 7F to 6F
[hr]

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Yun

  • Far Standing MP damage increased from 50 to 60
  • Crouching MP damage increased from 50 to 60
  • H Nishokyaku 1-7 invincibility time changed from full invincibility to lower-body invincibility; now airborne from 7F after start-up
  • Zenpo Tenshin throw range reduced from 1.10 to 1.00
  • EX Zenpo Tenshin throw range reduced from 1.30 to 1.20
  • All versions of Zenpo Tenshin now do 1 damage
[hr]

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Zangief

  • Close Standing LK now Special-, EX Focus-, EX Red Focus- and Super Combo-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 Spinning Pile Driver throw range reduced from 1.75 to 1.70
  • L Banishing Flat start-up reduced from 11F to 8F; changed from -5 to -3 on hit, from -7 to -8 on block
  • M Banishing Flat start-up reduced from 13F to 11F; changed from -8 to -6 on block
  • H Banishing Flat start-up reduced from 16F to 14F; changed from -7 to -6 on hit, from -9 to -7 on block
[hr]

Source: Capcom