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Super Street Fighter IV/Arcade Edition 'Version 2012' Patch

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Changes in the 2012 patch.

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The following are the gameplay tweaks made to individual characters in the 2012 version patch of Super Street Fighter IV: Arcade Edition.

RyuEdit

  • Metsu Shoryuken: Hit box size increased vertically.
    Ryu Icon

    Ryu

  • Shakunetsu Hadoken: Now combos into Metsu Shoryuken after a counter hit.
  • Airborne Tatsumaki Senpukyaku: Effective break frames during ascent have been shortened by 3 frames from the end. The trajectory of your Tatsumaki will change if you execute the move during those frames.
  • Solar Plexus Strike (f+HP): Damage has been changed to 40+60, totaling 100 points.
  • Close HK: When you counter hit a crouching opponent, you can now combo a cr.HK afterwards, regardless of your opponent's character.

Ken MastersEdit

  • Ken Icon

    Ken

    Target Combo: Hit Box area has enlarged downwards, so it is now easier to hit crouching opponents. Also, it is possible to delay the input of the moves.
  • EX Shoryuken: Damage has been increased to 80+30+30+50, totaling 190 points, so hit returns have been improved.

Chun-LiEdit

  • Chun-Li (Icon)

    Chun-Li

    Yosokyaku (d+MK): Move can now be executed in the air also by holding down forward+MK. Down-back+MK does nothing like before.
  • Kintekishu (b+MK): Now gives +3 frame advantage on counter hit, and is easier to hit confirm cancel into Tenkukyaku (MK during Kintekishu).
  • cr.HK: Stun damage increased to 150, and gives better hit returns.
  • Kikosho: Start up frames changed to 9, better anti-air capabilities and easier to include in combos.
  • Hosenka: Fixed glitch which caused some characters to fall out of the Ultra during the animation.

Edmond HondaEdit

  • L
    E. Honda

    Edmund Honda

    ight Sumo Headbutt: Upper body invincibility has been added back to the move, so it returns to being like it was in Super Street Fighter IV. However, any damage done to the opponent during this invincible state has been toned down to 100 points.
  • Medium Sumo Headbutt: Lower body invincibility has been added to the move. Super Street Fighter IV players who devised strategies for the light version will be able to come up with new technology for this move as well.

BlankaEdit

  • Rolling Attack: Damage has been increased by +10 points across the board. New values are Light: 110, Medium: 120, Heavy: 130, EX: 120.
  • Heavy & EX Rolling Attack: Any damage dealt during the first 2 frames (EX Focus Cancel possible frames) is now considered knockdown damage. For example in close range, (cr.LK)x2 -> LP -> High Rolling Attack will now combo into a knockdown.
  • EX Rolling Attack: Additionally this move may now be EX Focus Canceled within the first 2 frames in order to allow for bigger damage afterwards.
  • Rock Crusher: The overhead version of this move (Hold MP) now gives +5 frames advantage on hit, allowing for a combo like Rock Crusher (overhead) -> cr.MK -> H. Rolling Attack.

ZangiefEdit

  • L
    Zangief

    Zangief

    ight Spinning Piledriver: Stun damage has been changed to 150 points.
  • EX Banishing Flat: Damage has been adjusted to 90+50, totaling 140 points, and Stun Damage has been adjusted to 100+50, totaling 150 points.
  • cr.LP: The hit box size has been changed in order to alleviate a problem Zangief had before where the move would combo whiff on certain crouching characters after a jump attack.
  • cr.HK: The hittable area of this move has been lowered, making it easier to avoid certain attacks.

GuileEdit

  • Guile SF4

    Guile (SF4)

    Sonic Boom: Removed counter hit state that remained after move execution.
  • Flying Mare / Flying Buster Drop: Start up of these air throws has been changed to 3 frames.
  • Spinning Back Knuckle: Damage adjusted to 100 points.
  • Rolling Sobat: This move is unthrowable from the 6th frame and onwards, until move completion.

DhalsimEdit

Dhalsim SF4

Dhalsim

  • Yoga Inferno: Damage has been increased to 75*2+60*3, totaling 330 points.
  • EX Yoga Blast: Damage total remains the same at 140, but damage between the two hits has been redistributed by adding 20 to the first hit and subtracting 20 from the second, resulting in 90+50. Thus, returns from the initial hit are increased a little.
  • LP: Active hit frames of this move have been extended to 4 frames. However, the total frame time needed to execute and finish the move has not been changed.
  • Medium & Heavy Yoga Blast: Hittable area has been reduced.
  • Heavy Yoga Blast: After a hit, the player can now follow up with other attacks to combo.

BalrogEdit

  • Buffalo Head
    Balrog SF4

    Balrog

    : Damage has been readjusted back to the same levels as in Super Street Fighter IV, Medium: 120, Heavy: 140, EX: 150 points.
  • Dirty Bull: Damage for this Ultra Combo has been increased to 399 points, so returns from a hit have increased.
  • Dash Swing Blow: By changing the move properties, Dash Swing Blow -> cr.MP combos will now work on all characters.
  • Close HP: The hit box has been enlarged downwards in order to alleviate a problem Balrog had before where the move would whiff on certain crouching characters in close proximity.

VegaEdit

  • c
    Vega SF4

    Vega

    r.HK: Damage has been readjusted back to the same levels as in Super Street Fighter IV, 110 points.
  • Cosmic Heel: When blocked, opponent's guard stun has been lengthened by +1 frame, and Vega's disadvantage has been shortened to a maximum of -3 frames.
  • Sky High Claw: Now causes knockdown damage when hitting an opponent on the ground.
  • Bloody High Claw: After the knee damage hits, the rest of the move's hit box has been dramatically enlarged in order to reduce the chance of opponents falling out of the Ultra.
  • Splendid Claw: Start up has been changed to 8 frames.

SagatEdit

M. BisonEdit

  • Double Knee Press
    M Bison SF4

    M. Bison

    : Stun Damage has been changed for all strengths of the move across the board to 100+50, totaling 150 points. Also, if the initial hit of the move lands, it causes an additional +1 frame of hit stun to the opponent. Therefore, Double Knee Press (first hit lands) -> EX Focus Cancel -> Forward Dash now gives M. Bison up to a maximum of +5 frames of advantage.

Crimson ViperEdit

  • M
    Crimson Viper

    Crimson Viper

    edium Thunder Knuckle: Damage has been reduced from 120 -> 110 points.
  • EX Thunder Knuckle: Start up has been reduced to 25 frames. However upon hit, Viper gains an additional +2 frames of recovery. As start up time has been reduced, the move should be more useful in punishing an opponent's back dash.
  • EX Seismic Hammer: Damage has been reduced from 120 -> 100 points.
  • Burst Time: Damage has been reduced to at maximum 441 points. As the initial hit box size of the move has been slightly modified, it is now easier to follow up into the Ultra from Aerial Burning Kick and Heavy Thunder Knuckle.
  • Burning Dance: damage increased to a maximum of 410 points.

RufusEdit

  • M
    Rufus SF4

    Rufus

    edium Messiah Kick: Upon a successful hit, the LK follow up is guaranteed.
  • Big Bang Typhoon: This move couldn't be used as a proper anti-air in Super Street Fighter IV: Arcade Edition, but was modified so that if it connects against an airborne opponent, it will do a maximum of 10 hits. 10 hits will do around 236 damage.

El FuerteEdit

  • El Fuerte SF4

    El Fuerte

    Propeller Tortilla: We have given it back invincibility right after startup, so that it is the same as it was in Super Street Fighter IV.
  • EX Quesadilla Bomb: Charge activation time reduced from 390 frames to 210 frames, and a counter hit now causes wall bounce damage. From mid-screen after the wall bounce you can do
  • Habanero Dash -> Gordita Sobat. If you are near the corners instead you can follow up with Guacamole Leg Throw. Also, we have reduced El Fuerte's recovery after the move hits by 10 frames for the normal level 3 charge and EX versions of the move.
  • cr.LP: Rapid fire cancels can now be done from other light attacks as well.
  • Fixed a bug which caused certain characters to fall out of HP -> Habanero Dash -> Calamari Slide.

AbelEdit

  • cr.HP: We've returned the hit box of the move back to where it was in Super Street Fighter IV, which makes it a good anti-air move again.
  • Tornado Throw: All strengths of the move have been increased by +10 damage points. Light: 160, Medium: 180, Heavy & EX: 200.
  • Breathless: Now invincible to attacks during the initial charge start up, until the beginning of hit detection.
  • Second Low: We modified opponent hit stun so that Second Low - > EX Focus Cancel -> Forward Dash gives you a maximum of +9 frames of advantage. Utilizing this, you can now do the combo Second Low -> EX Focus Cancel -> Forward Dash -> cr.HP -> Soulless.

SethEdit

  • Tanden Stream: Damage has been reduced from 380 to 340 points.
  • cr.HP -> Tanden Stream: Upon the combo hit, the Tanden Stream will now do full damage. We have also made it so that Seth is invincible after the first hit of the Ultra, so that the animation is not interrupted midway through.
  • Vertical / Diagonal j.HP: Active frames have been lengthened to 4 frames. Total move frame length has not been changed.
  • Vertical j.MK: After hit detection has ended, the leg area (lower body) is invincible to projectiles.
  • A problem specific to certain characters where j.HK hits and afterwards cr.LP -> cr.MP would whiff has been alleviated.

AkumaEdit

  • Hyakki Gosho: Move properties have been changed so that it is no longer an overhead. The move can now be blocked crouching.
  • Goshoha (normal forward throw): Recovery has been increased by 2 frames.
  • Demon Armageddon: This move, which can be canceled into from Ashura Senku (teleport), has had its damaged increased to 421 points.

GoukenEdit

  • Denjin Hadoken: The large difference is that now depending on the number of times you spin the lever from the Ultra flash to move execution, you can increase the speed of the projectile up to 3 levels. The fastest speed is about 2 times as fast as the current speed, leading to more opportunities for it to hit. Which attack level you get depends on how long you hold the move, and is not related to the Ultra Combo gauge amount. The specific frames are:
    • Level 1 – 13 frames
    • Level 2 – 17 frames
    • Level 3 – 37 frames
    • Level 4 – 57 frames
    • Level 5 – 80 frames
    • Adding to that, the final damage increases by 45 points for each level you charge. For example, a level 1 attack will do 300 damage, and a level 5 attack will do 540 damage.
  • Light Senkugoshoha: Hit box has been enlarged towards the front.
  • Medium Senkugoshoha: Properties have been changed to the match the light version of the move in Super Street Fighter IV.
  • Heavy Senkugoshoha: Properties have been changed to the match the medium version of the move in Super Street Fighter IV.
  • Kongoshin: Hit box size has been increased around his body, and the stun damage from a hit has been increased from 150 to 200 points.
  • cr.HP: Hit stun resulting from this move has been increased, allowing for close MP -> cr.HP -> EX Senkugoshoha to hit characters that it would previously whiff on.

Cammy WhiteEdit

  • Heavy Spiral Arrow: After much request, we have modified the active hit box back to the way it was in Super Street Fighter IV. Specifically, the first part of the move is active for 7 frames, and the second part is active for 12 frames, for a total of 19 frames. When combined with the buffs she received to her normal moves in Super Street Fighter IV: Arcade Edition, we feel it'll be easier to combo her moves now.

Fei LongEdit

  • Rekkaken: For the light, medium and heavy iterations of this move, we have adjusted the block stun for the second Rekka hit. Specifically, for a blocked second Rekka, Fei Long now receives:
    • Light: -8 frames
    • Medium: -10 frames
    • Heavy: -12 frames of disadvantage
    • Adding to this, we have shortened the amount of guard push, so Fei Long's who decide to go for the second Rekka should be more careful of receiving a counterattack now. Finally, for the first and second hits of the light and medium versions, chip damage has been reduced by about half.
  • Shienkyaku: Damage has been adjusted,
    • Light: 120->110
    • Medium: 140->120
    • Heavy: 160->150
    • EX: 200->190
    • Also, if the first hit is blocked and the Fei Long player goes for EX Focus Cancel -> Forward Dash, we have changed it from having frame advantage to -1 frame disadvantage instead.
  • Rekkukyaku: The heavy version of this move has had its damage readjusted to 35+35+30, totaling 100 points. Also, we have adjusted all versions of the move so that cross up cases are reduced. Fei Long is also no longer able to half loop combo certain characters with close MP -> EX Rekkukyaku.
  • close LP and far LP: These normal attacks have had their advantage on hit reduced by 1 frame, making them a total of +5 advantage on hit. Therefore some of his combos will no longer work.
  • cr.MP: Damage has been reduced from 65 to 55.
  • Chokkarakusho (f+MK): Damage increased from 60 to 70.

Sakura KasuganoEdit

  • Performing cr.LK -> cr.LP -> cr.HP -> EX Shunpukyaku against crouching opponents, the last hit of the EX Shunpukyaku will now hit all characters.
  • EX Hadoken: Damage has been buffed, resulting in Level 1: 100->120, Level 2: 120->130.

RoseEdit

  • Soul Piede: Has had its properties changed to almost what they were in Vanilla Street Fighter IV. Recovery has been shortened by 4 frames, the hit box has been moved more to the front, and the hittable area has been reduced.
  • close MK: Rose now gains +4 frame advantage on hit. So now close MK -> cr.MP combos are now possible.
  • cr.MK: We have fixed a glitch were only Rose would receive counter hit damage when trading hits with an opponent.

GenEdit

  • Crane Style cr.HP: Changed counter damage multiplication to be the same as the normal 1.25.
  • Crane Style cr.HK: Lengthened active frames to 5.
  • Medium & Heavy Gekiro: When the final hit comes out, the Super Combo gauge gets a +10 bonus.
  • Heavy Gekiro: When the final hit lands, opponent is unable to quick stand, leading to more okizeme opportunities.
  • EX Jyasen: Properties have changed drastically. First off, depending on the button combinations (Light + Medium, Light + Heavy, Medium + Heavy), the movement distance and number of damage hits will change, in addition to Gen being invincible to projectiles until the completion of hit detection. Also for all strengths of Jyasen, whether the attack right before the final part hits or is blocked, the opponent recovery has been increased by 4 frames. So after an EX Focus Cancel -> Forward Dash, Gen is +6 on hit, and +2 on block, giving him an advantage.
  • Shitenketsu: The start up of this Ultra Combo has been reduced from 9 frames to 7 frames.

Dan HibikiEdit

  • close HK: Push back from a hit has been greatly reduced. If you hit from a very close range, you will be able to follow up with another close range attack.
  • close MP: Start up changed to 5 frames.
  • cr.HK: Start up changed to 10 frames.
  • This allows for the combo, close HK -> close MP -> cr.MK -> EX Dankukyaku. Also if the close MP is a counter hit, you can now follow up with a cr.HK into a guaranteed knockdown.
  • EX Airborne Dankukyaku: We have relaxed the height restrictments on this move, which now lets players perform the move from the 7th frame and onwards of a jump. Also, Koryuken -> EX Focus Cancel -> Forward Dash -> EX Airborne Dankukyaku will now hit. Stun has also been toned down to 100+75+75, totaling 250 points.
  • Heavy Airborne Dankukyaku: Damage has been changed to 50+50+50, totaling 150 points.
  • Heavy Dankukyaku: Damage has been increased to 50+40+40, totaling 130 points.
  • cr.Taunt & j.Taunt: As a hit bonus they now give +70 to the Super Combo gauge. On block they give a +30 bonus.
  • Hissho Buraiken: We have fixed a glitch where not all the hits would land against specific characters, when used up close. However if you use the move a little too far from the opponent, not all the hits will land, just as before.

Thunder HawkEdit

  • cr.HK: The first part of the move now causes +2 guard stun. Thus, if the opponent guards the first part but then tries to jump out, they will get hit by the second part of the move. Also, during execution of this move, T. Hawk's head is now invulnerable to projectiles. One example is that now Sagat's Tiger Shot will pass through his head without doing damage.
  • Heavy Condor Dive: Can now be executed from a vertical jump.
  • Thrust Peak: It is now only -2 frames of disadvantage on hit, which makes it better than before.
  • Medium Tomahawk Buster: Move is invulnerable to throws from start up to the time he is off the ground.
  • Condor Spire: We have changed the simplified command movement and made it easier to execute than before.

Dee JayEdit

  • far MP: Hit box size has been enlarged towards the front, now allowing him to cancel into a super move, similar to Ryu. As it does 90 damage, sometimes players might want to trade hits in order to setup something bigger.
  • Air Slasher: Removed a property from the move that left Dee Jay in a counter hit state even after move execution.
  • Double Rolling Sobat: Damage has been increased, Light: 80->90, Medium: 100->110, Heavy: 120->130. We have fixed a problem for the medium version where oftentimes the 2nd hit would whiff after the 1st hit.
  • Sobat Festival: You can now cancel into this Ultra from his Super Combo, Sobat Carnival. Think of it like Dan's Super Combo to Ultra Combo sequences. The cancel timing is right before the last hit of Sobat Carnival, so if you can input the Ultra command in time you can cancel into the Ultra. The damage from the Super Combo -> Ultra Combo I is around 570 points, so players are going to want to save their Super Combo gauge for those instant comebacks.

GuyEdit

  • Vertical j.HP: Increased size of the square hit box.
  • Diagonal j.MP and Diagonal j.HK: Increased the size of the square hit box, and the hittable area. For the most part it will be easier to hit opponents beneath you now after these modifications.
  • Forward Throw and Back Throw: Throw range has been increased to be about the same as Ryu. So it will be easier to throw using Guy now.
  • Elbow Drop: Can now be executed by holding down forward or down back and MP as well. Now it can be executed more swiftly than before.
  • Bushin Izuna Otoshi: Regarding all versions of the move (including EX), Guy's landing stun has been removed when the attack doesn't come out. This way you can choose to land right in front of the opponent to go for a normal throw, or try to bait out an attack to go for a counter.
  • EX Bushin Senpukyaku: We have adjusted properties of the move which make it easier to hit opponents in various situations now. It no longer will easily whiff versus opponents who jump in, or specific characters who have a low crouch.
  • Neck Flip: Changed the move so that it won't fly over opponents who are crouched in close proximity.
  • Lastly, his retreat speed has been sped up, which makes it easier to control distance with the opponent.

Cody TraversEdit

  • Walk speed forward and backwards has been increased.
  • Hammer Hook: Hit and block properties have been revised. Now the move grants +3 frames on hit versus standing opponents, -1 frame on hit versus a crouching opponent, and -4 frames when blocked. You can also use this move while holding a knife. If you hit a standing opponent, you can now do the combo, cr.LK -> Medium Ruffian Kick.
  • Medium Ruffian Kick: Hit box has been enlarged towards the front.
  • Zonk Knuckle: The EX version now pushes the opponent a bit further away on the first hit. As a result it is now easier to land an FADC into Final Destruction.
  • Knife Pickup: If you move the lever to the correct guard position during the animation, you will now be able to cancel into block immediately.
  • LP (Knife): Now gives +6 frames of advantage.
  • MP (Knife): Now gives +2 frames of advantage.
  • HP (Knife): Now gives +3 frames of advantage.
  • cr.MP (Knife): Active frames have been changed to 4, and the hittable area around his arm has been reduced.
  • cr.HP (Knife): Startup has been changed to 7 frames, and is now a better anti-air move.

IbukiEdit

  • Bonsho Kick (f+HK): Trajectory of the move has been adjusted so that it hits crouching opponents easier. It is now +1 frame on hit, -3 frames on block, and +5 frames on counter hit. The move should be more useful from now.
  • Hammer Kick (f+MK): Including the target combo version, the move startup has been changed from 26 to 25 frames.
  • Tsuijigoe: On the way up, the move is now invulnerable to throws until she is in an airborne state. We've also modified the hittable area so that from initial startup until the 12th frame it is easier to dodge low attacks coming from the opponents. You can also super cancel from an early time during the move. This way you can fake a normal right in your opponent's face and then go for Kasumi Suzaku.
  • Yoroitoshi: The non-animation bullet version of the move will now do full hits to an airborne opponent. Opponents who chose to back-dash to escape the throw animation version of the Ultra will also take full hits from the projectile.
  • Hashinsho: All hits before the final locked animation sequence will connect on an airborne opponent. An example would be, if you connect with a Level 2 Focus Attack and follow up with Hashinsho while they are in the air, all the hits up until the locked animation will land.

MakotoEdit

  • Health has been reduced from 1000 to 950.
  • Fukiage: Damage has been reduced for the light, medium, and heavy versions from 100 -> 90. EX version damage has been reduced from 140 -> 120.
  • EX Karakusa: Throw range has been changed to be the same as the light version of the move.
  • HK: Hit box has been enlarged downwards.
  • Target Combo 1: The MK portion is now cancelable like the normal move.
  • Vertical j.MP: Hit box and hittable area has been enlarged forward.
  • Hayate: Charge ability of this move has been improved. The light version of the move at Level 3 and 4, and the medium version of the move at Level 4 have had their attack distance increased. If the opponent guards any a Level 4 charge at any strength, Makoto is at -2 frames disadvantage. A Level 5 charge at any strength gains Armor Break properties, has its attack distance increased, and has the damage increased from 170 -> 190. Makoto will say something when she is charged to Level 5 to let you know when it's good to go.

DudleyEdit

  • HK: Gives +7 frame advantage on counter hit. So now if you counter hit with HK and cancel into Light Duck, you will be at +4 frame advantage.
  • Vertical j.LP: Active frames and hit box has been increased.
  • Vertical j.HP: Startup changed to 6 frames, and active frames and hit box has been increased.
  • Diagonal j.LP & Diagonal j.MP: Active frames have been lengthened.
  • Level 1 Focus Attack: Opponent gains an extra +1 stun after hit or guard. So Dudley will be at -3 frames after canceling into a forward dash after a blocked Focus Attack.
  • Short Swing Blow: The Medium and Heavy versions of the move have had the lower body hittable area shrunk, and also made easier to connect against a crouching opponent.
  • Thunderbolt: All strengths of the move (including EX) will no longer lose easily when trying to hit an airborne opponent, and a hit opponent cannot quick stand afterwards. For the EX version, the light flash and sound follow a bit later after the move comes out.
  • Victory Rose: Can now be Super Canceled, or EX Focus Canceled.
  • Rolling Thunder: All hits before the final locked animation sequence will connect on an airborne opponent. Similar to Ibuki, if you connect with a Level 2 Focus Attack and follow up with Rolling Thunder while they are in the air, all the hits up until the locked animation will land.

AdonEdit

  • close MP: Move is now -4 frames disadvantage on block.
  • close MK: Move is now +2 frames advantage on hit, and +3 frames on block.
  • Focus Attack: Modified the hit box so that it will connect against low posture opponents as well.
  • Rising Jaguar: First hit of Light, Medium, and Heavy versions push the opponent away slightly further than before, and we have made it harder for Adon to end up facing the wrong way after an FADC follow up. Also, the FADC window for the Heavy version has been increased by 1 frame. Thus now it is possible to follow up with Jaguar Avalanche.
  • Jaguar Revolver: Changed the move so that it won't fly over opponents who are in close proximity. It will still go right over crouching opponents, but if they are standing it will be a clean hit.

HakanEdit

  • Now starts in an oiled state.
  • Vertical j.LK: Hit box size and position has been changed.
  • Vertical j.LP: Active frames have been changed to 8.
  • Vertical j.MP: Active frames have been changed to 4.
  • Diagonal j.LP: Active frames have been changed to 8.
  • cr.HP: Changed to a 2 hit move.
  • Hakan Tackle: To make it a little less vunerable, the hittable area during the start of hit detection has been decreased.
  • Guard Position: When executed from a dash in an oiled state, he will slide. You can slide from either a forward or backwards dash.
  • Oil Slide: Stun calculation has been changed. A slide after an Oil Shower will do 100 points of stun, but a slide that hits with the Body Press follow up will do 150 stun all together. Try to make the most of chances to stun the opponent.
  • Oil Dive: Trajectory and attack reach has been changed, Heavy and EX versions have been powered up. Medium and Heavy versions will now fly over a low opponent who is in very close proximity. Light ver. startup has been lessened, Medium ver. startup has been changed to the previous Light ver., and Heavy ver. startup has been changed to the previous Medium ver. Throw hit box of all versions of the move (including EX) have been enlarged downwards, making it easier to connect on low posture characters.
  • Flying Oil Spin: Throw priority has been increased. Medium and Heavy versions will now fly over a low opponent who is in very close proximity. Startup of Light and Medium versions has been lessened.

Juri HanEdit

  • Feng Shui Engine: Speed has been increased for her forward dash during this state. Therefore she can control space much better. She can now build Super Combo meter at 1/3 the normal rate during this state instead of no meter building at all. Managing your Super Combo meter will now let you go for more hits during this state.
  • close MK: Hit box of the 2nd hit has been enlarged so that it doesn't whiff after the 1st hit connects.
  • Focus Attack: Modified the hit box so that it will connect against low posture opponents as well.
  • Fuhajin: The part where she kicks upwards has had its damage increased to 50.
  • Senpusha: First hit of Light ver. gives an additional +5 frames of advantage on hit. First and second hit of Medium & Heavy ver. gives an additional +5 frames. Second hit of EX ver. gives an additional +5 frames. So now Second hit of EX Senpusha -> EX Focus Cancel -> Forward Dash -> Kaisen Dankairaku combo is possible. EX ver. during a Feng Shui Engine gains invincibility during the first hit, making it harder to beat.
  • Shikusen: Can now change the trajectory of the EX ver. during a Feng Shui Engine by using different kick button combinations. Light + Medium = trajectory until now, Medium + Heavy = Medium ver. trajectory in normal mode, Heavy + Light = Heavy ver. trajectory in normal mode. All 3 strengths pushed together also give the trajectory until now.

Yun LeeEdit

  • Target Combo 2: Damage changed to 120.
  • Target Combo 3: Damage changed to 120.
  • Target Combo 4: Damage changed to 130. If 2nd hit is blocked, Yun gets -6 frame disadvantage.
  • Target Combo 5: Damage changed to 70.
  • cr.LK: Hittable area increased.
  • cr.MP: Damage changed from 60 to 50.
  • Raigekishu (Dive Kick): All versions of the move must now be executed higher than before, and Yun gets an additional +2 frame landing stun. Also on hit and block, opponent gets an extra +2 frame stun. Now Yun players must be wary of how to attack and the use of the different versions of the move.
  • Senpukyaku (f+MK): Damage during Genei Jin is reduced from 85->80.
  • Zenpou Tenshin (command grab): The Light, Medium and Heavy versions of the move now has 11 frames until hit detection. The EX version has 8 frames until hit detection. EX ver. is no longer invincible to throws.
  • Zesshou Hohou (Lunge Punch): EX Ver. attacks have been redistributed from 7/2 to 6/3 and now the move is -1 frame disadvantage on a close block.
  • Kobokushi (Palm): Medium and Heavy ver. build meter at rate 20. The Light ver. takes 25 total frames to execute, Medium ver. takes 45 total frames to execute, Heavy ver. takes 45 total frames to execute. Medium and Heavy ver. damage reduced from 160->140 and stun damage reduced from 250->200. Medium and Heavy ver. chip damage changed to 30. Medium and Heavy ver. active frames changed to 10.
  • Nishokyaku (Up Kicks): Invincibility on Light ver. now is gone after 1st frame of hit detection. All ver. of the move (including EX) give additional landing stun to Yun. Medium ver. damage reduced from 130->110.
  • Tetsuzanko (Shoulder Ram): Heavy ver. damage reduced from 140->100. EX damage changed from 80+70 to 90+40, totaling 130. Part of the move that is invulnerable to projectiles has had its hittable area increased so it is easier to hit Yun.
  • Genei Jin: Time is reduced by 1 second, and damage is decreased.

Yang LeeEdit

  • Target Combo 2: Damage changed to 130. If 2nd hit is blocked, Yang gets -7 frame disadvantage.
  • LK: Now takes 5 frames until hit detection. However, during Seiei Enbu it is the same as before.
  • cr.LK: Damage has been changed from 30->20, hittable area has been increased.
  • cr.MP: Damage has been changed from 80->70, during Seiei Enbu it deals 60.
  • far MP: Hit detection moved a bit back, attack reach shortened.
  • Diagonal j.MK: Hit box size has been modified so it doesn't cross up as easily.
  • Raigekishu (Dive Kick): All versions of the move have a larger hittable area during startup, and Yang gets an additional +2 frame landing stun. Stun damage changed from 100->50.
  • Senkyutai (Rolling Kicks): Light ver. is only invulnerable to projectiles up until frame 5, Medium ver. has no projectile invulnerability. Hit box width has been cut nearly in half for all ver. (including EX). FADC after this move is blocked results in -4 frame disadvantage for all versions, and opponents guard stun has been adjusted.
  • Zenpou Tenshin (command grab): EX ver. throw range is reduced, now has 8 frames until hit detection. EX ver. is no longer invincible to throws.
  • Tourouzan (Mantis Slash): Final hit of Light, Medium, Heavy now does 60 damage. EX ver. changed to a true block string if blocked.
  • Byakko Soshoda (Palm): Empty hitting palms will only build 10 gauge instead of 20. Light, Medium, Heavy ver. all take 2 frames longer to finish. Heavy ver. damage reduced from 150-140, chip damage changed to 30, stun damage changed from 250->200. Medium and Heavy ver. active frames reduced by 4.
  • Seiei Enbu: Time is reduced by 1 second, and chip damage is decreased.
  • Tenshin Senkyutai: Startup time reduced by 3 frames, max damge changed from 440->410. Last hit when the move doesn't go into the locked animation has had its damage changed to 90.

Evil RyuEdit

  • Health increased from 850->900, stun gauge from 850->900.
    Evil Ryu Icon

    Evil Ryu

  • far HK: Hit box has been enlarged.
  • cr.HK: Startup changed to 6 frames.
  • far HP: Causes knockdown on counter hit.
  • Target Combo: The HP portion of this move always causes knockdown and can be followed up with an FADC for even bigger damage.
  • Senbukyaku (f+MK): Can now be canceled into Airborne Tatsumaki Senpukyaku. Of course, the EX version is also possible. Now if you can read your opponent's Focus Attacks it will be possible to pull this off, or even go for a Raging Demon if you have enough Super Combo meter. If you are in the corner you can go for the combo Senbukyaku -> EX Airborne Tatsumaki Senpukyaku -> Metsu Hadoken or Ryusokyaku.
  • Shoryuken: Medium ver. has had its invincibility increased by 1 frame.
  • Ryusokyaku (Axe Kick): Light ver. hit gives +1 frame advantage. Heavy ver. takes 26 frames to startup, damage has been changed from 140->130, stun from 200->150, and has same properties as Medium ver. to go for additional hits. If Medium or Heavy ver. hits an airborne opponent, they can't quick stand. Startup on EX ver. is 21 frames.
  • Airborne Tatsumaki Senpukyaku: Same as Ryu, the break trajectory of the Tatsumaki has softened when done during jump ascent.
  • Raging Demon: Damage increased from 350->370.
  • Metsu Hadoken: Time needed for a full charge is reduced. So if you land a Level 2 Focus Attack, and immediately follow up with a forward dash, you can connect a fully charged Metsu Hadoken. A useful combo would be any normal attack -> EX Hadoken -> EX Level 2 Focus Attack -> Forward Dash -> Fully Charged Metsu Hadoken.

OniEdit

  • Oni

    Oni

    Adjusted health from 950 to 1,000.
  • Goshoryuken (Dragon Punch): Slightly increased forward knockdown distance on final hit to fix the character facing the wrong way on EX Focus -> Dash. Made quick-stand impossible following the first hit of the EX version.
  • Messatsu-Gozanku (Ultra I, air): Made Messatsu-Gozanku cancelable on a Zanku Hadosho hit.
  • Messatsu-Gotenha (Ultra I, anti-air): Changed active period from 10F to 9F, and made the attack totally invincible until after the first active frame.
  • Tenchi Sokaigen: Reduced damaged party's horizontal knockdown distance in order to increase ease of subsequent hitbox connection following a successful first hit
  • Raging Demon: Changed damage from 350 to 370 when executed on the ground. Changed from a throw hitbox to a strike hitbox that can only hit airborne opponents when the move is carried out in the air.
  • EX Tatsumaki Zankukyaku: Made additional adjustments to allow the move to fully hit.
  • EX Airborne Tatsumaki Zankukyaku: Changed EX version to make a sudden, vertical dive, only when canceled into from a Zanku Hadosho. Made EX version a 1-hit move, with damage of 140 and stun of 200 that does tailspin knockdown damage, only when canceled into from a Zanku Hadosho. Changed EX version landing stun to 22F, only when canceled into from a Zanku Hadosho.
  • Gankauchi (b+MP): Changed damage motion when hitting crouching opponents, making it easier to land a hit when canceling a special or other move from a Gankauchi.
  • Diagonal j.HP: Changed active period from 4F to 5F.
  • Zanku Hadosho (Air Hado Dash): Expanded hitbox for light and hard versions.
  • Rakan Dantojin (Demon Slash): Added hitbox for deep hit to light version. Extended projectile-invincible frames by 3F for Medium version.

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