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]

ssfiv-rufus-622-crop

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]

ssfiv-ryu-622-crop

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]

ssfiv-sagat-622-crop

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]

ssfiv-sakura-622-crop

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]

ssfiv-seth-622-crop

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]

ssfiv-thawk-622-crop

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]

ssfiv-vega-622-crop

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]

ssfiv-yang-622-crop

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]

ssfiv-yun-622-crop

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]

ssfiv-zangief-622-crop

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

  • FinchoMatic

    Cody got some legit buffs, Ultra aside, he looks really good now. The use for cr.mk looks to be a much more viable option

    • Saba89

      Too bad about EX criminal upper. If they’re gonna make it that much more unsafe they could at least give it invincibility until it’s active.

      • FinchoMatic

        word

  • Machorhombus

    Feels great to be a Gief player now!

    not

    • Grimolochin

      Why not? Seriously Scrub-Gief question.

      • evilsmilelol

        LOL

    • Shalaska

      I don’t understand why Gief players are crying. The only nerfs he got are the jump punch and spd range. EX gh is back to ae 2012, normal gh’s and st.mk are less useless etc.. Not to mention that the system buffs are in Zangiefs favor.

      • Doopliss_SWE

        EX GH is not back to AE, no, it still doesn’t knock down. far s.MP was nerfed. DWU is DEFINITELY not in Zangief’s favor, nor is Double Ultra (at 60% there’s no reason to pick it since U1 barely does more damage than an SPD), and he can barely use Red Focus since his FA is crouchable.

        • Shalaska

          I said AE 2012, not AE. Ae 2012 ex gh >>>>>> their first ex gh idea for ultra. DWU is in Gief’s favor, he’s not T.hawk. He’ll not fall prey to vortexes and almost all top tier characters got nerfed. Big damage or not Zangief is one of the better candidates for Double ultra. Overall, he is in a better sitution than he was in AE 2012. He is definitely not nerfed to hell, like some idiots believe.

          • Doopliss_SWE

            Ah, didn’t see that, but standing being better than HKD? Lol no, DWU isn’t THAT good. Even if you didn’t want to go for a mix-up, you could build meter and push them into the corner afterwards when it was HKD. And no, he’s not one of the best candidates for UW, he’s one of the worst. Because nobody respects your options when they do no damage, better to just pick U2 if you’re thinking about using UW.

          • Emezie Okorafor

            Theoryland Gief, like every other character in Theoryland, sucks.

            Actual Gief? He might be alright. Green glove speed boost and LP glove being -3 on hit could be quite useful. It’s technically punishable, but unless you have a mashable 3 frame special, a consistent punish will be harder than it sounds…and risky. You could eat a 720 if you go for that just frame punish and mess up. And, people mess up one framers all the time. Even world champs. Even will the ALMIGHTY PLINK.

            I look forward to trying him out. He got some nerfs, but he got some buffs to play around with, too. After landing SPD, his faster green glove can actually get him in there with better frame advantage than before.

            And, his faster glove can push corpses like an undertaker now. So, if people want to DWU all day, they’re find themselves in the corner real fast.

      • Machorhombus

        Gief’s buffs are pretty much made around the meter you get from meterless LP GH confirms, lights OS GH > Red Focus > Ultra 1 isn’t as viable as it was because now we’ll have to use meter for our hit-confirms.

        St.MK is less useless, yeah, but we got st.MP and st.LK (according to some guys in the Gief forums that played in the loctests) nerfed in return. Regular Green Hands being less useless doesn’t matter outside of LP GH, the others are still shit (-6 on hit yes! I’ll definetly use this!).

        The System buffs are in Gief’s favor? DWU is a terrible change for him, and if you don’t believe it, just watch SnakeEyez vs Gamerbee from that exhibition that happened at SCR.

      • Ryn Mcbt

        They are crying cuz not GDLK as Snake Eyez.

  • Shervin

    Well Seth, it’s been fun.

  • Renato Carneiro

    I see major Akuma nerfs. Correct me if I’m wrong? No more Crouch HK -> UC1 (very useful against enemy using focus). No more 2nd/3rd-hit DP FADC… Higher recovery times on Flying Hadoukens… Akums is doomed =(

    • FullPunish

      Wonder if this was spelled correctly. Makes no sens to remove MK SRK FADC on HIT, on HIT ! Let the guy do whatever he wants on hit jesus… but Hey he can use HP SRK and do the same, so wtf ??
      Followed by removing FADC of 2d hit of MP SRK on BLOCK but HP SRK ?? makes even less sens.

      • Doopliss_SWE

        It’s on block, not on hit.

        • FullPunish

          Yeah, now they edited and corrected the typo.

  • Nelsonasdf

    Chun-Li! <3

    • SavingPrincess

      I expect her to rise up with some of the changes. Not sure about the knockdowns though. That will change up some play styles.

  • Sergio Mancera

    Why nerf Oga? 🙁

  • Gene Q.

    Great…Ryu got buffs as if he wasnt good enough………..

    • OmegaNITRO

      He’s not that good. And his buffs are mostly useless.

    • Sp00ks Pls

      Those buffs are pretty useless lol. I am guessing you are one of the people that can’t stand “HURR FIREBALL SPAMMERSSSSS”?

    • His buffs are only good if you’re trying to swag online. Offline, all of it is just about useless.

  • RaidenNC

    So is Chun’s jump still super floaty? I know in one of the earlier versions it was hella quick.

  • drekerr

    “EX Bushin Senpukyaku start-up reduced from 4F to 2F; hitbox slightly expanded, easier to suck in opponent”

    2 FRAMES
    2 F R A M E S
    THIS BETTER BE A TYPO NIGGA

    • Geoffrey Tasker

      I doubt it’s a typo it could be easily sage jumped some character can jump over it and even through it. His cr. Mp was taken away abdominal that was his best anti air. It can’t be fadc. And leaves him in the same spot and halt vulnerable. But now is saying if guy has meter don’t jump in. And seeing as how bar every other tatsu is. I think it’s an even trade off. After losing cr. Mp he needs it

      • Flipper Ro

        The problem is how the speed up of his actions can make him more vulnerable depending on how aggresive you play. In terms of anti-air, Guy is more about up-close ground play. If you need to anti-air somebody, HK Bushin Senpukyaku is always an option, along with Bushin Izuna Otoshi if done right.

        • Geoffrey Tasker

          I’ve named guy for a long time unless they are doing a highly telegraphed jump in neither one of those are great options. But they are options. Ex Bushin being 2 frames is crazy I’m not saying it isn’t but I think he has that to make up for the fact he had no reliable way to beat something like a cammy who can block strong then cross you up and close range.

      • Timothy Ian McMillan

        By definition, you cannot safejump moves that are 3frames or faster.

        The only way to block that on landing is to empty jump.

        It is more than likely a typo. If it were 2 frames, it makes Guy almost unpressurable.

  • BulletToothTeddy

    Like, omg, it’s here guyz. Now back to 3rd Strike.

  • Little_Goten

    Cammy’s dive kicks are slightly lower, with more recovery. Huh.

  • Vincent Banks

    Yay Guy!!

  • RomanceHD

    I can’t wait to double my taunting with Dan now. The extra disrespect will be real.

    • TiredOcean

      Shame they didn’t give him any serious buffs; he’s essentially the same character with a couple of small tweaks that just polish him up a bit.

      • Whatchuptu

        He avoided the +5 forward dash on DP FADC (guess they figured he needed something), and meter rewards for taunts are pretty cool. UC1 with some armour breaking properties is interesting. It’ll still take a bit more to make him viable.

    • Tenmakujinkyaku

      Hardly any disrespect now that is going to be his meta, meaning you’re not doing it just to do it. People aren’t going to assume trolling because now you’re actually playing the character correctly.

  • Mark Lapasa

    Mokoto:

    “EX Fukiage now hits grounded opponents, jump-cancellable on hit only; damage reduced from 120 to 80; stun reduced from 200 to 100

    Seichusen Godanzuki (UC1) damage decreased from 480 to 440”

    Damn, so much for trying to main Mokoto. She’s going lower-tier.

    • Albirieo

      I don’t think she will be, giving her a jump cancel, and ex now hits grounded is pretty fine. Gotta look at what happened to everyone else too.

      • Mark Lapasa

        EX Fukiage is BnB for a lot of setups, 30% less damage is a pretty big deal. UC1 is what evened the playing field for her. Mokoto has always had little to work with. In 2012, they found the right balance IMO. In Ultra, they’ve nerf’d her to offset people who player her too aggressively.

        • BulletToothTeddy

          Play her in 3rd Strike for the best Makoto

          • JasinWalraven

            forget grampas street fighter game

          • BulletToothTeddy

            Good one, ya bald old man

        • Rageous

          They nerfed Haitani. The rest of us are kinda fucked.

        • Tenmakujinkyaku

          Makoto Thrashes people with mixups and resets. The addition of a ground hitting fukiage is just gonna make her better. you’re asking for an overpowered character if you want that and damage. Plus U1 didnt even the playing field as much as Akumas U1 did. It was just free and easy ass damage. Which now has to really be worked for. imo i think shes was just balanced accordingly. From her buff that is.

          • Mark Lapasa

            If you look at the videos out there, i.e. The Haitani Show, UC1 is not free easy ass damage. When I say it evened the playing field because Mokoto will eat up a lot of hits because her defensive game is crap. Players scramble UC1 on wake up to put the beating to an end and reset the match. I thought having such a high damage ultra was a great trade off for such a poor range.

            Honnestly people, grounded fukiage is really now just a lp. DP. Might as well give her fireballs too instead of hayate. She’s already got the karate gi on.

    • Gene Q.

      U think losing 40 pts on a VERY useable ultra is bad?
      Balrog lost 150 pts on an ULTRA NOBODY USES EFFECTIVELY!!

      • Mark Lapasa

        hahahah

      • BixHD

        Wait, people use Dirty Bull?

    • OmegaNITRO

      Umm… what? She’s so much better now.

    • Jacob Tjolsen

      Makoto’s U1 being nerfed is fine. She lands it easier than most of the cast.

    • Geoffrey Tasker

      So we’re just ignoring every buff she got? K.

    • Emezie Okorafor

      EX fukiage damage was dropped by 40 dmg…but now she can combo after it for MORE than 40 extra dmg. That’s…not a nerf.

      And, now she can do more damaging ground combos with it.

      She can OS into her pokes and get more damage than she could before.

    • Streye

      I don’t mind the damage reduction that much since you’ll still get the same damage from ex hayate -> lp fukiage -> ex tsurugi. I have a bigger problem with the tsurugi block stun and increased recovery on karakusa as if it wasn’t forever already, but now it needs to be absolute full screen punishable.

    • jSintu

      Makoto just got reworked. She lost some of her ability in the corner and traded it for some more utility mid screen. She’s just more well rounded.

  • SavingPrincess

    “EX Air Tatsumaki Senpukyaku hitbox expanded; vacuum effect on hit increased, easier to land all hits.”

    Ryu gon’ be so dizzy in USF4… so much air tatsu.

  • XUpYourGameX

    Is nobody seeing the 2F EX Tatsu for Guy?!?!

  • Kazzzem

    So they really buffed Viper………………………………………………………why? WHY?!

    • Emezie Okorafor

      Because Delayed Wakeup nerfed her big time.

      That’s why.

      • OmegaNITRO

        Umm… what? Since when was Viper’s game based around HARD knockdowns?

        • Emezie Okorafor

          Backthrow (and to a lesser extent front throw), ultra 1, sweep, and seismo > SJC > sweep could all lead to really good, potentially deadly mix-ups. Those were always “uh-oh” moments.

          You could land full jump-ins with the right cross up/ mix up.

          • OmegaNITRO

            And her main mixup is off burnkicks. EVERYBODY got their throw and sweep oki nerfed by delayed wakeup. Viper doesn’t have to rely on hard knockdowns to win and never has.

          • Emezie Okorafor

            Yeah, but Viper does more stun and damage than most characters on her oki. She can hit confirm into ultra meterless…and of course ultra her leads to another jump in. Or, she can combo into sweep without sacrificing stun or damage…so, basically a high damage, high stun vortex. Other characters don’t stun/hurt like Viper could off a hard KD. And, since Viper is a low stamina character, explosive damage output means more to her than it does to the other characters whose Oki got nerfed by DWU.

            Burn kick spam is not all Viper is. People have figured out ways to combat it long ago. FA, whiffing low normals, don’t quick rise, etc. She can’t “just get by” with that anymore.

            She has other tools which are just as vital to her overall offense in the long run…namely HER BIG DAMAGE AND STUN.

            Well, since they nerfed those opportunities, they have to give her something in return.

          • OmegaNITRO

            No, that doesn’t make any sense.

            First of all, you act as if she actually LOST something. She didn’t. She still has all her hard knockdown mixups. They’re just not GUARANTEED anymore. And neither is any other knockdown mixup, for ANY character. All hard knockdown setups STILL work, you just have to guess the timing on your oki. It’s a universal change, so this doesn’t automatically make Viper worse, especially since she doesn’t actually rely on hard knockdown. And I’m not even talking about ‘SPAM BURN KICK’. Even without spamming it, it’s still her main pressure and mixup tool, and it’s still really good, even when you KNOW how to deal with it.

            Secondly, they did not HAVE to give her anything in return. By that logic, they would have needed to buff vortex characters like Ibuki, Cammy, and Akuma much more substantially, as HKD is more pivotal to their game. Yet vortex characters mostly got less substantial buffs, or even nerfed.

            Viper is already undeniably a high tier character. Yet plenty of characters at the same level or worse got little to none of the same kind of improvements, or even nerfed overall.

            In the context of fairness, it doesn’t make sense.

  • Micah

    For the Juri changes:

    – Diagonal Jump HP no longer causes knockdown

    This is included in this version of the notes, but the patch notes posted on Event Hubs don’t have this change. Does anyone know which one is correct?

    • USD

      This was an error someone else pointed out to me, it’s been fixed. The move is the same as it was in Ver.2012.

  • Trevor Clarke

    “Standing HP hit-stun increased by 1F …”

    YES

    “…on crouching opponents (now matches the hit-stun time when used against standing opponents)”

    DAMMIT. Now I have to go back to practicing the Hayate cancel > mps again. Thanks Capcom.

    And Jesus that c.HK stun. Beware, Gief.

  • TSS_BreadNButterz

    Ultra in a nutshell (2):
    – the already amazing characters that were sort of underplayed in 2012 got a fuck ton of buffs (WHY THE FUCK WOULD YOU BUFF GUILE AND VIPER AND RYU)
    – Killed current top tiers
    – Gave a lot of good things to lower tiers , but also took away a lot of good things

    • OmegaNITRO

      Ryu ‘ buffs don’t do much of anything for him though. -5 on DP FADC hurts more than any of the buffs help.

    • Sp00ks Pls

      Oh no! Ryu’s mostly useless jumping MP now combos into tatsu and his crouching mk is now 1 frame safer! So game breaking. I am just going to assume you don’t know much about the game if you are complaining about those useless Ryu buffs. An actual buff would of been giving him his escape tatsu back or HP Srk fadc since they made his srk -5 anyways.

      • TSS_BreadNButterz

        Lmao you must be trolling or new.

        • Sp00ks Pls

          No you just don’t know what you are talking about is all.

  • Ryan McGrath

    I’m a little disappointed that they didn’t keep the increased hitstun on Vega’s cr. lp. It would have been nice to have a hit confirm off of a light attack that isn’t a 1-frame link. Ah well, the rcf fadc changes are nice.

    Gouken is also looking pretty sexy.

  • Thirties John

    Change list states red focus/ex red focus do “1.5x more damage” than a normal focus/ex focus, but I think that’s worded incorrectly. The move does 50% more damage, not 150% more damage. What was meant by Capcom/the translator of the list is that the move does 1.5x *as much* damage, not 1.5x *more* damage.

    • Jacob Tjolsen

      or “1.5x the damage”

  • Thirties John

    I wish they had done something to address the fact that Cammy’s spin knuckle is pretty useless.

    I don’t play as her, but I would like to give her a shot in Ultra. Cannon spike from hooligan sounds fun. But the fact that spin knuckle went completely untouched feels like a weird oversight on Capcom’s part…

    • Candle Ja

      Spin Knuckle will never be a good move ever.

      • Felipe Pereira

        yeah, you’re right, it’s meant to be bad lol
        the only way to make it good is giving her armor during the move lol

  • Thirties John

    “When Jaw Crusher (4+MP) is beaten while out, it is now treated as a counter-hit”

    Cody’s back MP being counter-hit while active? Whuh??

    • USD

      It’s actually for start-up. Testing it in-game, you can’t actually counter-hit Jaw Crusher in Ver.2012. I thought the wording might have meant something else (normals hit during start-up are obvious counter-hits, I thought), but the error has been corrected.

      • Thirties John

        Thanks.

  • Thirties John

    “Dhalsim

    Standing MK changed to two hits; damage reduced from 60 to 40*30, stun changed from 100 to 50*50”

    Shouldn’t it be damage “increased?”

  • Geoffrey Tasker

    Combo fiend stated that ex tatsu being minus sex was a mistake that happened burying balancing abdominal they listed it because it was still in that build ex Tatsu is normal minus 4. This is a huge change for guy after losing his best anti air. Basically you can’t jump in on him when he had meter now. With out this role to and decapre would rape guy because it is so easy to make it miss

  • Thirties John

    “EX Oicho Throw now throw invincible from 1-5F” – Honda

    Only throw invincible? I thought it was supposed to be fully invincible originally… :-/

    • Daniel

      yep, pretty much the same like 2012 :S

  • I look forward to adjusting to these strange and horrific new Cammy changes!

    Cannon Strike out of Hooligan whaaaaaat the hell is this.

  • Felipe Pereira

    t hawk is the new top tier.
    don’t ask me why, i’m just guessing in case it happens i can say i called it.

  • Thirties John

    Gouken

    “Back Throw untechable timing period now techable”

    Thank God. In the current game it’s like you’re punished for teching throws properly against Gouken… I’m glad to see him get all of his other buffs, though.

  • Dectilon

    Not a fan of Seth but uh, I’m not convinced he deserved that.

  • Disagreer

    I realize this is probably super-niche, but I’m disappointed they didn’t add the ability to just keep going if you (both) random characters and a stage and choose to fight again at the results screen.

    As a filthy casual I don’t know the major impact of most of these changes otherwise but it’s fun to pretend.

  • General_Awesomo

    Regarding Vega:
    I’ve explained it all to Combofiend at SCR’14.

    Cr.LP +4 > +5 on hit

    I told him it’s mostly as a quality of life buff, so it’s actually a bit more possible online (if they’re not doing anything to improve the netcode). Just increase the hitstun but keep the blockstun the same. But whatever, I don’t jab. Maybe I would use them if they were a 2 frame link, but it’s not worth it as it is now (imo).

    I-frames on EX ST

    It’s fine. As Vega, I’ve learned to block everything all the time. Not as neccessary as I thought it might be. I understand the need to keep him from having a reversal other than U2. There’s plenty of other characters that don’t have good wakeup options.
    However…

    Cosmic Heel +3 on block at max range
    CH airborne faster
    CH’s hitbox expanded downwards to hit crouchers and crouch techs

    … In addition to all his other buffs, an improved Cosmic Heel would be the only thing I would personally want. Vega’s all about poking, making CH a better poke would be the best way to help him. He struggles to get in.

    But after seeing the Ultra arcade change list…
    Improved frame advantage on block on RCF FADC? What’s the frame advantage on hit? I need to know if it’s actually worth going for it. If not, why bother since RCFs were all relatively safe as it is.

    I’ll still have fun with Vega’s new EX Red Focus Attack combos, and s****ing on my friends with his new Super Combo for fun, but it could have been so much better.

  • Flipper Ro

    Nice to know that Guy only becomes faster and no damage bonuses…..

  • technical_boom

    “Command is any two buttons simultaneously immediately before taking a forced knockdown (a move that cannot be quick stood)” i still wanna know if that means you’ll get it while charging ex zonk knuckle and dash punch

    • Thirties John

      By “taking a forced knockdown,” they mean “hitting the ground.” It does not mean that you have to input the move before you even get hit, haha…

      • technical_boom

        i know, but lets say, you get hit by a sweep whiling playing footsies then you think “im gonna wake up with ex zonk” you start charging it after you hit the ground. what happens?

        • Thirties John

          If you start charging *after* you hit the ground, I think you’ve missed the window for delayed wake up input.

  • Crow Winters

    Honda still looks like he’s garbage.

    • Daniel

      🙁 yes

    • Mark Lapasa

      I am a bit disappointed by the Jump In MP hurbox being smaller. Honda needs to close the gap on projectile opponents and all this does is keep him at bay. This leaves Sumo splash as the only way to close the gap and 1) It can be seen a mile away 2) so punishable

      EX Headbutt also makes him more vulnerable because there used to be a nice safe distance. I would have trade off less damage and keep or increase the distance

      • Whatchuptu

        Have to agree – Honda nerfs were not warranted.

  • Thirties John

    Overall this is about what would be expected from the final change list. Kinda sad that what was said about how each character “still stands to get one extra change” never happened, and there are a few things I’m still disappointed/curious about:

    Can T. Hawk combo into lvl 1 EX red focus? Currently there is no way that I know of for him to combo into EX normal focus.

    Cammy’s spin knuckle, which I think is her only armor breaker, in an update where many armor breakers are being buffed thanks to the inclusion of red focus, is completely unchanged.

    Honda’s EX command throw is now only throw invincible and not fully invincible as they initially promised…

    If Ryu can combo the first hit of jumping MP (50 damage) into a full EX air tatsu, that’s 250 damage for one meter. I kind of expected they’d lower EX air tatsu’s damage to compensate for this new functionality. Unless I’m mistaken, this combo for 250 damage and 1 EX meter does nearly as much damage as comboing the full jumping MP into a half-filled Ultra 1…

    There is mysteriously no mention of Seth’s jump-back HP Yoga Sniper…

  • Edward Johnson

    *sigh* well, so much for using Adon as a main….

  • FakMeLaterally

    Free punish for your opponent for using 2 bars (DP FADC)?

    What the hell is this shit?! You’re basically better off using no meter and random DP’ing all the time. What a sad state this game is going to be in………….

    • TiredOcean

      You can always backdash. Or don’t randomly DP.

      • FakMeLaterally

        Yes you can always use the invincibility frames to backdash WITHOUT wasting 2 bars of meter…..

        Are you not seeing the problem here? Ryu’s trademark FADC -> U1 for example, is not viable anymore because all the opponent needs to do is block and they get a full punish! For all the characters in this game that can apply safe meterless pressure, now we’re punishing players for using meter effectively?……… What a joke.

        • Nybb

          It’s almost like every other fighting game where you can’t just mash safe reversals

          • OmegaNITRO

            You mean the ones without any kind of roman cancel system right? SFIV actually ISN’T one of those BTW.

    • EOTL_Legacy

      You can spend 3 meters. EX DP FADC is still good. Seeing as your DP is less likely to whiff or be safe jumped with delayed wakeup as an option, I think its a reasonable trade

    • Trey Roach

      its called not being able to guess for cheap anymore(was gonna say free but 2 meters isn’t really free) it puts u back in the position of true street fighter(almost) where if u guess wrong u get some sort of punish or loss of real estate for it..no more wrong guesses into advantageous or semi-advantageous situations sounds kinda fair to me.

  • NicolaAcoust

    Regarding Guy: “EX Run-Neck Flip now knocks down on air hit” is this a good thing? Doesn’t this take away its already narrow juggling capabilities?

  • NicolaAcoust

    It’s 3S all over again: Ken and Chun top-tier. All those who were designed to be low-tier in SSF4 are forced back to their position by circunventing the good uses found by those like GamerBee and Haitani by nerfs or “well-rounded-ness”.

  • PJ

    Can’t wait to start swinging people around by their faces in Ultra. Increased throw range on light Typhoon? Yes please!
    heck i would have been happy with that + increased walk speed. The rest of the list on T.Hawk is just gravy, and some good looking gravy it is.

    • Whatchuptu

      Hawk was still viable in AE, good on them for buffing him. I enjoy the challenge fighting against him with Rose.

  • Shane L Silva

    L, M and H Psycho Crusher leg hitbox can now be used in air combos
    What exactly does that mean?

    • Candle Ja

      In earlier builds they gave non-EX Psycho Crusher the ability to juggle after an air-hitting j.MP. I guess they only made the front hitbox able to do this and not the hitbox that makes Psycho Crusher able to crossup.

      My guess is that testers were missing the juggle so this change is to make it hit more often.

    • OmegaNITRO

      It means you can juggle into all psycho crushers a lot easier.

  • wes yoshida

    Another edition of the game comes and it seems like the producers still don’t know what the hell to do with Abel. Well, time to learn C. Viper!

    • DesertOfSand

      cl.HP hits crouchers and you can combo into Ultra in the corner.
      What else could you want?

  • Andrew Olson

    I’m personally not very happy with the final Makoto changes. But, I am super amped about Juri’s changes! Finally I can control the EX Shikusen hits and distance! This is a great change!

  • DoctorButler

    So is Guile’s reverse kick an overhead now?

  • Jahntai Shalom Kelly

    How come capcom never gives us really tough bosses? seth should have been a sub-boss if they can give M.bison his final form that would be grate. I’m just saying i would be nice to have a boss that is epic like super street fighter 2 Akuma and Final M.bison from alpha 3. what you all think?

  • BlackMasamune

    I hope they make videos detailing all the changes for each character.

  • Solano Andrade

    Cody’s Super is called Dead End Irony, not Dead End Agony… Poor criminal, didn’t got any substantial buffs and to make things worse, not even his moves are named correctly in the change list… Think about a forgotten character…

  • Darklurkr23

    MP + MK + LP? LP? Not HP or HK? Great Job capcom how the hell am I supposed to hit that on a Pad.

    • DesertOfSand

      Even on a stick, it’s a weird input. You either have to contort your hand 90 degrees one way or the other or use your thumb.
      Hopefully it’s reconfigurable to MP+MK+HP.

    • Kongk4

      The reason they changed it to this input, was so it doesn’t allow the tech-throw option select. (I don’t know why they can’t just program it to be unable to tech at all anyway) It’s a weird input, but it shouldn’t be too bad if you press the 3-Punches macro + MK.

    • Probably the same way you hit MP and MK but sliiiiiiightly differently. You’ll cope.

      Or not!

  • FakMeLaterally

    As a Yang player I’m undecided whether the far MP cancel is going to be awesome or simply too good…. Honest admission.

  • Cryssoberyl

    The people defending the Makoto nerfs seem to be overlooking the fact that they basically just deleted her Light/Medium Tsurugi pressure from the game. -3 on block means she will be jab/SRK punished every time. This nerf is devastating, destroying one of her most basic and essential tools, and she has no chance to remain viable without it.

    • Mark Lapasa

      Tsurugi pressure is a highly technical feat to consistently pull off. Clean inputs needed every time. It’s very rewarding to play her but with these changes players will have to find a new way to play her or not play her at all.

  • Miles Tails Prower Law

    I’m not sure I’m convinced that these should be the final changes. Delayed wakeup ala SFxT aside, the only top tier character that was really hurt by their changes was Seth, and quite unnecessarily so. C.Viper and Ibuki are otherwise buffed. It still bothers me that Gen’s air spiraling animation isn’t fixed. Vega’s still pretty useless, Zangief’s Green Hand is still somewhat useless within combos, and any character with an invincible uppercut is pretty screwed with the FADC nerf to most of them (why is Sagat’s Angry Charged Uppercut still affected? It already costs one meter for the Angry Charge, it should be reverted…). I should be glad that Yang, T.Hawk, and some of the other characters have actually been buffed (still would have liked to see Chun-Li get a springier jump; a balance between her current jump and what was basically Blanka’s jump arc in previous Ultra builds would be fine. Also, really excited for Guile’s new U1 since I just started learning him again), and most of the moves that shouldn’t be punishable on block actually aren’t (and the ones that should be are more forgiving on the timing, with the exception of Oni’s slashes and Misogis, which is fine). Honda’s EX Oicho though… if you’re gonna make it only throw invincible, you might as well make the normal versions all strike invincible (inverse of Abel’s Tornado Throw). In short, change it to full invi or something, pls.
    Overall, work can still be done. I don’t think they should’ve called April to be the month of final USF4 changes. There’s a whole two months to be finding new kinks, fixing them, and maybe actually including the proposed ideas that were promised from the beginning.
    Also, with the edition select coming to offline play, I would greatly appreciate it if the characters from previous versions were not actually direct ports of those characters, but rather changed so that at least all of the kinks that are common to characters in a specific iteration are removed (i.e. remove all the bugs with Vanilla characters, such as fireball unblockables, super freeze glitches and Seth’s Legs trade; which looks really weird if you’ve seen Error1 and Desk’s “Vanilla was Awesome!” video from back then).

  • Christopher Colon

    Wow Cody got…nothing except for a cr.mk buff. Where’s the faster walk speed? Where’s Ultra not being punishable when you hit it in the air?, why did they make his Crack Kick slower? Combofiend and the rest of Capcom have no idea what to do with him at all. SMH

  • Guest

    Can someone explain the Balrog changes?

  • Whatchuptu

    Pretty happy with Rose changes – damage buffs on normals, stun on ex spiral and invincibility frames (fair trade on throw invincibility) also dropping start up frames on her M and H Soul spark. This and slow wake up options will help her out of vortex situations which I’d normally be burning meter to escape.

  • toastedsub

    rest in peace seth…just take all his tools away and leave his stamina low
    great work capcom

  • Danny Osborn

    Why did they nerf the shit out of balrog’s U2? It’s already basically complete shit as it was.. now it does less damage than some ultras which you can combo into.

    Also why increase mak’s karakusa recover frames on whiff? It was already terrible to whiff one…

  • Adam Barnhart

    Well. I wanted to pick up and learn seth but now XD not any more. GJ Capcom!