[UPDATE] Capcom Drops Full Change List for Ultra Street Fighter IV’s Console Release

By on May 22, 2014 at 4:09 pm
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UPDATE – The change list has been updated with additions (including changes to Poison, Rolento, Elena, Hugo from the original arcade release) from the USFIV arcade site listing.

It’s finally here! After a couple of months of arcade competition, Capcom is ready to shake things up a bit with the console release of Ultra Street Fighter IV, which features a set of changes based off the further feedback and research the original arcade release provided them.

Oh hell, you’re probably not even reading this. Go! The changes are below–feel free to dive in and let us know what you think. For your convenience, we’ve bolded items that were not present in the previous arcade change list (Ver.1.00), and struckthrough adjustments that didn’t survive the transition to Ver.1.01.

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Abel

  • Close Stand HP 1st hit hitbox greatly expanded downward
  • Crouch HP 2nd hit hitbox greatly expanded downward
  • Far Stand HK start-up reduced by 1 frame (14F → 13F); active frames increased by 1 frame (2F → 3F); recovery reduced by 1 frame (19F → 18F)
  • Falling Sky active frames increased by 1 frame (2F → 3F); upper-body invincibility time extended by 1 frame (6-7F → 6-8F)
  • EX Change of Direction start-up reduced by 3 frames (16F → 13F)
  • Second Low advantage on hit increased by 4 frames (+1F → +5F)
  • Finish Low start-up reduced by 5 frames (22F → 17F)
  • Heartless (SC) active frames increased by 2 (2F → 4F)
  • Soulless (UC1) pushbox greatly expanded upward, less likely to cross under after Crouch HP in the corner
[hr]

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Adon

  • Close Stand HK hitbox slightly expanded horizontally and upward
  • Crouch LP advantage on hit increased by 1 frame (+5F → +6F)
  • Jaguar Crunch (6+MP) frame advantage against standing opponents reduced by 1 frame (+4F → +3F)
  • 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 -5F on block
  • L and M Jaguar Kick damage reduced by 10 (140 → 130); damage against airborne opponents reduced by an additional 40 (130 → 90); chip damage changed to 33
  • H Jaguar Kick damage reduced by 10 (130 → 120); damage against airborne opponents reduced by an additional 20 (120 → 100); chip damage changed to 30; upward hitbox slightly reduced
  • M Airborne Jaguar Kick advantage on block reduced by 1 frame (-1F → -2F when done at the lowest height and blocked on the 1st active frame)
  • H Airborne Jaguar Kick advantage on block reduced by 2 frames (±0F → -2F when done at the lowest height and blocked on the 1st active frame)
  • L, M, H and EX Airborne Jaguar Kick chip reduced by half
  • EX Airborne Jaguar Kick 2nd hit changed to mid attack (overhead)
  • Jaguar Revolver (UC1) forward movement distance from 2nd hit and after slightly shortened, easier to connect all hits on very close opponents; damage reduced by 30 (510 → 480); active frames on the first kick reduced by 1 frame (7F → 6F)
[hr]

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Akuma

  • Close Stand MK now forces stand on hit; start-up reduced by 1 frame (5F → 4F); hitbox expanded downward; attack recognition range increased, can be used when slightly distanced from the opponent
  • Far Stand HP now Special-, EX Focus- and EX Red Focus-Cancellable; damage reduced by 30 (120 → 90)
  • Crouch HK can no longer be cancelled into Wrath of the Raging Demon (UC1)
  • EX Shakunetsu Hadoken start-up reduced by 6 frames (25F → 19F)
  • L Tatsumaki Zankukyaku hitbox expanded downward
  • L, M, H and EX Back Jump Zanku Hadoken recovery increased by 2 frames
  • 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 by 1 frame (1-6F → 1-5F)
  • L, M and H Goshoryuken → EX Focus Cancel → Forward Dash is now -5F on block
[hr]

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Balrog

  • L Dash Straight advantage on hit increased by 1 frame (-2F → -1F)
  • M Dash Straight pushback on hit reduced, easier to combo into EX Red Focus
  • L Dash Swing Blow damage reduced by 10 (80 → 70); stun reduced by 30 (100 → 70); advantage on hit reduced by 10 frames (+10F → ±0F); advantage on block increased by 3 frames (-5F → -2F); charge time reduced by 10 frames (55F → 45F)
  • M Dash Swing Blow advantage on hit reduced by 8 frames (+10F → +2F); advantage on block increased by 1 frame (-7F → -6F); charge time reduced by 5 frames (55F → 50F)
  • Turn Punch charge from Level 2-4 has been adjusted to approximately 2 seconds per level
  • Turn Punch Level 1 advantage on block increased by 2 frames (-2F to ±0F)
  • Turn Punch Level 2 advantage on block increased by 1 frame 4 frames ( -5F → -4F -1F); advantage on hit increased by 1 frame 2 frames (-1F → ±0F +1F)
  • Turn Punch Level 3 advantage on block increased by 1 frame 6 frames (-8F → -7F -2F); advantage on hit increased by 1 frame 3 frames (-4F → -3F -1F)
  • Turn Punch Level 4 advantage on block increased by 3 frames 8 frames (-12F → -9F -4F); advantage on hit increased by 3 frames 6 frames (-8F → -5F -2F)
  • Violent Buffalo (UC1) last hit can be changed to a straight when holding P or an uppercut when holding K
  • Dirty Bull (UC2) input command changed from 63214 x2+PPP to 720+PPP; recovery reduced by 10 frames (58F → 48F); throw range extended by .21 (1.09 → 1.30); damage reduced by 149 (399 → 250)
[hr]

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Blanka

  • Forward Dash total frames reduced by 1 frame (21F → 20F)
  • Close Stand MK now airborne 1 frame earlier (from 4F → 3F); airborne timing changed from frames 3-4 to 3-5
  • Crouch MK advantage on hit increased by 1 frame (+4F → +5F); pushback on block and hit increased
  • H Rolling Attack knocks down the opponent at all distances
  • L, M, H and EX Backstep Roll block-stun increased by 2 frames
  • L, M, H and EX Vertical Roll can be EX Focus Cancelled on hit or block
  • Shout of Earth (anti-air) (UC2) 1st hit box now the same as 2nd hit; no longer hits grounded opponents
[hr]

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C. Viper

  • Close Stand HP damage increased by 10 (90 → 100)
  • Far Stand HK hurtbox slightly reduced; can now be performed with 3+HK, regardless of distance from the opponent
  • Crouch MK hitbox slightly expanded horizontally
  • Crouch HP hurtbox added to arm area of the 2nd active frame; stun reduced by 50 (200 → 150)
  • Level 1 Focus Attack start-up reduced by 3 frames (26F → 23F)
  • Level 2 Focus Attack start-up after button release reduced by 3 frames (17F → 14F)
  • Level 3 Focus Attack start-up reduced by 2 frames (70F → 68F)
  • Focus Attack forward hitbox slightly reduced, to the elbow area
  • L, M and EX Thunder Knuckle cancel recovery increased by 1 frame (6F → 7F)
  • L Thunder Knuckle hitbox slightly expanded; stun damage increased by 50 (150 → 200)
  • M Thunder Knuckle now +4 after EX Focus Cancel → Forward Dash on hit; damage increased by 10 (110 → 120); stun reduced by 50 (200 → 150)
  • H Thunder Knuckle cancel recovery increased by 1 frame (6F → 7F); after EX Focus Cancel → Forward Dash is now -5F on block
  • Emergency Combination (SC) damage increased by 20 (330 → 350); command changed from 236236+P to 214214+P
  • Burst Time (UC1) smoke visual effects at the time of activation reduced
  • Burning Dance (UC2) start-up reduced by 1 frame (10F → 9F); height restriction removed
[hr]

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Cammy

  • Close Stand HP damage reduced by 5 (85 → 80); stun reduced by 30 (150 → 120)
  • Far Stand HP 1st active frame damage reduced by 10 (80 → 70)
  • Crouch LK start-up increased by 1 frame (3F → 4F)
  • Crouch HP damage reduced by 10 (90 → 80); stun reduced by 50 (200 → 150); advantage on hit decreased by 1 frame (+7F → +6F); advantage on block reduced by 2 frames (+2F → ±0F)
  • H Spiral Arrow 1st hit hit-stun increased by 1 frame, increasing advantage on hit after EX Focus Cancel → Forward Dash (+3F → +4F)
  • L, M, and H Cannon Strike height restriction slightly reduced; landing recovery increased by 2 frames (5F → 7F)
  • EX Cannon Strike block-stun reduced by 5 frames
  • 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 -5F on block
  • Gyro Drive Smasher (UC1) non-cinematic last hit damage reduced by 40 (210 → 170)
[hr]

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Chun-Li

  • Vitality increased by 50 (900 → 950)
  • Rear Spin Kick (3+LK) hitbox expanded; start-up reduced by 2 frames (12F → 10F); active frames reduced by 1 frame (4F → 3F); recovery increased by 1 frame (15F → 16F)
  • Yosokyaku (while jumping 2+MK) all 3 hits hitbox expanded downward and horizontally
  • L Spinning Bird Kick final hit now causes knockdown; damage reduced by 60 (160 → 100); landing recovery reduced by 2 frames (12F → 10F); stun reduced by 80 (180 → 100)
  • M Spinning Bird Kick final hit now causes knockdown
  • H Spinning Bird Kick total damage increased by 10 (200 → 210); final hit now causes knockdown on hit; landing recovery increased by 4 frames (12F → 16F)
  • 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
  • Hosenka (UC1) hits 2-7 now float lower on air hit, easier to land full hits in air combos in the corner; on air hit, damage on hits 2-9 reduced by 10 each (30 → 20)
  • Kikosho (UC2) invincibility time increased by 1 frame, continues until attack start-up (1-8F → 1-9F); damage increased by 35 (330 → 365)
[hr]

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Cody

  • Walk speed slightly increased
  • Back Dash movement distance slightly increased
  • Crouch MK advantage on hit increased by 2 frames (-3F → -1F); advantage on block increased by 3 frames 4 frames (-6F → -3F -2F)
  • When Jaw Crusher (4+MP) is beaten during start-up, is now treated as a counter-hit
  • Crack Kick (6+HK) now airborne beginning from the 8th frame; start-up increased by 1 frame (14F → 15F)
  • Pick up Knife can now be done as a cancel from normal attacks
  • Knife Throw now has Armor Break properties
  • Grounded Knife Attacks now can be used as follows, can combo after L Criminal Upper and other moves; corresponds to Stand LP, Crouch LP, Stand MP, Crouch MP, Stand HP, Crouch HP
  • Zonk Knuckle can now be EX Focus Cancelled
  • When Bad Stone is held, the stone is thrown immediately at button release; bug where releasing the button during the maximum charge motion would cause the projectile to be thrown as Level 2 charge fixed
  • L Criminal Upper advantage on block increased by 1 frame (-5F → -4F)
  • EX Criminal Upper now strike-invincible until 1 frame before attack start-up; pushback on block reduced by half
  • H Dead End Irony (SC) float of opponent on hit changed
  • Last Dread Dust (UC2) damage reduced by 40 (506 → 466); forward movement distance slightly increased
[hr]

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Dan

  • Ducking Taunt (2+HP+HK) SC Gauge increase amount increased by 40 (0 → 40); SC Gauge increase amount on hit reduced by 70 (70 → 0)
  • Jumping Taunt (in air HP+HK) SC Gauge increase amount increased by 10 (0 → 10)
  • Close Stand HK input command changed to 4+HK
  • Far Stand HK now activates regardless of distance from the opponent
  • Far Stand LP hitbox slightly expanded upward
  • L Dankukyaku hitbox expanded downward
  • H Koryuken 1st hit hitbox slightly expanded forward
  • L, M and H Koryuken → EX Focus Cancel → Forward Dash is now -5F on block
  • L, M, H and EX 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 airborne opponents; air hit damage reduced to 331
[hr]

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Dee Jay

  • Far Stand MP start-up reduced by 1 frame (7F → 6F)
  • Far Stand HP late active frame hit now floats airborne opponents on counter-hit
  • Crouch LK start-up reduced by 1 frame (5F → 4F)
  • Crouch MP hitbox expanded forward
  • Crouch MK damage increased by 10 (70 → 80)
  • Crouch HP hitbox expanded forward
  • Knee Shot (during angled jump 2+LK) hit-stun increased by 3 frames; damage reduced by 20 (50 → 30)
  • Air Slasher chip damage increased by 3 (12 → 15)
  • L Double Rolling Sobat advantage on block increased by 2 frames (-5F → -3F); lower-body invincibility removed
  • M Double Rolling Sobat 1st hit hit-stun increased by 2 frames, increasing advantage on hit after EX Focus Cancel → Forward Dash (+6F → +8F)
  • EX Machinegun Upper start-up reduced by 6 frames (12F → 6F); full invincibility time reduced by 2 frames (1-4F → 1-2F), all-but-midsection invincibility time reduced by 3 frames and shifted (5-9F → 3-4F), above-the-chest invincibility time reduced by 1 frame and shifted (10-31F → 5-25F), now throw-invincible from frames 1-7; advantage on block reduced by 3 frames (-5F → -8F, -9 → -12 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; pushback on block reduced
  • Sobat Festival (UC1) travels farther during the first two kicks
  • Climax Beat (UC2) damage reduced by 41 (501 → 460); recovery after cinematic version reduced by 11 frames
[hr]

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Dhalsim

  • Stand MP start-up reduced by 1 frame (10F → 9F); hit- and block-stun reduced by 1 frame
  • Stand MK changed to two hits; damage increased by 10 (60 → 40·30), stun distribution changed (100 → 50·50)
  • Stand HP damage increased by 5 (75 → 80); advantage on hit increased by 1 frame (±0F → +1F)
  • 4+LK damage increased by 10 (30 → 40)
  • 4+HP start-up reduced by 2 frames (7F → 5F)
  • 4+MK pushback on hit and block reduced
  • 4+HK damage increased by 10 (90 → 100)
  • L Yoga Blast hurtbox reduced
  • M Yoga Blast start-up reduced by 1 frame (15F → 14F)
  • EX Yoga Blast damage increased by 10 (90·50 → 90·60); hitbox slightly expanded horizontally; now causes quick standable knockdown instead of forced knockdown on hit
  • EX Yoga Flame damage decreased by 20 (50·70 → 50·50); hitbox slightly expanded horizontally; recovery reduced by 3 frames (16F → 13F); advantage on block increased by 3 frames (-1F → +2F); on hit can be followed by normal attacks
  • Yoga Catastrophe (UC1) can now be activated even when Yoga Fire remains on-screen
  • Yoga Shangri-La (UC2) throw range slightly increased; command changed from in air 236236+PPP to in air 236236+KKK
[hr]

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Dudley

  • Stand HP hitbox slightly expanded horizontally and downward
  • Stand HK pushback on counter-hit reduced
  • Crouch LP hitbox slightly expanded horizontally; Crouch LP → 6+LP chain-cancel no longer possible
  • Crouch MK start-up reduced by 1 frame (8F → 7F)
  • Vertical Jump HP is now the same attack as Diagonal Jump HP
  • Kidney Blow (6+MK) hitbox slightly expanded horizontally
  • Step Straight (6+HP) now knocks down on air hit
  • Dart Shot (6+HK) can now be used in air combos
  • All Target Combo damage increased by 10
  • Target Combo 1 (6+LP → MP) 2nd hit chip damage on block removed (7 → 0)
  • Victory Rose (2+HP+HK) damage increased by 1 (0 → 1); advantage on hit increased by 7 frames (+6 → +13); total frames reduced by 18 frames (78F → 60F)
  • L Machinegun Blow advantage on block increased by 1 frame (-2F → -1F)
  • H Machinegun Blow pushback on hit reduced by half
  • L, M, and H Short Swing Blow throw invincibility time extended until the end of active frames
  • EX Short Swing Blow throw invincibility time extended until the end of the 1st hit’s active frames; start-up reduced by 4 frames (24F → 20F); causes forced knockdown
  • Rolling Thunder (UC1) 1st hit forward travel distance increased by 50%
[hr]

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E. Honda

  • Close Stand HP hitbox expanded upward
  • Far Stand HP tip damage increased by 10 (80 → 90)
  • Far Stand HK advantage on hit increased by 1 frame (-3F → -2F); advantage on block increased by 1 frame (-7F → -6F); hurtbox slightly expanded forward
  • Diagonal Jump MP hurtbox slightly reduced
  • Diagonal Jump MK active frames extended by 1 frame (8F → 9F)
  • EX Sumo Headbutt pushback on block reduced
  • EX Hundred Hand Slap advantage on hit increased by 1 frame (+4F → +5F); damage reduced by 20 (140 → 120)
  • EX Oicho Throw now throw-invincible from frames 1-5
  • Super Killer Head Ram (SC) 1st hit now has Armor Break properties
  • Ultimate Killer Head Ram (UC1) start-up reduced by 1 frame (11F → 10F)
  • Orochi Breaker (UC2) throw range increased by .24 (1.16 → 1.40); input command changed to 720+PPP; start-up reduced by 1 frame (2F → 1F)
  • Ultra Combo W scaling changed from 60% to 75%
[hr]

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El Fuerte

  • Close Stand LP hitbox expanded downward
  • Close Stand LK active frames increased by 1 frame (1F → 2F) ; start-up reduced by 2 frames (5F → 3F); advantage on block reduced by 1 frame (+3F → +2F); can no longer be Special-cancelled
  • Close Stand MK start-up reduced by 3 frames (14F → 11F); recovery reduced by 1 frame (14F → 13F)
  • Far Stand LK active frames increased by 1 frame (1F → 2F); advantage on hit increased by 1 frame (+5F → +6F); start-up reduced by 2 frames (5F → 3F); can no longer be Special-cancelled
  • Far Stand MK recovery reduced by 1 frame (15F → 14F)
  • Close Stand HK start-up reduced by 2 frames (12F → 10F)
  • EX Guacamole Leg Throw landing recovery reduced by 4 frames (10F → 6F)
  • Level 1, Level 2, Level 3, and EX Quesadilla Bomb start-up reduced by 3 frames (17F → 14F); recovery reduced by 4 frames (18F → 14F)
  • Quesadilla Bomb Level 1 damage increased by 30 (50 → 80); charge time reduced by 60 frames (120F → 60F)
  • Quesadilla Bomb Level 2 damage increased by 20 (100 → 120); charge time reduced by 90 frames (210F → 120F); no longer knocks down the opponent on hit, can now be used in EX Red Focus combos
  • Quesadilla Bomb Level 3 charge time reduced by 120 frames (300F → 180F)
  • EX Quesadilla Bomb now fully invincible from frames 1-15; now throw-invincible from frames 1-7
  • Fajita Buster damage increased by 30 (150 → 180)
  • Tostada Press start-up reduced by 1 frame (20F → 19F); active frames increased by 1 frame (7F → 8F)
  • Gordita Sobat recovery reduced by 1 frame (18F → 17F)
[hr]

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Elena

  • Walk speed slightly increased
  • Stand Guard bug where if blocking certain forward-moving attacks, Elena would slip through fixed
  • Stand LK advantage on hit reduced by 2 frames (+4F → +2F); advantage on block reduced by 2 frames (+1F → -1F); active frames reduced by 2 frames (4F → 2F)
  • Stand HP bug where attempting to cancel into Special Moves using HK would result in a Target Combo fixed
  • Crouch LP advantage on hit increased by 1 frame (+4F → +5F); advantage on block increased by 1 frame (+1F → +2F)
  • Crouch LK advantage on hit reduced by 2 frames (+5F → +3F); advantage on block reduced by 2 frames (+2F → ±0F)
  • Crouch MP start-up reduced by 1 frame (6F → 5F)
  • Crouch HP no longer cancellable; SC Gauge increase amount on block increased by 10 (20 → 30)
  • Jump MP forward hitbox slightly reduced; active frames reduced by 3 frames (7F → 4F)
  • Jump MK active frames reduced by 2 frames (6F → 4F)
  • Jump HP forward hitbox slightly reduced; active frames reduced by 2 frames (6F → 4F)
  • Jump HK 1st hit active frames increased by 3 frames (1F → 4F); 1st hit knocks down on hit against airborne opponents, can be followed; if the 1st hit connects on airborne opponents, the 2nd hit still occurs
  • Slide (3+HK) is no longer low state before attack start-up; active frames reduced by 3 frames (13F → 10F)
  • L Lynx Tail advantage on block increased by 2 frames (-9F → -7F); SC Gauge increase amount on hit reduced by 10 (40 → 30), on block by 5 (20 → 15)
  • M Lynx Tail SC Gauge increase amount on hit reduced by 10 (20+40 → 20+30), on block by 5 (20+10 → 10+15)
  • H Lynx Tail SC Gauge increase amount on hit reduced by 25 (30+20+20+20 → 20+15+15+15), on block by 14 (15+10+10+10 → 10+7+7+7)
  • EX Lynx Tail damage reduced by 30 (130 → 100)
  • L Mallet Smash advantage on block reduced by 2 frames (-5 → -7); SC Gauge increase amount on activation reduced by 10 (30 → 20), on hit by 30 (40+20 → 15+15), on block by 16 (20+10 → 7+7)
  • M Mallet Smash advantage on block reduced by 2 frames (-3 → -5); SC Gauge increase amount on activation reduced by 15 (35 → 20), on hit by 35 (45+20 → 15+15), on block by 18 (22+10 → 7+7)
  • H Mallet Smash SC Gauge increase amount on activation reduced by 20 (40 → 20), on hit by 50 (50+30 → 15+15), on block by 26 (25+15 → 7+7)
  • L Scratch Wheel SC Gauge increase amount on hit reduced by 10 (30+10 → 20+10), on block by 5 (15+5 → 10+5)
  • M Scratch Wheel SC Gauge increase amount on hit reduced by 11 (30+16 → 20+15), on block by 3 (15+5 → 10+7)
  • H Scratch Wheel SC Gauge increase amount on hit reduced by 10 (30+10+10 → 20+10+10), on block by 5 (15+5+5 → 10+5+5)
  • L, M and H Scratch Wheel invincibility time before attack start-up removed (L version: 1-4F, M version: 1-3F, H version: 1-3F)
  • EX Scratch Wheel invincibility time increased by 4 frames (1-3F → 1-7F); number of hits increased from 3 to 4, damage changed to 150 (60+30+30+30)
  • L Rhino Horn damage reduced by 30 (50×3 → 40×3)
  • M Rhino Horn damage reduced by 30 (60×3 → 50×3)
  • H Rhino Horn damage reduced by 30 (70×3 → 60×3)
  • EX Rhino Horn damage reduced by 30 (60×3 → 50×3)
  • L Spin Scythe damage with follow-up attack reduced by 40 (140 → 100)
  • M Spin Scythe recovery after follow-up increased by 2 frames (27F → 29F)
  • EX Spin Scythe damage reduced by 40 (40×4 → 30×4)
  • Spinning Beat (SC) now fully connects on airborne opponents
  • Brave Dance (UC1) damage reduced by 25 (465 → 440)
  • Level 1 Red Focus Attack bug where if the attack hit an airborne opponent, moves that normally can’t hit be used in air combos could be used as follows fixed; advantage on block made the same as Level 1 Focus Attack
  • Red Focus Attack start-up made the same as Level 2 Focus Attack
[hr]

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Evil Ryu

  • Vitality increased by 50 (900 → 950)
  • Crouch MK advantage on block increased by 1 frame (-4F → -3F)
  • Crouch HK start-up reduced by 1 frame (7F → 6F)
  • Target Combo 1 (near opponent MP → HP) can now be done from Far Stand MP
  • Senbukyaku (6+MK) hitbox greatly expanded downward
  • HK Ryusokyaku start-up reduced by 1 frame (26F → 25F)
  • L, M, and H Shoryuken → EX Focus Cancel → Forward Dash is now -5F on block
  • Far Stand MP bug where attempting to cancel into Special Moves using HP would result in a Target Combo fixed
[hr]

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Fei Long

  • Crouch LK start-up increased by 1 frame (3F → 4F); can no longer be chain-cancelled into Crouch LK; advantage on hit increased by 1 frame (+3F → +4F)
  • Crouch MP damage increased by 10 (55 → 65)
  • Close Stand HP attack recognition range increased, can be used when slightly distanced from the opponent
  • Engekishu (6+HK) 2nd hit pushback on hit reduced
  • Focus Attack hitbox reduced slightly, to the palm area
  • L Rekkaken forward movement distance reduced
  • L, M, and H Rekkaken 1st hit recovery increased by 1 frame; 2nd hit hit-stun reduced by 2 frames
  • M Rekkukyaku 3rd hit hitbox greatly expanded upward
  • Shienkyaku no longer activates with 464+K input
  • L, M, and H Shienkyaku → EX Focus Cancel → Forward Dash is now -5F on block
  • L, M, H and EX Tenshin now do 1 damage (0 → 1)
  • EX Tenshin start-up reduced by 2 frames (12F → 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

  • Neutral wake-up 1-frame invincibility time removed
  • Wake-up bug that made reversal Focus Attack more difficult to perform fixed
  • Stun increased by 50 (900 → 950)
  • When Change Style and Red Focus Attack are pressed at the same time, Red Focus no longer activates

Mantis Style

  • Focus Attack hitbox size reduced to position of hurtbox
  • Close Stand HP stun distribution changed (150·50 → 100·100)
  • Crouch MP damage reduced by 10 (70 → 60)
  • L, M, and H Hyakurenko hitbox slightly expanded downward; recovery increased by 1 frame (17F → 18F)
  • L, M, and EX Hyakurenko pushback on hit and block slightly reduced
  • L Gekiro invincibility time on frames 1-3 removed
  • H Gekiro causes quick standable knockdown instead of forced knockdown; button input timing now the same as Ver.2012 EX Gekiro
  • EX Gekiro advantage on block increased by 15 frames (-35F → -20F); now causes forced knockdown; follow-up inputs no longer possible on block; button input timing now the same as Ver.2012 H Gekiro
  • Zan’ei (SC) damage reduced by 50 (300 → 250); can now be used in air combos
  • Shitenketsu (UC2) hitbox slightly expanded forward; when activated at less than 75% Revenge Gauge, does 300 stun; when activated at 75% or more Revenge Gauge, does 450 stun 600 stun value added

Crane Style

  • Crouch LP advantage on hit increased by 2 frames (+3F → +5F)
  • Crouching HP floats the opponent higher on counter-hit
  • Crouch HK recovery reduced by 5 frames (29F → 24F)
  • Diagonal Jump HP hurtbox expanded downward
  • Diagonal Jump HK hurtbox expanded downward
  • L Jyasen advantage on hit increased by 1 frame (+1F → +2F)
  • L and M Jyasen advantage on block increased by 2 frames 3 frames (-3F → -1F ±0F)
  • L, M, H and EX Jyasen charge time reduced by 10 frames (60F → 50F); last hit damage increased by 10
  • Oga hitbox slightly reduced
[hr]

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Gouken

  • Far Stand LK now Special-, EX Focus-, EX Red Focus-, and Super Combo-Cancellable
  • Crouch LP start-up reduced by 1 frame (4F → 3F)
  • Crouch MP advantage on hit increased by 2 frames (+1F → +3F)
  • Back Throw (Amaoroshi) untechable timing period now techable
  • Kongoshin no longer activates with 464+P input
  • Hyakki Gosai stun damage reduced by 40 (200 → 160)
  • L Senkugoshoha forward movement distance slightly increased
  • EX Tatsumaki Gorasen start-up reduced by 2 frames (7F → 5F); invincibility time reduced by 2 frames (1-8F → 1-6F); hitbox expanded downward and forward; 7th and 8th hits which would whiff on Poison now connect
[hr]

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Guile

  • Vitality decreased by 50 (1000 → 950)
  • Hurtbox on wake-up reduced
  • Air Throw (Flying Mare/Flying Buster Drop) range slightly increased
  • Crouch LP advantage on hit increased by 1 frame (+4F → +5F)
  • Crouch MK hitbox and hurtbox expanded forward
  • Reverse Spin Kick (near opponent 4 or 6+HK) hitbox expanded downward
  • Guile High Kick (3+HK) hitbox expanded downward
  • L, M, H and EX Flash Kick invincibility time extended by 1 frame
  • L, M, and H Flash Kick → EX Focus Cancel → Forward Dash now -5F on block
  • L, M, H and EX Sonic Boom take counter-hit damage on frames 1-20
  • Flash Explosion (UC1) start-up reduced by 1 frame 2 frames (7F → 6F 5F); damage reduced by 60 (510 → 450); 2nd Flash Kick start-up now slower, less likely to whiff on high air opponents ; invincibility time reduced by 4 frames (1-10F → 1-6F); if opponent is behind on activation, corrects to face the opponent
  • Sonic Hurricane (UC2) damage increased by 30 (300 → 330); all hits now connect in air combos
[hr]

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Guy

  • Walk speed slightly increased
  • Close Stand LK attack recognition range reduced, less likely to activate beyond very close range
  • Far Stand LK hitbox slightly expanded upward; active frames increased by 1 frame (2F → 3F); start-up reduced by 2 frames (6F → 4F); recovery reduced by 1 frame (9F → 8F)
  • Far Stand HK start-up reduced by 1 frame (8F → 7F); active frames increased by 2 frames (3F → 5F); recovery reduced by 1 frame (16F → 15F); hitbox expanded horizontally and upward
  • Crouch MP hitbox adjusted, no longer can be used as an anti-air
  • Diagonal Jump MK hitbox slightly extended forward
  • Elbow Drop (while jumping 2+MP) hitbox expanded downward
  • Ninja Sickle (3+HK) start-up reduced by 4 frames 2 frames (11F → 7F 9F); recovery reduced by 1 frame (13F → 12F); pushback on block slightly reduced
  • Target Combo (MP → HP) 2nd hit expanded downward and horizontally
  • H Hozanto start-up reduced by 2 frames (30F → 28F)
  • Run-Sudden Stop recovery reduced by 1 frame (17F → 16F)
  • Run-Neck Flip 1st hit expanded downward
  • EX Run-Neck Flip now knocks down on air hit
  • EX Bushin Senpukyaku hitbox slightly expanded, easier to pull in opponent; start-up reduced by 2 frames (4F → 2F)
  • Bushin Goraisenpujin (UC1) 2nd hit movement distance slightly increased, easier to use in combos
[hr]

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Hakan

  • Stand MP recovery reduced by 1 frame (10F → 9F); advantage on hit increased by 1 frame (+4F → +5F); advantage on block increased by 1 frame (+1F → +2F)
  • Stand HP hitbox expanded upward
  • Crouch LK recovery reduced by 1 frame (9F → 8F)
  • Crouch MP now Special-, Super Combo-, and EX Focus-Cancellable
  • Step Knee (no oil) (6+HK) causes forced knockdown on hit (same as when done with oil)
  • Vertical Jump MP cause knockdown on hit like Diagonal Jump MP
  • Diagonal Jump MK hitbox expanded, easier to cross-up
  • Hakan Tackle (6+MP) advantage on block increased by 1 frame (-5F → -4F); advantage on hit increased by 2 frames (-2F → ±0F)
  • Air Throw (Hakan Stomp) damage increased by 10 (140 → 150)
  • L, M, and H Oil Rocket (no oil) throw range increased by .08 (0.97 → 1.05)
  • EX Oil Rocket (no oil) throw range increased by .23 (0.97 → 1.20)
[hr]

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Hugo

  • Stand MP damage increased by 20 (100 → 120)
  • Crouch MP damage increased by 30 (80 → 110)
  • Hammer Hook (6+HP) changed from mid attack (overhead) to high attack
  • L, M and H Shootdown Backbreaker SC Gauge increase amount on hit reduced by 30 (110 → 80); when cancelled into after the last hit of Hammer Mountain (SC), a special 100 damage, 100 stun Shootdown Backbreaker occurs
  • EX Shootdown Backbreaker invincibility time increased by 1 frame (1-4F → 1-5F)
  • L, M and H Moonsault Press start-up reduced by 1 frame (3F → 2F)
  • M Giant Palm Bomber start-up reduced by 2 frames (21F → 19F)
  • L, M and H Ultra Throw throw range reduced to the same range as H Moonsault Press
  • EX Ultra Throw throw range reduced to the same range as L Moonsault Press
  • L Monster Lariat no longer has a running motion, attack occurs in place; damage reduced by 20 (120 → 100)
  • EX Monster Lariat maintains Hyper Armor until 3 frames before attack start-up; during Armor, can absorb multiple attacks from the opponent; on hit or block now EX Focus-, EX Red Focus- and Super Combo-Cancellable
  • Hammer Mountain (SC) now has invincibility while in the running motion towards the opponent (minimum 3F, maximum 11F); now combos on airborne opponents; no longer can be cancelled into Shootdown Backbreaker on block; damage reduced by 60 (360 → 300)
  • Gigas Breaker (UC1) total frames increased by 10 (39F → 49F)
  • Level 1 Red Focus Attack bug where if the attack hit an airborne opponent, moves that normally can’t hit be used in air combos could be used as follows fixed
[hr]

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Ibuki

  • Guard bug where El Fuerte’s 6+MK would cross over fixed
  • Walk speed has been increased
  • Crouch LP start-up reduced by 1 frame (4F → 3F)
  • Target Combo 4 (near opponent LP → MP → HP) 2nd hit hitbox expanded downward
  • Target Combo 6 (near opponent LP → MP 2+HK → HK) and Target Combo 8 (near opponent HP 2+HK → HK) final Far Stand HK now causes knockdown
  • Target Combo 10 (Crouch HK → HK) no longer hits crouching opponents
  • Hammer Kick (6+MK) hitbox expanded downward; advantage on block reduced by 1 frame (+3F → +2F)
  • Backhand Punch (far from opponent HP → HP) now Special-, EX Focus-, EX Red Focus-, and Jump-Cancellable
  • L, M, and H Tsujigoe total frames reduced by 6 frames, can now be cancelled into any attack immediately upon landing
  • L, M, H and EX Tsumuji hitbox slightly expanded downward
  • M Tsumuji recovery increased by 1 frame (14F → 15F)
  • EX Kazegiri invincibility time increased by 1 frame (1-6F → 1-7F); 1st hit hitbox on active frames 2-3 expanded, easier to use as an anti-air
  • L, M, H and EX Raida have one more hit of follow potential, easier to use in air combos
[hr]

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Juri

  • Close Stand LP hitbox expanded downward
  • Close Stand MP start-up speed during Feng Shui Engine now the same as normal version
  • Close Stand MK start-up speed during Feng Shui Engine now the same as normal version; throw-invincible on 1F; considered airborne from frames 2-5
  • Far Stand MP now Special-cancellable
  • Far Stand LK start-up reduced by 1 frame (5F → 4F)
  • Far Stand HK hitbox size during Feng Shui Engine now the same as normal version
  • Crouch MK start-up reduced by 1 frame (6F → 5F); recovery reduced by 1 frame (17F → 16F)
  • Kasatushi now takes recoverable damage when absorbing attacks
  • L, M, and H Shikusen no longer can be done from a backward jump
  • Second Impact and Third Strike hitbox expanded, less likely to miss hits during the move
  • 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; block-stun reduced by 3 frames
  • EX Fuhajin (M+H) now hits grounded opponents
  • EX Fuhajin (L+H) damage increased 20 (50·50 → 60·60)
  • EX Senpusha invincibility time increased by 1 frame (1-6F → 1-7F); advantage on block reduced by 1 frames (-14F → -15F); all hits except the final hit pull in the opponent on hit or block
  • Feng Shui Engine (UC1) invincibility time reduced by 2 frames (1-4F → 1-2F)
  • Kaisen Dankairaku (UC2) hitbox slightly expanded horizontally
[hr]

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Ken

  • Walk speed slightly increased
  • Close Stand MK hitbox expanded downward, easier to connect on crouching opponents
  • Crouch MK recovery reduced by 3 frames (16F → 13F); advantage on block increased by 3 frames-(–1F → +2F), advantage on block increased by 3 frames (-4F → -1F)
  • Crouch HK start-up reduced by 1 frame (8F → 7F); advantage on block reduced by 2 frames (-6F → -8F); recovery reduced by 2 frames (21F → 19F)
  • Thunder Kick (6+HK) advantage on hit increased by 1 frame (-1F → ±0F); advantage on block increased by 3 frames (-4F → -1F)
  • L, M, and H Hadoken damage increased by 10 (60 → 70)
  • EX Hadoken damage increased by 10 (50·40 → 50·50)
  • M Shoryuken 1st hit now knocks down
  • L, M, and H Shoryuken (1st hit) → EX Focus Cancel → Forward Dash is now -5F on block
  • H Shoryuken 2nd hit can no longer be EX Focus Cancelled on block; damage increased by 10 (70·40·30 → 70·50·30); 2nd hit → EX Focus Cancel → Forward Dash is -7F on block
  • L, M, H and EX Airborne Tatsumaki Senpukyaku rising trajectory changed
  • EX Airborne Tatsumaki Senpukyaku trajectory on activation changed
  • Shinryuken (UC1) non-cinematic damage increased by 60 30 (330 → 360)
  • Guren Senpukyaku (UC2) movement distance of first several frames slightly increased
[hr]

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M. Bison

  • Far Stand MP start-up reduced by 2 frames (8F → 6F); recovery increased by 1 frame (11F → 12F); advantage on hit reduced by 1 frames (+3F → +2F); advantage on block reduced by 1 frame (±0 → -1); now Special-, Super Combo-, and EX Focus-Cancellable; damage reduced by 20 (90 → 70)
  • Crouch HP start-up reduced by 2 frames (12F → 10F)
  • Hell Attack (during angled jump, MP after MP) now has the same hit effect as Jump MP, when only Hell Attack hits, can follow with normal attacks, etc.
  • Bison Warp total frames increased by 5 frames (42F → 47F)
  • L Double Knee Press advantage on block reduced by 1 frame (±0F → -1F); damage increased by 10 (60·30 → 60·40)
  • M Double Knee Press damage increased by 10 (60·50 → 60·60)
  • H Double Knee Press damage increased by 10 (70·60 → 70·70)
  • EX Double Knee Press damage increased by 10 (70·70 → 70·80); projectile-invincibility time increased by 7 frames (1-12F → 1-19F)
  • L, M, and H Head Press start-up reduced 2 frames (22F → 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 by 15 (75·75 → 75·60)
  • Nightmare Booster (UC1) start-up reduced by 2 frames (12F → 10F)
  • Psycho Punisher (UC2) damage reduced by 30 (450 → 420); charge time reduced by 15 frames (55F → 40F)
[hr]

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Makoto

  • Forward/Neutral Throw (Head Butt) range increased by .05 (0.90 → 0.95)
  • Back Throw (Triple Threat) range decreased by .05 (0.90 → 0.85)
  • Stand HP hit-stun increased by 1 frame on crouching opponents (now matches the hit-stun time when used against standing opponents)
  • Crouch HK stun increased by 100 (100 → 200)
  • Jump MK hitbox slightly expanded, easier to cross-up
  • L, M, and H Karakusa recovery on whiff increased by 4 frames (47F → 51F)
  • EX Oroshi can now be used in air combos
  • EX Fukiage now hits grounded opponents; now jump-cancellable on hit only; damage reduced by 40 (120 → 80); stun reduced by 100 (200 → 100)
  • L and M Tsurugi block-stun reduced by 2 frames,  (at lowest height is -3F on block)
  • Seichusen Godanzuki (UC1) damage decreased by 40 (480 → 440)
  • Abare Tosanami (UC2) after the freeze now fully projectile-invincible until landing; while traveling to the wall, invincibility changed from complete invincibility to projectile- and throw-invincibility
  • Ultra Combo W scaling changed from 60% to 75%
[hr]

ssfiv-oni-622-crop

Oni

  • Vitality reduced by 50 (1000 → 950)
  • Crouch HK start-up reduced by 1 frame (9F → 8F); recovery reduced by 1 frame (24F → 23F)
  • 6+MK start-up reduced by 2 frames (13F → 11F)
  • Focus Attack hitbox expanded horizontally
  • L Gorai Hadoken total frames reduced by 2 (54F → 52F)
  • M Gorai Hadoken total frames reduced by 2 (61F → 59F)
  • H Gorai Hadoken total frames reduced by 2 (69F → 67F)
  • L Sekisei Jiraiken 1st frame changed from airborne state to grounded state, throw-invincibility added to the 1st frame; advantage on block increased by 1 frames (-7F → -6F)
  • M Sekisei Jiraiken 1F invincibility time removed; advantage on block increased by 2 frames (-6F → -4F)
  • H Goshoryuken complete invincibility time reduced by 3 frames (1-8F → 1-5F); strike-invincibility time shifted (9-10F → 6-7F)
  • L, M, H and EX 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 -5F on block
  • L, M, H and EX Goshoryuken cause forced knockdown if only the 1st hit connects
  • EX Goshoryuken bug where if only the 1st hit connects, delayed standing could not be performed fixed
  • L Rakan Dantojin damage reduced by 10 (120 → 110); stun damage reduced by 20 (150 → 130)
  • EX Rakan Dantojin advantage on block increased by 1 frame (-10F → -9F)
  • H and EX Rakan Dantojin rear hurtbox just before the attack starts reduced to throwbox area
  • Meido Gohado (anti-ground UC1) non-cinematic damage increased by 25 (350 → 375); start-up reduced by 2 frames (11F → 9F)
  • Meido Gozanku (in air UC1) start-up reduced by 3 frames (14F → 11F)
  • Tenchi Sokaigen (UC2) command changed from 41236×2+PPP to 63214×2+PPP
[hr]

usfiv-poison-622-crop

Poison

  • Crouch LP start-up reduced by 1 frame (4F → 3F)
  • Crouch HK no longer cancellable
  • Vertical and Diagonal Jump HK active frames reduced by 5 frames (10F → 5F)
  • Focus Attack forward hurtbox reduced
  • Backflip (KKK) backward movement distance reduced
  • L, M and H Kissed by a Goddess → EX Focus Cancel → Forward Dash now -5F on block
  • EX Kissed by a Goddess 1st hit hitbox expanded upward, easier to use as an anti-air
  • L, M, H and EX Whip of Love 1st and 2nd hits can be EX Focus-, EX Red Focus- or Super Combo-Cancelled on block
  • EX Whip of Love 4th hit no longer jump-cancellable on block; 4th hit can be followed by jump attacks on hit
  • L, M and H Aeolus Edge recovery reduced by 1 frame; L version is ±0F on hit, -3 on block; M version is +3F on hit, ±0F on block, H version is +10F on hit, +7F on block
  • L, M, H and EX Aeolus Edge bug where if overlapping with the opponent’s back area as they rise, the attack wouldn’t connect fixed
[hr]

usfiv-rolento-622-crop

Rolento

  • Close Stand MK start-up reduced by 1 frame (6F → 5F); attack recognition range slightly expanded
  • Far Stand MP active frames reduced by 3 frames (6F → 3F)
  • Far Stand MK hurtbox at the feet reduced
  • Crouch MK start-up reduced by 1 frame (6F → 5F); advantage on hit increased by 2 frames (-2F → ±0F)
  • Vertical Jump HP active frames reduced by 2 frames (6F → 4F)
  • Diagonal Jump HP active frames reduced by 3 frames (6F → 3F)
  • Focus Attack active frames reduced by 2 frames (4F → 2F)
  • Stinger earliest timing for knife throw now earlier
  • EX Stinger damage reduced by 30 (40×3 → 30×3)
  • L Patriot Circle advantage on block reduced by 1 frame (-2F → -3F)
  • M Patriot Circle 3rd hit SC Gauge increase amount reduced by half (12 → 6)
  • EX Patriot Circle invincibility time removed; damage increased by 30 (70 → 100)
  • Mekong Delta Attack pushback on block reduced by half; on hit or block now EX Focus-, EX Red Focus- and Super Combo-Cancellable
  • EX Mekong Delta Attack advantage on block reduced by 8 frames (-2F → -10F)
  • EX Mekong Delta Air-Raid frames 1-10 changed from complete invincibility to projectile-invincibility; advantage on hit increased by 3 frames (+5F → +8F); advantage on block reduced by 3 frames (±0F → -3F); pushbox added to Rolento, less likely to fly past the opponent at very close range
  • EX Mekong Delta Escape descent trajectory can now be controlled with directional input
  • Mine Sweeper (SC) damage increased by 50 (300 → 350)
  • Take No Prisoners (UC2) start-up increased by 1 frame (6F → 7F)
[hr]

ssfiv-rose-622-crop

Rose

  • Forward Dash total frames reduced by 1 frame (21F → 20F)
  • Close Stand MK hitbox slightly expanded downward
  • Crouch LP damage increased by 10 (20 → 30)
  • Crouch LK damage increased by 10 (30 → 40)
  • Crouch MP damage increased by 10 (60 → 70)
  • L Soul Spiral forward movement distance slightly increased
  • L, M, and H Soul Spiral damage increased by 10 (100 → 110)
  • EX Soul Spiral damage increased by 10 (120 → 130); stun increased by 100 (100 → 200); strike- and projectile-invincibility time increased by 2 frames (1-11F → 1-13F); throw-invincibility removed
  • L, M, H and EX Soul Spiral can now be used in air combos
  • M Soul Spark start-up reduced by 2 frames (22F → 20F)
  • H Soul Spark start-up reduced by 2 frames (29F → 27F)
  • Illusion Spark (UC1) start-up reduced by 2 frames (12F → 10F)
  • Soul Satellite (UC1) command input changed from 214214+PPP to 214214+KKK; recovery increased by 2 frames (2F → 4F)
[hr]

ssfiv-rufus-622-crop

Rufus

  • Forward/Neutral Throw (Head Bazooka) damage reduced by 15 (150 → 135)
  • Far Stand MP now Special-, EX Focus-, EX Red Focus-, and Super Combo-Cancellable
  • Far Stand MK active frames increased by 1 frame (1F → 2F)
  • Close Stand HP hitbox expanded downward
  • Target Combo (near opponent LK → HK) advantage on block reduced by 3 frames (-5F → -8F)
  • EX Snake Strike bug causing the move to not activate when the simultaneous P button timing was off by 1 frame fixed
  • L Messiah Kick can now be used in air combos
  • Messiah Kick LK follow-up (High Attack) can now be used in air combos
  • Messiah Kick MK follow-up (Low Attack) recovery increased by 3 frames (19F → 22F)
  • Messiah Kick HK follow-up (Mid Attack) recovery increased 2 frames (17F → 19F)
  • EX Messiah Kick less likely to cross over even when hitting low-state opponents; invincibility time reduced by 3 frames (1-16F → 1-13F); 2nd hit and after can now connect against airborne opponents; knocks down opponents differently on air hit
  • Spectacle Romance (SC) 2nd hit hitbox expanded to the tip of the fist
  • Space Opera Symphony (UC1) damage reduced by 40 (460 → 420)
  • Big Bang Typhoon (UC2) damage reduced by 60 (420 → 360); knocks down opponents different on air hit
[hr]

ssfiv-ryu-622-crop

Ryu

  • Crouch MK advantage on block increased by 1 frame (-3F → -2F on block)
  • Jump MP 1st hit now cancellable into L, M, H and EX Airborne Tatsumaki Senpukyaku
  • EX Hadoken start-up reduced by 1 frame (12F → 11F)
  • L, M, and H Airborne Tatsumaki Senpukyaku can now be used in air combos
  • EX Airborne 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 -5F 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 1 frame (1-8F → 1-9F)
[hr]

ssfiv-sagat-622-crop

Sagat

  • Close Stand LK 2nd hit now Special-, EX Focus-, EX Red Focus-, and Super Combo-Cancellable
  • Step Low Kick (6+LK) pushback on block reduced
  • Step High Kick (6+HK) damage reduced by 20 (100 → 80)
  • L, M and H High Tiger Shot recovery increased by 3 frames (39F → 42F)
  • L, M, H and EX Tiger Knee Crush 1st hit now forces stand
  • EX Tiger Knee Crush advantage on block increased by 1 frame (-1F → ±0F)
  • L, M, and H Tiger Uppercut→ EX Focus Cancel → Forward Dash is now -5F on block *Also applies to Tiger Uppercuts with Angry Charge
  • Tiger Destruction (UC1) air hit damage reduced by 55 (395 → 340); forward movement distance reduced; when hitting airborne opponents in the corner, now does full hits
  • Tiger Cannon (UC2) now does full hits on airborne opponents; air hit damage reduced by 129 75 (384 → 255 309); damage on grounded opponents reduced by 27 (384 → 357)
[hr]

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Sakura

  • Back Throw (Choba Throw) tosses the opponent a shorter distance
  • Close Stand MP pushback on hit reduced
  • Far Stand MP hitbox slightly expanded horizontally
  • Far Stand HP now Special-, EX Focus-, EX Red Focus-, and Super Combo-Cancellable
  • Diagonal Jump HP hurtbox slightly increased
  • L, M, H and EX Airborne Shunpukyaku trajectory on activation changed
  • EX Shunpukyaku advantage on block reduced by 2 frames (+4F → +2F); made easier to connect on crouching opponents
  • L, M, H and EX Shouoken hitbox slightly expanded forward
  • EX Sakura Otoshi earliest timing for additional attacks reduced by 3 frames (15F → 12F)
  • Shinku Hadoken (UC2) rear hitbox removed
[hr]

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Seth

  • Wall Jump (mid-jump, near wall 9) movement distance reduced
  • Crouch MP recovery reduced by 2 frames (11F → 9F); advantage on hit increased by 2 frames (+3F → +5F); advantage on block increased by 2 frames (-1F → +1F)
  • Far Stand HP advantage on hit increased by 6 frames (-11F → -5F), advantage on block increased by 7 frames (-15F → -8F)
  • Diagonal Jump MK now crosses up; hitbox matches Diagonal Jump HK in Ver.2012
  • Diagonal Jump HK no longer crosses up
  • Yosokyaku (while jumping 2+MK) active frames increased by 1 (3F → 4F); hitbox slightly expanded downward
  • Tenmakujinkyaku (at top of forward jump arc 2+HK) hurtbox slightly expanded; hit-stun increased by 1 frame
  • M Hyakuretsukyaku stun reduced by 50 (150 → 100)
  • H Hyakuretsukyaku stun reduced by 50 (200 → 150)
  • L, M, H and EX Hyakuretsukyaku damage increased by 10
  • L, M, H and EX Spinning Piledriver stun reduced by 50 (200 → 150)
  • L, M, and H Shoryuken 2nd hit no longer can be EX Focus Cancelled on block; after EX Focus Cancel → Forward Dash is now -5F on block
  • M and H Shoryuken invincibility time reduced by 2 frames (1-7F → 1-5F)
  • L, M, and H Tanden Engine can no longer be cancelled into from normal attacks
  • Tanden Stream (UC1) recovery reduced by 11 frames (66F → 55F); pushback on block increased
  • Tanden Typhoon (UC2) now easier to land all hits on airborne opponents; advantage on block increased by 19 frames (-89 → -70)
[hr]

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T. Hawk

  • Walk speed slightly increased
  • Close Stand MP pushback on hit and block reduced
  • Far Stand HK hurtbox slightly expanded; advantage on block increased by 2 frames (-7F → -5F)
  • Crouch MK now Special-,  EX Focus-, EX Red Focus-, and Super Combo-Cancellable
  • Thrust Beak command changed from 3+LP to 4+LP
  • Condor Spire command changed from 421+P to 623+K
  • L Condor Spire advantage on hit increased by 3 frames (-5F → -2F); start-up reduced by 9 frames (20F → 11F)
  • M Condor Spire start-up reduced by 6 frames (20F → 14F)
  • EX Condor Spire forward movement distance slightly increased; damage reduced by 30 (150 → 120)
  • L Tomahawk Buster start-up reduced by 1 frame (5F → 4F); recovery reduced by 1 frame (28F → 27F)
  • EX Tomahawk Buster now EX Focus-Cancellable; 0 damage bug when only the 1st hit connects fixed
  • L Mexican Typhoon throw range increased by .50 (1.50 → 1.55)
  • Raging Slash (UC2) command changed from 63214×2+PPP to 63214×2+KKK; hitbox slightly expanded horizontally
[hr]

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Vega

  • Crouch HP active frames increased by 2 (2F → 4F)
  • Close Stand MK start-up reduced by 1 frame (6F → 5F); recovery reduced by 3 frames (13F → 10F); advantage on hit increased by 3 frames (+2F → +5F); advantage on block increased by 3 frames (-1F → +2F)
  • Diagonal Jump LK now crosses up
  • Pick up Mask is now a command, 2+PP while standing over the mask
  • L, M, H, and EX Rolling Crystal Flash charge time reduced by 10 frames (60F → 50F)
  • L, H and EX Rolling Crystal Flash → EX Focus Cancel → Forward Dash advantage on block increased by 5 frames (±0F → +5F)
  • M Rolling Crystal Flash → EX Focus Cancel → Forward Dash advantage on block increased by 3 frames (±0F → +3F)
  • Flying Barcelona Special (SC) now has an attack added during the motion to the wall, does 100 damage 0 damage; Rolling Izuna Drop damage reduced by 100 (100·100·200 → 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 to match EX Flying Barcelona Attack
  • Splendid Claw (UC2) start-up reduced by 1 frame (8F → 7F)
[hr]

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Yang

  • Walk speed slightly increased
  • Close Stand LK start-up reduced by 1 frame (5F → 4F)
  • Close Stand MK hitbox expanded downward, easier to connect on crouching opponents
  • Far Stand MP now Special-, Super Combo-, and EX Focus-cancellable
  • Far Stand LK start-up reduced by 1 frame (5F → 4F)
  • Crouch LK damage increased by 10 (20 → 30)
  • Diagonal Jump MK hitbox size expanded, now in between the AE and Ver.2012 versions
  • L and M Torouzan 3rd hit damage increased by 5 (60 → 65)
  • H Torouzan 3rd hit damage increased by 10 (60 → 70)
  • L, M, H and EX Torouzan hitbox increased downward, mitigating cases where it was difficult to connect on certain character’s crouching states
  • L Senkyutai 1st hit hit-stop increased by 4 frames (8F → 12F), now matches the hit-stop on block; after EX Focus Cancel → Forward Dash now -5F on block
  • L, M, H and EX Zenpou Tenshin now do 1 damage (0 → 1)
  • Tenshin Senkyutai (UC2) start-up reduced by 1 frame (7F → 6F)
[hr]

ssfiv-yun-622-crop

Yun

  • Far Stand MP damage increased by 10 (50 → 60)
  • Crouch MP damage increased by 10 (50 → 60)
  • Jump MK active frames reduced by 4 frames (8F → 4F); hitbox slightly expanded backward, crosses up
  • H Nishokyaku frames 1-7 changed from complete invincibility to strike-invincibility lower-body invincibility; now airborne from 7th frame
  • Zenpou Tenshin throw range reduced by .10 (1.10 → 1.00)
  • EX Zenpou Tenshin throw range reduced by .10 (1.30 → 1.20)
  • L, M, H and EX Zenpou Tenshin now do 1 damage (0 → 1)
  • Ex Zesshou Hohou advantage on block increased by 2 frames (-1F → +1F)
  • Forward or Backward Dash bug where inputting Red Focus Attack after the dash would result in Focus Attack fixed
[hr]

ssfiv-zangief-622-crop

Zangief

  • Close Stand LK now Special-, EX Focus-, EX Red Focus-, and Super Combo-cancellable
  • Close Stand MK recovery reduced by 5 frames (15F → 10F); advantage on hit increased by 5 frames (±0F → +5F); advantage on block increased by 5 frames (-3F → +2F)
  • Far Stand MP hurtbox slightly expanded; hurtbox in front sticks out 1 frame before active
  • Far Stand MK advantage on hit increased by 4 frames (-7F → -3F); advantage on block increased by 3 frames (-10F → -7F)
  • Crouch LK advantage on hit increased by 1 frame (+4F → +5F)
  • Diagonal Jump HP hurtbox slightly expanded
  • L Spinning Piledriver throw range reduced by .05 (1.75 → 1.70)
  • L Banishing Flat start-up reduced by 3 frames (11F → 8F); advantage on hit increased by 3 frames 2 frames (-5F → -2F -3F); advantage on block reduced by 1 frame (-7F → -8F)
  • M Banishing Flat start-up reduced by 2 frames (13F → 11F); advantage on block increased by 2 frames (-8F → -6F)
  • H Banishing Flat start-up reduced by 2 frames (16F → 14F); advantage on hit increased by 1 frame (-7F → -6F); advantage on block increased by 2 frames (-9F → -7F)
  • Final Atomic Buster (SC) throw range increased to match range of M Spinning Piledriver
[hr]

Source: Capcom-UnityNESiCA, USFIV frame data app

  • Spencer Steakley

    Will these additional console changes go to arcade as well? We don’t need people playing on two different versions again.

    • 七川 美華

      Why would they go to arcade? It’s not Super Street Fighter IV: Ultra Arcade Edition (Unless you mean actual Arcades and not AE.)
      They’ve mentioned that once you get the digital upgrade there’s no switching. Well..of course you can if you uninstall Ultra. So you’re still gonna have 2 different versions. But i can’t see SSFIV still being played much online unless it’s by these people with Knee-jerk reactions to any kind of change.

      • Dynami

        I’m pretty sure he does mean going to the arcade. Basically, he’s asking if the arcades in Japan will get updated so that everyone who plays Ultra is on the same page. My best guess is yes, since obviously international competition will suffer otherwise. Decapre isn’t in the arcades yet, right? I’ve assumed that the changes would roll out with her.

        • 七川 美華

          Well that’s why i mentioned it, of course they will. It would be silly not to, otherwise they probly would’ve held off on arcade release. The fact that the 5 new characters don’t have a changelist from the current Arcade ver. is a heavy indicator arcades will be getting the upgrade.

        • that’s what they said, yes. decapre is going to be introduced to the arcades in a future patch, which most likely will have all these changes as well. i doubt they would forget arcades in the first place, they never had problems getting ae v2012 and they most certainly got all new versions of sf4 before anyone else. there shouldn’t be any problems

  • H_Magnus

    Those Abel buffs… #BibleThump

    • Lxxcell

      IM SO GLAD

      • H_Magnus

        They’re making Low Change of Direction useful… LOW CHANGE OF DIRECTION!!!!

    • OhYouDontSayThat

      Now he’ll finally find that dog collar! yaaaaaaaaaaaaaaaaaa!!!!!!!!

    • I am glad indeed. I would have liked for them to remove the DF,DF shortcut for falling sky.

  • drekerr

    Yun got his DP back…?

    • Thirties John

      Good observation! Unless it’s just an omission on the part of Capcom Unity, you may have it right…

  • Andrew Seich

    I like the Makoto set there. Makes me feel at home again.

    • DarKaoZ .

      Hmm… For some reason I think she got a bit worse. Her air Tsurugi (axe kick) is less safe. Her command grab recovery is longer, it was easy to punish her, but not its way more easy. And her U2 while now been projectile invinsible, you can’t use it on wakeup that easily now, specially if you are been attacked.

      But at the same time she got better in some areas, I just feel those nerfs weren’t necessary. Well, at least her EX Oroshi will combo in the corner easier now. You could combo Oroshi against an airborne opponents before, but it was hard to do so and not that practical. It seems it will be easier now, good for setups at least.

      Now that I notice, it seems they took out EX Oroshi throw invisibility, so that means she doesn’t have a wake up now? They added the throw invisibility before, but it seems they took it out. I hope its still there, because Makoto is really easy to throw on wakeup, she can only back dash or jump.

      • Emezie Okorafor

        Her LIGHT and MEDIUM Tsurugi are less safe. Her HK one is unchanged.
        So anyone thinking you get a free DP punish every time they block a Tsurugi will get blown up by HK.

        Also, since her EX Oroshi could already be thrown in 2012 it’s not a nerf. If people want to go crazy throwing Makoto on wakeup, they’ll start eating wakeup Tsurugis for 300+ damage. Or U2, since that’s thrown and projectile invincible. If you’re looking for a single move that beats throws, hits, AND projectiles that’s only -4 on block, then you’re in the wrong game.

        And, getting bumped up to 75% for UW is a nice buff…especially since much of U2’s damage comes from the followup juggles (which are unaffected by the UW decrease).

        • Rageous

          Absolutely thrilled to see the bump to 75% tier. Even with the invincibility limited to projectiles, U2 is more of a utility Ultra designed to escape or get past fireballs. It’s not really a traditional high damage ultra.

          Good to see you dropping Rindoukan science here too, Emezie.

      • Thirties John

        The version(s) of her Tsurugi which allow her to combo into U1 are less safe, sure. A move that lets you easily combo into a high-damage ultra should not be 100% safe. The same goes for her command grab. It gives a free combo into Ultra 1, so you should be punished if you miss it.

    • Emezie Okorafor

      I agree, she has some nice tools in Ultra despite what the whiners say.

  • Tyler Mullin

    Thanks for taking away all of the Juri and Ken buffs…Juri seems like she’s actually worse.

    • xactionbasturdx

      Dont know what you were looking at…juri and kens buffs are pretty damn good…as a juri/cody/makoto player im satisfied

      • Freakmasta

        They did take away Juri’s cr.MK speed. But other than that, she still seems to be a much more solid character than ever before.

        • narkomanden

          No changes! They freaking removed the posibility of pulling a Shikusen doing a back jump! That’s pretty catastrophic for me !

    • Thirties John

      Something you need to realize… the arcade release was more of a public beta than anything else. You didn’t play it, I didn’t play it, most people on Earth didn’t play it, so complaining about something getting “taken away” which didn’t exist in the version of the game that 99% of players are familiar with (AE v2012) is missing the point.

      In other words, don’t compare this change log to the arcade release or some random version of the console beta you may have seen footage of: compare it to AE v2012.

  • Juri noooooo

    • Andrew Olson

      What do you mean? The only thing she lost that could really make a difference was the 4 frame cr.MK. Everything else is about the same so I’m happy.

  • Dynami

    idk how I feel about the Makoto changes. It’s not really about whether she’s better or worse, it’s just that the things that drew me to the character in the first place are all nerfed, whereas her ability to easily perform RAD JUGGLE COMBOS was never much of a factor. If that’s what I wanted from a character, I’d have had plenty of other options.

    Ah, well. Jump MK’s change might be pretty nice once I get a feel for the change myself.

    Also: Were those changes to Chun’s Light SBK -really- entirely necessary to make up for it giving a knockdown? Good golly.

    • Thirties John

      Her juggle combos have been a core facet ever since her creation in 3rd Strike. If you’re ignoring them, you’re not getting much use out of the character anyway, so probably best to move on…

  • Generic Pear

    Guile’s ultra 1 does 4500 damage now?
    holy shit
    aww they nerfed guile it’s 450 now…
    #buffguile

    • Freakmasta

      They had to make up for it after taking away auto-correct.

    • Mark Lapasa

      #guileTopTier

  • Bowzachi

    No changes on the 5 new characters?

  • DarkAdonis

    So they decided not to completely destroy Seth

    • Thirties John

      Yeah, but I would still like to see him get his Yoga Sniper back…

  • Ragada Blaze

    I had no idea Rose had two U1s

  • So Dhalsim is still butt cheeks… 🙁

    • CapnWTF

      Just play a street fighter EX game. Dhalsim is pretty great in those. and fun to play as.

      • SecretInformant

        Or Super Turbo.
        He’s also great in Alpha 3.

  • Joshua Travis

    Shout of Earth (P version) now has a larger hitbox on the 1st active frame; no longer hits standing opponents
    Didn’t Combofiend’s video from just a couple days ago show it hitting after focus?

    • MrVec

      I think they mean it doesn’t hit low. As in you can stand block it now.

      • Thirties John

        You could always stand block (or crouch block) this version of the ultra. It means just what it says: the video footage shown by Capcom Fighters is hitting the ultra on an airborne opponent (the second part of your crumple animation is airborne).

    • Thirties John

      It hit the focus crumple during its airborne frames.

      • Thirties John

        Meaning, you are airborne for the second half of your crumple animation, which is why you can do things like air-throw it, hit it with an air-to-air ultra (T. Hawk’s, Zangief’s, and Hakan’s U2), etc.

        It’s also why, if you try to combo from a focus crumple *too slowly*, the opponent will air-reset out of your combo.

      • Joshua Travis

        Gotcha. That makes sense.

  • Fuhajin Cursed Eye

    So we can expect now Vega can do a cross up with lk, then crLp and super? =O
    Do I read well, his super will keep 400 damage? =O

    • rohan gerard

      Or for a better hitconfirm, Vega can now crossup Lk, cl.Mk, cr.Mp xx Super or probably even better, link s.Hk from cl.Mk and cancel into red focus into ultra. Hooray for Claw!

      • Fuhajin Cursed Eye

        Yeah, I tried to write Lk, but I put Lp xDD

      • Wedge

        I think you need db charge for super, so that wouldn’t work. You can super out of RCF now though, which will be easier to land with the reduced startup time. It’s HUGE damage if you land a jump-in to cl. hp xx hp RCF xx Super.

        • rohan gerard

          Ah, you’re right! My bad haha. I wonder if H.RCF would be better or if L.RCF would be due to damage scaling… hmm… With the shorter charge time on RCF, cl.Hp xx RCF is gonna be sooooo easy. Def looking forward to that.

  • EA575

    Juri is unchanged since arcade release. I’m fine with this.
    EDIT: I guess they’re still updating the article. Console changes don’t seem too bad, though.

    • Luisito

      Mostly unchanged. But she still had 2-3 buffs reverted.

      We can no longer link cr.lk to cr.mk and j.hp knocks down again (but I think this one was already reverted a while back). Also EX Dive Kick is no longer advantage on block like it was in the arcade release. Well, it has 3 less adv so maybe it’s still +1 or +0 but whatever.

      However, she received a last second change: “cs.mk considered airborne from the 2nd frame; unthrowable from the first frame”

      Does anyone remember what the frame data was for close s.mk before?

      • Fuzzy Bunny

        According to the wiki, close standing medium kick was airborne for the first six frames in AE 2012. So actually, it’s a nerf.

        • Luisito

          lol ouch. That kinda sucks then. :/

      • Kongk4

        I remember hearing it was +1 on block, but with this change, it sounds like it will be either -2 or -1.

    • b2j135

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

      That is just…eww

  • BlackMasamune

    So can we consider Edition Select a real option now?

    • Emezie Okorafor

      Is this the movie Hero?

      Where we can decide battles in our minds without ever actually fighting?

      Or can we, you know, actually try playing the game once before condemning it?

      • Thirties John

        Sadly, it’s easier for most people just to trust their own prejudices than to trust people who have been playing the game non-stop for months on end. Also, it seems like too many players (or maybe just the vocal ones) aren’t interested in gaining skill or learning to adapt. They just want to reach a plateau and stagnate, and if you mess with their ability to do that, they’ll hate your guts…

    • Thirties John

      Have fun living in the past, I guess…

  • Andrew Olson

    Juri managed to make it through the Capcom balance gauntlet without massive revocation of buffs! I’m looking forward to June 3rd!

  • SolarShift

    Help my feeble mind understand something for Guy, what does the reduction in recognition range for close standing lk mean? reduced hitbox?

    • NicolaAcoust

      I guess the far lk will activate more often, and from not too far from the oponent (that is, the low-hiting c.lk will come out from almost point blank) in order to use it as an anti air. Just guessing.

      Edit: Oops, I guess close normals don’t even activate when the oponent is in the air. Or not? It would seem ridiculous at least that a low hitting s.normal fires when the oponent is airborne…

      • Thirties John

        Close normals do activate regardless of if the opponent is airborne or not.

    • Wedge

      It means he has to stand closer to the opponent for the move to come out, meaning he’s more likely to get far. lk now. Which is fine as his close lk isn’t used afaik.

  • ayt

    Excuse.
    Yang’s [ Mantis Strike ] is UC1??
    please , tell me

    • ayt

      please!!! what the Mantis Strike!!!?

      • Inan

        Tourou Zan. 236+P x3. QCF+P x3.

        • ayt

          Tourou Zan is Mantis Slash.
          Not Mantis Strike.

          Change list writed

          L, M, H, and EX Torou Zan hitbox increased downward
          &
          Mantis strike hitboxes increased downward

          What the Mantis “Strike” !!!

      • Thirties John

        It’s a mistake on Combofiend’s (?) part. Tourou Zan and Mantis Strike are the same thing, but they are both listed. Maybe Combo doesn’t know that they’re the same thing, ha ha…

        • ayt

          Thanks!!!!

  • Wedge

    So Guy can do cl. hk > Ninja Sickle > U1 in the corner now I take it. That’s pretty scary damage.

    • k.b.a.

      All these guy changes. I can leave u2 alone forever now. Got reasons to practice armor cancels

      • Geoffrey Tasker

        according to this his ex BSK is still 2 frames…please let this be true…

  • Michael Clarke

    Still unsure how I feel about these makoto changes. I’d still trade every “buff” for more range on karakusa and less knock back on hayate

    • Andy Lopez

      Those damage and stun changes are TERRIBLE. I seriously don’t get why she was hit so hard.

    • Lodrak

      Worst thing by far, for me, is L/M Tsurugi being unsafe. Pressuring with those is my favorite part of playing Makoto 🙁

      • Spabobin

        You still have that pressure, you just don’t get a free ultra afterward while also being safe on block. It’s still relatively safe anyways. It would be really tough for many characters to properly punish Lk/MK tsurugi without a 3 frame DP

      • Tenmakujinkyaku

        I dont play makoto, but can’t you just use H Tsurugi for pressure and it be safe on block? Plus the untechable knock down on hit seems like a good option free corner carry right??

        • Lodrak

          Yes you can, and it’s still great, it’s just not nearly as fun as landing M Tsurugi and linking s.HP xx HP hayate xx super, u1 for 628 damage 🙁

  • Lodrak

    >Ex Zesshou Hohou advantage on block increased by 2 frames (-1F → +1F)

    CAPCOM NO WHAT HAVE YOU DONE!?

    • Dan Palmer Jr.

      Yes.

  • CrazyMobius

    What about the changes from Ultra Arcade???

    • Thirties John

      Those are listed in bold. Any change existing in the arcade version which doesn’t appear in the console version is simply left out of the list (ex. Dhalsim’s 2-hit MK).

      • Tenmakujinkyaku

        I thought Dhalsim’s 2 hit MK was reverted

  • CasualRemy

    >Rolling Thunder travel distance increased.

    Do people actually use Dudley’s UC1? Serious question.

    • Inan

      I use it because Rolling Thunder is a lot cooler than Corkscrew Cross.

      • CasualRemy

        I can agree that it does look cooler than Corkscrew Cross

    • DesertOfSand

      Not really. Mainly because Dudley’s U2 can be so easily combo’d into.
      With the advent of EX Red Focus Cancels, alongside that range increase and W Ultra Combo, we MIGHT see some Dudleys use Rolling Thunder either as a powerful fireball punish or in combos.

      I still don’t see Dudley players taking U1 OVER U2, though, and with the Ultra damage reduction with W, it wouldn’t surprise me if most Dudley players skip out on Rolling Thunder altogether and solely pick U2.

    • H_Magnus

      Smug uses it against some characters.

  • King9999

    Looks like Dudley got straight buffs. Is the rose actually usable now?

    • Aphelion

      Rose has always been useable, and now she’s even BETTER. I’m so glad I picked her up a few months ago.

      • Kingkarl12341

        lol fail

  • Simply Chun-believeable ^_~ ♥♥

    Why can’t Chun get her jump back? That floaty crap should have been gone. And why can’t she at least have 1000 health? That’s me being picky, I don’t need that, although it would be nice, she IS the strongest woman in the world. Her jump is something that really makes me feel some type of way though, no joke, that needs a fix. I’m really excited for thee other buffs though, more notably a more reliable anti-air, and a proper EX SBK.

    Makoto, *sigh*… I’m just gonna leave it at her Tsurugi, just wtf? She needs to get her 1000 health back though. Even more so than Chun-Li, as she needs to take risks to get in a good amount of the time.

    I’m really glad for the Yang players though. And I’m excited for my man Dan, and Deejay too.

    As for my new secondary, who should have been in this game, Poison, she better have her 1000 health. Hmph..

    • d3v

      Because Chun is already top tier in Ultra.

      • Simply Chun-believeable ^_~ ♥♥

        I admit it was ridiculous in the first builds, I never expected it to be so crazy. Just less floaty. And no offense, but I’m not believing any of the “this tier” predictions until release. I don’t wanna get my hopes up. :/

        • d3v

          It’s not prediction though. It’s based on what the Japanese players have been playing.

          • Spabobin

            which is an entirely different game than what we are getting in June. Not to mention tiers don’t shape up in the first few weeks of a game’s release, especially with this many changes.

    • Thirties John

      HK and EX tsurugi are untouched. MK (and maybe LK? I’m not sure) tsurugi allow for a free combo into U1, so leaving in some kind of risk to throwing them out is important.

      The biggest bit of news for her, and one that everyone will gloss over for the time being, is that she’s now 75% damage on her W Ultras instead of 60%. People are ignoring W Ultra, but it’s going to be good for her, especially now that her damage isn’t completely boned.

  • andreskizzo .

    I’m having trouble opening the page, but have Ken/Akuma/Ryu been buffed or nerfed?

    • DesertOfSand

      Akuma’s far s.HP is now cancellable, but with 30 less damage. L Tatsu has lowered hitbox, which I assume means it won’t whiff on crouchers anymore.

      Ken got a whole slew of buffs.

      Ryu’s c.MK is now -2 instead of -3 on block. Can cancel j.MP into Tatsu.

      All 3 still suffer from SRK FADC being -5 after forward dash, though notably Ken can still FADC the second hit of his HP SRK (though he’s at -7 on forward dash).

      So, not counting the SRK FADC system change nerf, Ken definitely got buffed. Ryu got slightly buffed but nothing really that big, and I want to say Akuma’s changes are buffs.

      • andreskizzo .

        Damn, Ken and Akuma will be unstoppable then

        • Apart from delayed wake up which is designed to stop Akuma’s vortex. But we’ll have to wait and see I guess.

  • Kyouya

    Guile’s buffs are very deceiving. They messed up so much after everyone went up in arms on how his auto correct U1 was OP. Now, he is just a shell of his former self. I fail to see the point of adding a Counter Hittable Sonic Boom. This will only encourage Guile players to play more defensively. Good job, Capcom. You gave Shotos substantial buffs while you did the bare minimum for Guile.

    • Thirties John

      Your problem is that you’re looking at the arcade/beta version of Guile as “his former self,” when neither you nor most of the people on this planet actually played that version of Guile.

      His “former self” is his AE v2012 version, and his Ultra version is superior to that, even if it’s not as strongly as you hoped.

      • Opinionhaver

        There is no good rationale for what happened to Guile. We got a very delicious carrot dangled in front of us. Then Capcom took most of it away. His Ultras have always sucked and they still do. U1 auto-correct is gone, but they didn’t give the damage back, did they? Or the invincibility frames? And U2…a lousy +30 damage that should never have been gone in the first place. We can’t even get 50 back? Can someone tell me how they calculate that an extra 20 damage on Sonic Hurricane would break the game, or an extra 100 for that matter? Never mind how if you manage to land it from a Flash Kick FADC it’s scaled down to basically nothing. Speaking of 50 points, how about that health drop guys? Because we all know how Guile’s damage output and comeback potential are toppest of tiers. What a slap in the face that is.

        Now I am grateful for what buffs Guile did receive. And I realize that changes in the game mechanics buff his matchups in indirect ways. It just pisses me off that they had ideas on how to improve this character, and didn’t stand by them when people complained. Who cares if his U1 auto-corrects??? WHO CARES??? I’ve spent 5 YEARS getting crossed up for free, as have all Guile players, and we deserve at LEAST the ability to make opponents think twice about going dumb on us.

        If I didn’t know about these changes I’d be happy. It’s knowing what might have been that irks me. Either way, I’d still have been hit with the -50 health as a “F you” 🙁

        • Lodrak

          I personally still think Guile is going to be very strong in this game, but I agree that it sucks the way they “teased” so many changes that Guile players had been clamoring for and then tore them away at the last second. I was really hoping that the change to allow U2 to connect fully on airborne opponents would stay, would have given Guile a bit more oomph and allowed him to make comebacks easier.

  • RunningWild1984

    This game is gonna be ass.

    Play ST, A2 or EX2+

  • Jorge Tavani

    rest in peace you were a great game you will be remembered but never forgotten

    • Thirties John

      Have you ever played SF1?

      • Thirties John

        How often do you play it?

        • Thirties John

          What are your thoughts on the Ken-Ryu match up in SF1?

          • Thirties John

            What’s your favorite 4-hit, 100% damage combo in World Warrior?

          • John going in.

      • Jorge Tavani

        I’ve played the entire series but the saga is dead
        thanks cashcom

        • 七川 美華

          Just because you think it’s dead, doesn’t mean it is. It’s far from dead.

          • Jorge Tavani

            clear if they are not in bankruptcy CERTAIN I remembered that CAPCOM IS IN BANKRUPTCY

  • Heroking

    Dem Ken buffs. We made it. PogChamp

  • General_Awesomo

    Regarding Vega.

    The cl.MK is +4 on hit. Unfortunately, that’s another one frame link opportunity. Perhaps the purpose to using this over cr.MK is that cr.MK has some noticeable pushback that messes up some combos (cr.MK, cr.LP, cr.MP xx EX FBA).

    RCF charge time to 50 frames, that I wasn’t expecting. Now you don’t have to immediately shift your stick backwards (like a spaz) to get enough charge for j.HP, cl.HP xx HP/EX RCF to work. That might be a gross description of that, it has become easier for me lately. The point is RCF was slow to charge, and having it charge faster is a nice addition.

    The RCF charge buff might be more important than you may think. If the charge is fast enough, that will allow Vega a safe method of empty jumping. Previously he had to rely on things like cr.LK xx EX FBA/the STs, or work with the relatively slow cr.MK to allow for more links afterwards to allow for actual hitconfirming.

    Now, if it’s fast enough, we could do empty jump cr.LK xx LP RCF (xx EX RFA). I feel that is big news.

    The Super Combo damage (re-)buff comes with some disadvantages over the previous builds. In previous builds, the knee launcher did 0 damage, so that would scale the Super Combo less in combos. But I suppose it all evens out anyways.

    And Bloody High Claw’s buff, okay. Though some invincibility would be nice too.

    • Guest

      Even if the knee launcher did 0 damage, it’s still possible that it added to the scaling. I don’t actually know for sure now that I think about it.

      • Dynami

        I don’t think it would. That’s why Yang/Fei’s command throws are doing exactly 1 damage now – to scale the combos that follow.

        • General_Awesomo

          Yup. That’s how it works. Same thing with Gouken’s back throw before it was changed in AE or 2012. Moves that don’t do damage don’t count towards scaling. Same thing with moves that don’t actually attack, like EX Focus Cancels (dash canceling before the EX Focus Attack comes out).

  • Kingkarl12341

    only buffs for hakan Top tier ftw

    • DesertOfSand

      2 frame links after s.MP mean we can more consistently get an extra 40 or so damage? Awesome.
      c.MP cancellable to fish for counterpokes into Slide? Sweet.
      s.HP is a better antiair? Oh lawdy.
      j.MK is a freaking crossup? Gonna need a new pair of pants.

      Not to mention my secondary character Fuerte also got nothing but buffs?

      Just have to get used to looking for the Technical and make new Uncrouchable setups for Delayed Wakeup.

      I am looking all kinds of forward to Ultra.

  • Heavy weapons

    Sign this petition to save sagat from capcom https://www.change.org/en-AU/petitions/capcom-save-sagat

  • Thirties John

    Some surprises, some givens… kind of funny how E. Ryu is unchanged from the (Japanese) arcade release, and is Daigo’s new character. Cue the conspiracy theorists and Capcom hate, ha ha… oh, boy…

    Biggest “disappointments” for me, as someone who doesn’t play either character, are Guile and Seth. I would have liked to see them get at least one more buff each.

    Biggest “why are you doing that?” moment is definitely Dudley. He’s all straight buffs, and his list of buffs is larger than a lot of characters who are weaker than him (imho).

    Overall, I really can’t wait to get my hands on the new game, and while the 5 new chars aren’t in AE and thus a “change log” would be a little less easier to process, would still be nice to learn the important ways in which they’ve changed from the arcade version…

    • 七川 美華

      I was thinking that about the 5 new ones aswell.
      Really wanted to see if they changed anything of what Poison had. Hope they didn’t take away her combo ability from Elbow Drop. (f+Mp)

  • 七川 美華

    Anyone else here looking forward to Poison?
    I know her Ultra 1 has multiple ways to combo and seems to be a decent anti-air. BUT that Ultra 2 and the burst damage..hnnng. Also that Projectile game and Rekka’s..soo looking to get into the lab with her on June 2nd/3rd.

    • Simply Chun-believeable ^_~ ♥♥

      ^This! Can’t wait to get my hands on her and test her out. Her U1 is the utility ultra, but I’m definitely using U2. And she’s able to combo from her overhead? Hnnnngh! ? My immediate 2nd. Sorry Makoto. 🙁

      • 七川 美華

        I wonder if we could get some kind of empty jump setup after EX Whip into U2 on their wakeup, that’s if it has any kind of invincibility.

        • Simply Chun-believeable ^_~ ♥♥

          Hmm, I’m sure it has invincibility. The only thing is from what I saw, the range is horrible, like you have to be breathing down their necks for it to connect. Is it still 2 frames? I can see some whacky setups with her H Aeolus Edge where they feel they have to down-back or something.

          • 七川 美華

            Oh i know it needs to be close but after EX Whip they’re in the air and they basically land next to you after an empty jump. Yeah i’m pretty sure it’s still 2 frames. I love the Advantage on hit/block with her M/H Aeolus Edge. Gonna be sooo good, from videos i saw she can like out fireball everyone. xD

          • Simply Chun-believeable ^_~ ♥♥

            When I saw her beat Guile in a fireball war and make him come to her, I knew good times were coming lol. I know it would be asking for too much, and kinda op, but I wish her EX Love Me Tender would still have it’s tracking/overhead properties. Not as fast but maybe like Sakura’s EX Otoshi, or Ibuki’s EX Hien. Not that she has trouble with fireball wars now, lol

  • Aaron

    You know alot of people can’t read those stupid inputs you write so why do you be so obnoxious as to do it anyway? Making a point of being pro? OMG guys the input is 8372161478246564758634875376

    • 七川 美華

      Don’t you have a computer?, or a keyboard with a numpad?, Use it.

  • Reckion

    So let me see if I got this straight… you give Cody some small buffs, make a huge nerf on his EX CU and you guys don’t even have the nerve to actually fix his super. His M Dead end Irony is also broken, btw. Good dammit, I expected better than that.

  • Carlo 999

    hey capcom how about making Headstomp and Devil’s Reverse not suck complete balls? the Homing is so week it’s useless up front and slow as hell and easily avoidable from afar. tbh Psycho Crusher should be as good as Honda’s headbutt ram thing

  • Eddy Wang

    Ibuki does looks interesting

  • dirtysleepy

    I been playing with Ryu and Ken this whole time finally Ken we made it!!!!!!. Still sucks for Ryu they only gave him a gimmick buff he’s the most balance character in the game and I win with him. It’s about skills and understand your character strengths and weakness. With that being said lets go Ken!!!!!!!!!!!

  • Kilo

    What? Can someone explain Ibuki’s changes to TC 6 & 8..? It says “final far standing HK now causes knockdown.” If that means what I think it does, that sucks =(. That’s such an important mix-up/reset tool…

    • Inan

      It now causes a juggle state. Before the opponent would recover in the air, but now you can juggle them before they land.

      • Kuroi Karasu

        It’s actually a very good thing!! If it is really as it’s said above, it’s fantastic because you can get a good, simple to use combo damage, interrupt DP mashers mid block strings (I believe it’s a true block string), and get a hard knock down off of it (using Raida), witch leads to mixups!!
        If by any means you want badly that reset gimmicks (I agree it’s very useful) you can jut link to TC10 (cr.HK xx st.HK) from a st.LP (3 frames link) or cr.LP (1 frame link) and you get your reset!! Not to mention that it might also be possible to do cr.HP after for a reset – and better damage overall.
        These changes are very smart from Capcom, and to say the least, I’m very pleased by Ibuki changes. She has a true block string now (out off cr.LP links, instead of TCs) a better footsies game, a Raida that juggles (anti-airing can lead to hard knockdowns now) and even a speed buff!!
        I just wonder if the expanded hit-box (downward) of TC4 will transition over to Agemen (b+MP), since that move alone is wonderful in combos, it forces stand and has a nasty 90 (70+20) damage for a medium attack!!(dificult to link and to link off though).
        I don’t know why people don’t use this awesome move in combos? Especially against small crouching characters like Bblanka, Sakura, Cammy, as it gives far more damage output from a combo than just a Target Combo.

        Edit: has Ken really lost his new awesome cr.MK and cr.HK?

  • Цветозар Георгиев

    I think that there might be a mistranslation under the Hugo changes section, the line that says that Hammer hook is no longer an overhead. Hammer hook has never been an overhead at first place.

    Also I’m not sure about this, but in EH they say that L Lariat it is up to the player to release the attack before the full run animation. I would like to ask whoever translated this if he is sure about it. Thanks.

  • Lodrak

    I’m pretty disappointed, I didn’t get to play Elena before she got destroyed. She was looking like so much fun too. Here’s to hoping she’s still good somehow despite her laundry list of nerfs here.

  • Tenmakujinkyaku

    Gawd damn Elena, were you even good in arcade Ultra? All those reductions. Did she even have damage to begin with?

  • RazingPhoenix

    Did Ibuki need a walkspeed buff?

    • Kuroi Karasu

      I don’t think she does, but as an Ibuki player, I don’t mind having a speed buff 😀

      • RazingPhoenix

        lol I feel you.

  • 七川 美華

    Kinda sucks that they took away Poisons active frames on her Neutral/Diagonal jump HK and EX Whip not being jump cancelable on block. Although her M and H version’s of her fireball seem intense. :>
    Can’t wait to get in the Lab with her next Monday.

  • Zack

    Isn’t some of the changes on this list wrong compared to Combofiends? http://www.capcom-unity.com/combofiend/blog/2014/05/22/usfiv-final-character-change-list for example yuns heavy upkicks are invincible again.

    • USD

      This list is a combination of the changes on the Capcom-Unity site and the ones on the JP USFIV arcade site. Capcom-Unity is missing several changes, or has incorrect information (based on the arcade site). H Nishokyaku was originally changed to lower-body invincibility in the original arcade release (Ver.1.00) and then change to full-body strike invincibility for Ver.1.01.

      Neither list is infallible, as the arcade site missed changes too, like Dee Jay UC1 distance buff missing.

  • Guest

    Isn’t this the wrong changelog though? Atleast compared to Combofiends. http://www.capcom-unity.com/combofiend/blog/2014/05/22/usfiv-final-character-change-list

  • Spabobin

    What happened to Dee Jay’s nipples in his character artwork? Does he not have them? I’m so confused

  • Carlo

    how about not letting bison rot in crap. you should make Head Stomp’s homing not be the worst thing ever and actually hit people close to you, not be so slow as well, make it necessary to dash out of it not just walk [even sagat can walk out of it, that’s ridiculous]…

    also make it so j.MK can actually be a block string and not easily broken by mashing reversals or grabs…? [j.MK -> c.lp/lk]

    could at least do that since his teleport now is worse than evil ryu’s [was already that terrible]

  • Thirties John

    “EX Bushin Senpukyaku hitbox slightly expanded, easier to pull in opponent; start-up reduced by 2 frames (4F → 2F)”

    You’ve got it backwards. The Japanese change list says “2F -> 4F”

    • USD

      This was a change that was meant to be crossed out (showing that it was reverted to its Ver.2012 state after it was sped up in the original arcade version), but I accidentally bolded it instead. It’s since been fixed.

  • General_Awesomo

    I’ve just discovered and confirmed a stealth nerf for Vega.

    Ultra Vega cannot trade EX FBA / Super Combo -> Bloody High Claw’s knee launcher -> full animation. Ultra Vega has to go the back wall so the Ultra Combo hits. If he trades and then hits with U1’s knee launcher, Vega will just pass through the opponent on the way back.

    This might be a mistake on Capcom’s part due to reworking his Super Combo to hit on the way up. Or, if it is fully intended as a nerf, that’s a shame.

    Trade EX FBA -> Bloody High Knee -> Bloody High Claw did 414 damage (422 counter hit).
    Trade EX FBA -> Bloody High Claw does 390 damage (398 counter hit).

    We’re getting 24 less damage for when we get that sick trade for a potential comeback. Don’t worry, all his other post trade combos work, including Splendid Claw.

    I practiced this by having Ryu and Sagat perform jump back HK on a loop.