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Friday
Oct192012

« Street Fighter X Tekken ver. 2013: SF Cast Change log »

The fine folks at Capcom Unity uploaded the lengthy change log for the entire Street Fighter cast.

Click here to read all the (absolutely game changing) changes.

 

 

Ryu

 

  • Far LP - Startup 3F->4F
  • cr. MP - Startup 4F->5F
  • - Hit box reduced
  • cr. MK - Startup 5F->6F
  • - Hit box reduced
  • cr. HK - Startup 5F->7F
  • Solar Plexus Strike - Frames reduced by 2 (+5 on hit / 0 on block)
  • Shoryuken - Block stun reduced by 10 F
  • - Screen freeze reduced by 6F
  • - Push back on block reduced
  • M. Shoryuken - Frames 1~5 are invincible
  • Air Tatsumaki Senpu Kyaku - Hurt box enlarged
  • EX Tatsumaki Senpu Kyaku - Frames 3~7 are throw invincible 
  • H. Ryu's Joudan Sokutou Geri - Block stun reduced by 4F
  • Guard Cancel - Changed to 3 hits

Special move meter gain:

  • Shoryuken: on hit 40->30
  • Tatsumaki Senpu Kyaku: whiff 15->10 / on hit 40->30
  • Air Tatsumaki Senpu Kyaku: whiff 15->0 / on hit 40->35
  • Joudan Sokutou Geri: whiff 15->10/ on hit 40->30
  • Hadouken: whiff 15->0/ on hit 40->30

 

Ken

 

  • Far HK - Startup 13->11F
  • - Frames reduced by 3 (0 on hit / -5F on block)
  • Shiden Kakato Otoshi - Can cancel the feint
  • Target Combo - (-1F on hit /-7F on block)->(+3F on hit / -4F on block)
  • Shoulder Throw - Damage 120->130
  • L. Shoryuken - 1~2F full invincibility changed to lower body invincibility
  • - Floats higher on hit
  • - Damage 80->70
  • M. Shoryuken - 1st hit block stun reduced by 10F
  • - Screen freeze reduced by 5F
  • - Push back on block reduced / 2nd hit no longer hits crouching opponents
  • H. Shoryuken - Full invincibility after startup removed / Hit box of 1st hit enlarged / Damage 150->130 / Increased air combo juggle counter
  • Hadouken - (-4F on hit / -9F on block)->(0 on hit / -5F on block)
  • Air Tatsumaki Senpu Kyaku - Hurt box enlarged
  • Shippu Jinrai Kyaku - Damage 300->340 / 1st hit moves forward more

Special move meter gain

  • L Shoryuken: on hit 40->30
  • M Shoryuken: on hit 20+20(40)->20+10 (30)
  • H Shoryuken: on hit 20+10+10(40)->20+5×2 (30)
  • Hadouken: whiff 15->5 / on hit 40->20
  • Air Tatsumaki Senpu Kyaku: whiff 15->0 / on hit 30 x number of hits ->20 x number of hits
  • L Tatsumaki Senpu Kyaku: whiff 15->0 / on hit 20+10(30)->25+10 (35)
  • M Tatsumaki Senpu Kyaku: whiff 15->0 / on hit 20+10×3(50)->25+8×3 (49)
  • H Tatsumaki Senpu Kyaku: whiff 15->0 / on hit 20+10×4(60)->25+8×4 (57)

 

Guile

 

  • Command change - (back+HP+HK) no longer activates guard cancel
  • Health - 950->900
  • Far HP - Push back on block for boost combos reduced
  • Far HK - Push back on block for boost combos reduced
  • cr. LP - Frames increased by 3 (+5F on hit / +1F on block)
  • cr. LK - Frames increased by 3 (+4F on hit / 0 on block)
  • Reverse Spin Kick - 6F~29F is throw invincible
  • Flash Kick - Block stun reduced by 10F
  • - Screen freeze reduced by 5F
  • - Push back on block reduced

Special move meter gain

  • Flash Kick: on hit 40->30
  • Sonic Boom: whiff 15->0 / on hit 20->25

Abel

 

  • Command change - Shoulder Tackle changed from (charge, forward+P) to (charge, forward+K)
  • - Breathless changed from (charge, forward+PPP) to (charge, forward+KKK)
  • Guard cancel - Marseilles Roll changed to Shoulder Tackle
  • - Attack Startup 8F, Damage 120
  • Close HP - Hit box enlarged
  • - Push back on block for boost combos reduced
  • Far HP - Push back on block for boost combos reduced
  • Far HK - Push back on block for boost combos reduced
  • cr. HP - Hurt box reduced
  • - Hurt box on arm is now invincible versus jumping attacks
  • Wheel Kick - Hit stun frames reduced (L->+1F / M, H, EX->+2F)
  • - When hits in midair it becomes bound damage
  • - Damage L. 100->80, M. 110->80, H. 120->90
  • L. Wheel Kick - Hit box position changed
  • Tornado Throw - Damage L. 140->160, M. 150->170, H. 160->180
  • - Throw invincible from startup until throw activation
  • L. Shoulder Tackle - Startup 20F
  • M. Shoulder Tackle - Armor properties added during hit box active frames / Hit effect changed to ground knockback
  • H. Shoulder Tackle - Armor properties added during hit box active frames / Counter hit causes wall bounce

Special move meter gain

  • Second Middle: on hit 30->15
  • Second Low: whiff 5->10
  • Finish Middle: on hit 30->20
  • Finish Low: whiff 5->15/on hit 30->40
  • Wheel Kick: whiff 15->10/on hit 60->30
  • Marseilles Roll: whiff 15->0
  • Sky Fall: whiff 10->15/on hit 60->55
  • Tornado Throw: whiff 10->20/on hit 60->65
  • Shoulder Tackle: whiff 15->0/on hit 40->50

 

Chun-li

 

  • Close MK - Block stun during boost combos increased by 5F (-6F on hit / -10F on block)
  • Close HK - Cannot jump cancel on block
  • Far MP - Arm hurt box activates 1F faster
  • - Push back on block for boost combos reduced
  • Far HP - Push back on block for boost combos reduced
  • cr. HK - Push back on block for boost combos reduced
  • Angle Jump HP - Mid air hit causes knockdown
  • Kakusenshu - Hurt box changed
  • - Hit box enlarged
  • - Damage 60->70
  • H. Kikouken - Block stun increased by 2F
  • EX Hyaku Retsu Kyaku - Only first hit reduceds mid air combo count
  • - Hit stun for all hits changed to same as H. version

Special move meter gain

  • Kikouken: whiff 15->5 / on hit 40->20
  • Hazanshu: whiff 15->10 / on hit 40->30
  • L Spinning Bird Kick: whiff 15->10 / on hit 10×4+20(60)->8×5 (40)
  • M Spinning Bird Kick: whiff 15->10 / on hit 5×6+20(50)->8×5+5×2 (50)
  • H Spinning Bird Kick: whiff 15->10 / on hit 5×8+20(60)->8×5+5×4 (60)
  • Hyaku Retsu Kyaku: whiff 10->0 / on hit 10×n->8×n

 

Cammy

 

  • Hooligan Combination - Can transition into Cannon Strike
  • *Transition version has 6F more landing stun than normal version, on hit advantage frames reduced by 4F
  • Close LP - (+7F on hit / +3F on block)->(+5F on hit / +2F on block)
  • - Increased push back on block
  • Close MP - Block stun during boost combos reduced by 4 (-6F on block)
  • Close HP - Block stun during boost combos increaed by 5F (-8F on hit / -14F on block)
  • - Push back on block for boost combos reduced
  • Close HK - Cannot jump cancel on block
  • Far LP - Block stun increased by 2 (+1F on block)
  • Far HP - Push back on block for boost combos reduced
  • Far MK - Push back on block for boost combos reduced
  • Far HK - Push back on block for boost combos reduced
  • cr. MP - Block stun during boost combos reduced by 3 (-7F on block)
  • cr. HP - Push back on block for boost combos reduced
  • - Block stun during boost combos increased by 6F (-8F on hit / -14F on block)
  • Cannon Spike - Reduced push back on block / Block stun reduced by 10F
  • L Cannon Spike - Active frames 1~2F Damage 100
  • From 3F onwards Damage 130
  • M Cannon Spike - Active frames 1~2F Damage 110
  • From 3F onwards Damage 140

Special move meter gain

  • Cannon Spike: whiff 15->10 / on hit 60->30
  • Accel Spin Knuckle: on hit 40+60(100)->20×2(40)
  • Cannon Strike: whiff 15->5 / on hit 40->15
  • Razor Edge Slicer: whiff 0->5 / on hit 60->30
  • Fatal Leg Twister: whiff 5->10 / on hit 40->50
  • Cross Scissors Pressure: whiff 5->10 / on hit 40->50
  • L and M Spiral Arrow: whiff 15->0 / on hit 40->50
  • H Spiral Arrow: whiff 15->0 / on hit 20+20(40)->30+20(50)

 

Sagat

 

  • Close MK - Push back on block for boost combos reduced
  • Close HP - Push back on hit changed to be same as light attacks
  • Close HK - 1st hit will hit crouching opponents
  • - 1st hit causes forced standing
  • Far HP - Push back on block for boost combos reduced
  • Far HK - No longer build meter on whiff
  • cr. MP - Block stun during boost combos increased by 4F (-5F on hit / -9F on block)
  • cr. HP - Push back on block for boost combos reduced
  • Step Low Kick - Block stun reduced by 3 (-3F on block)
  • Tiger Uppercut - Block stun reduced by 10F
  • - Screen freeze reduced by 4F / Push back on block reduced
  • EX Tiger Uppercut - Moves forward further
  • - Hit box after 2nd hit enlarged forward
  • EX Tiger Knee Crush - Block stun reduced by 5 (-3F on block) / Damage 110->90 / Changed air combo count

Special move meter gain

  • Tiger Shot: whiff 15->5
  • Grand Tiger Shot: whiff 15->5
  • Tigger Uppercut: whiff 15-> 10 / on hit 40->30
  • Tiger Knee Crush: whiff 15->0 / on hit 20+20(40)->30+20(50)

 

Dhalsim

 

  • Close LK - Startup 3F->4F
  • - Hit box reduced
  • Close MP - Block stun during boost combos increased by 3F (-4F on hit / -10F on block)
  • Close MK - Block stun during boost combos increased by 3F (-7F on hit / -11F on block)
  • Close HP - Block stun during boost combos increased by 5F (-9F on hit / -15F on block)
  • - Push back on block for boost combos reduced
  • Close HK - Block stun during boost combos increased by 8F (-9F on hit / -15F on block)
  • - Push back on block for boost combos reduced
  • cr. LP - (+6F on hit / +2F on block)->(+3F on hit / +1F on block)
  • cr. MP - Block stun during boost combos increased by 9F (-6F on hit / -10F on block)
  • cr. MK - Block stun during boost combos increased by 4F (-6F on hit / -10F on block)
  • cr. HP - Block stun during boost combos increased by 8F (-11F on hit / -16F on block)
  • - Push back on block for boost combos reduced
  • Double Zoom Straight - Damage 90->80
  • - Hurt box active frame timing changed
  • Double Zoom Punch - Damage 90->80
  • Jump Double Zoom Punch - Damage 100->80
  • Sliding - Hit box reduced
  • Yoga Sliding - Hit box reduced
  • M. Yoga Flame - Block stun reduced by 2 (0 on block->-2F on block)
  • H. Yoga Flame - Block stun reduced by 2 (+3F on block ->+1F on block)
  • Yoga Flame - Hurt box appears 2F before hit box activates
  • EX Yoga Flame - Startup 17F->15F
  • Yoga Blast / EX Yoga Blast - Opponent cannot quick stand on hit
  • Yoga Inferno - Startup 3F->6F
  • Yoga Volcano - Startup 9F->7F
  • - Damage 250->280

Guard cancel - Changed to 2 hit move
Special move meter gain

  • Yoga Fire: whiff 15->5
  • Yoga Flame: whiff 15->0 / on hit 30->50
  • Yoga Blast: whiff 15->0 / on hit 40->70

 

Poison

 

  • Command change - Backflip command changed from KK to KKK
  • Forward Dash - Full animation reduced from 22 to 16 frames
  • Close MP - Damage increased from 60 to 70
  • - 3 frames added to Boost Combo (-5 on hit, -9 on block)
  • Far HP - Damage increased from 90 to 100
  • - 7 frames added to Boost Combo (-14 on hit, -19 on block)
  • - Push back on block for boost combos reduced
  • Close HK - Start up reduced from 14 to 11 frames
  • cr. MP - 3 frames added to Boost Combo (-4 on hit, -8 on block)
  • cr. HP - Startup decreased from 9 to 7 frames / Frames reduced by 8 (±0 on hit, -6 on block)
  • Elbow Drop - Start up increased from 17 to 21 frames. / Active frame on attack reduced from 6 to 5 frames / Frames reduced by 6 (-1 on hit, -5 on block)
  • Note: confirmed on Ryu / Damage increased from 60 to 70
  • Love Me Tender (L) - Startup decreased from 29 to 27 frames
  • EX Whip of Love - Second hit frames changed to +1 on hit and -3 on block / 4th hit frames changed to -8 on block
  • Slapshot - Damage reduced from 150 to 140

Special move meter gain

  • Whip of Love 1st Hit: on hit 20->30
  • Whip of Love 2nd Hit: on hit 20->15
  • Whip of Love 3rd Hit: on hit 10->20
  • Love Me Tender: on hit 20->30
  • Love Me Tender (ender): whiff 5->15, on hit 20->70
  • Kissed by a Goddess (L): on hit 20+20(40)->20+10(30)
  • Kissed by a Goddess (M): on hit 10 x 2+20(40)->20+8 x 2(36)
  • Kissed by a Goddess (H): on hit 10 x 4(40)->20+8 x 3(44)
  • Aeolus Edge: whiff 15->0, on hit 40->30

 

Hugo

 

  • HP - Opponent cannot perform quick recovery off the ground when hit by this while in the air
  • - 4 frames added to Boost Combo (-9 on hit, -15 on block)
  • - Push back on block for boost combos reduced
  • cr. LP - Damage reduced from 50 to 40
  • cr. LK - Hit box reduced
  • - Hurt box reduced
  • cr. MP - Damage reduced from 80 to 70
  • - 5 frames added to Boost combo (-5 on hit, -9 on block) / Push back on block for boost combos reduced
  • cr. MK - 4 frames added to Boost Combo (-13 on block) / Push back on block for boost combos reduced
  • Hammer Hook - Wall bound when move connects on counter hit
  • Body Press - Block stun reduced by 8 frames / Damage reduced from 140 to 110
  • - Active frames reduced from 21 to 8 frames
  • Giant Palm Breaker - "Damage changes
  • LP: 100->80
  • MP: 100->110
  • HP: 140->130"
  • Moonsault Press - Damage recduced from 200 to 230
  • EX Meat Squasher - Damage increased from 200 to 260
  • Monster Lariat - Block stun increased by 3 frames (on block -10)
  • - Super armor startup changed from 1 to 6 frames
  • EX Monster Lariat - Block stun reduced by 5 frames (on block -8)

Special move meter gain

  • Giant Palm Breaker: whiff 15->10, on hit 40->30
  • Moonsault Press: whiff 15->20, on hit 40->100
  • Shootdown Backbreaker: on hit 20->65
  • Meat Squasher: whiff 15->20, on hit 20->80
  • Ultra Throw: whiff 15->20, on hit 0->60
  • Monster Lariat: whiff ->15->0, on hit 40->50

 

Ibuki

 

  • EX Kunai - EX Kunai can be canceled while descending
  • far LP - Hit box reduced
  • - Hurt box reduced
  • - Frames changed from (on hit +6/on block +2) to (on hit +7/on block -1)
  • LK - Hurtbox increased
  • cr. MK - Push back on block for boost combos reduced
  • far HP - Push back on block for boost combos reduced
  • Forward jumping HK - Startup increased from 5 to 7 frames
  • - Damage decreased from 100 to 75
  • Yami Kazura - Damage increased from 120 to 130
  • Spin Kick - Hit box reduced
  • MK Tsumuji, HK Tsumuji - Franes changed from (MK on block -1/HK on block ±0) to (both on block +3)

Special move meter gain

  • Kunai: whiff 15->5
  • Tsuijigoe: whiff 10->15
  • Neck Breaker: on hit 10->60
  • Kazakiri: on hit 20×3(60)/10×3(30)
  • Tsumuji: whiff 15->10, on hit 20+20(40)->10×2(20)
  • Tsumuji (high variant): whiff 5->10, on hit 20->30
  • Tsumuji (low variant): whiff 5->10, on hit 60->30
  • Hien: on hit 20+40(60)->20×2(40)
  • Raida: whiff 15->0, on hit 40->60

 

Rolento

 

  • Vitality - Reduced from 1000 to 930
  • Far LP - Hit box reduced
  • - Hurt box reduced
  • Far MK - 6 frames added to Boost combo (on hit -8, on block -12) / Push back on block for boost combos reduced
  • Far HP - 6 frames added to Boost combo (on hit -15, on block -19) / Push back on block for boost combos reduced
  • Far HK - 10 frames added to Boost combo (on hit -13, on block -17) / Push back on block for boost combos reduced
  • cr. MP - 5 frames added to Boost combo (on hit -3, on block -8) / Push back on block for boost combos reduced
  • cr. MK - 5 frames added to Boost combo (on hit -9, on block -13) / Push back on block for boost combos reduced
  • cr. HP - 10 frames added to Boost combo (on hit -13, on block -17) / Push back on block for boost combos reduced
  • Jump MK - Hitbox reduced
  • Patriot Circle - First attack frames increased by 4 (on hit, -1, on block -5)
  • Stinger - Hitbox increased
  • - Push back on block reduced

Special move meter gain

  • Stinger (jump): whiff 15->5
  • Stinger (knife): whiff 15->5, on hit 40->15
  • Mekong Delta Attack (attack): whiff 15->10, on hit 40->30
  • Mekong Delta Air Raid (attack): whiff 15->10, on hit 40->30
  • Mekong Delta Escape (jump): whiff 10->5
  • Patriot Circle 1st attack: whiff 10->0, on hit 6 x 4(24)->8 x 4(32)
  • Patriot Circle 2nd attack: on hit 6 x 4(24)->5 x 4(20)
  • Patriot Circle 3rd attack: on hit 6 x 3(18)->8 x 3(24)

 

Zangief

 

  • Walking Speed - Slightly slower
  • Close MP - 5 frames added to Boost combo (on hit -5, on block -9)
  • - Push back on block for boost combos reduced
  • Close MK - 4 frames added to Boost combo (on hit -6, on block -10)
  • Far LP - Damage decreased from 40 to 30
  • Far LK - Startup increased from 4 to 5 frames
  • Far MP - 5 frames added to Boost combo (on hit -5, on block -9)
  • - Push back on block for boost combos reduced
  • - Adjusted so that the hurt box comes out 1 frame before the attack
  • Far MK - Push back on block for boost combos reduced
  • cr. MP - Damage decreased from 80 to 70
  • cr. MK - 2 frames added to Boost combo (on hit -5, on block -9)
  • Flying Body Attack - Block stun reduced by 8 frames
  • - Damage decreased from 120 to 100
  • Screw Piledriver - Damage adjusted:
  • LP: 180->200
  • MP: 200->220
  • HP: 220->240
  • Quick Double Lariat - Hitbox increased on the 5th frame

Special move meter gain

  • Screw Piledriver: whiff 15->20, on hit 40->100
  • Banishing Flat: whiff 15->10, on hit 40->30
  • Double Lariat: whiff 15->5, on hit 40->35 (after first spin 20)
  • Quick Double Lariat: whiff 15->5, on hit 40 (after first spin 30)
  • Flying Power Bomb: whiff 15->0, on hit 40->100
  • Atomic Suplex: whiff 15->0, on hit 40+40(80)->70+50(120)

 

Rufus

 

  • Close LK - Block pushback increased
  • Close MK - 6 frames added to Boost combo (-7F/-11F)
  • - Push back on block for boost combos reduced
  • Far MP - 6 frames added to Boost combo (-6F/-10F)
  • - Push back on block for boost combos reduced
  • Far MK - 4 frames added to Boost combo (-7F/-11F)
  • - Push back on block for boost combos reduced
  • Far HP - 4 frames added to Boost combo (-9F/-14F)
  • cr. LK - Hitbox reduced
  • Hand Machinegun - Damage increased from 120 to 130
  • Vulture Kick - Frame advantage on hit reduced by 2 frames (on hit +1)
  • Falcon Kick - Frame advantage on hit reduced by 7 frames
  • Target Combo - Damage decreased from 90 to 60
  • Galactic Tornado - "Damage adjusted:
  • MP 100->80
  • HP 120->90
  • EX 160->80"
  • Messiah Kick (mid) - Block stun reduced by 2 frames (On block -1)
  • Messiah Kick (high) - Block stun reduced by 5 frames (On block -5)

Special move meter gain

  • Messiah Kick (high): whiff 5->10
  • Messiah Kick (mid): whiff 5->10
  • Messiah Kick (low) whiff 5->10
  • Snake Strike: whiff 15->5, on hit 16 x Number of attacks->10 x Number of attacks
  • Galactic Tornado (L): whiff 15->0, on hit 10+20(30)->30+15(45)
  • Galactic Tornado (M and H): whiff 15->0, on hit 10 x 2+20(40)->30+8 x 2(46)

 

Vega (Claw)

 

  • cr. LP - Frames increased by 1 (on hit +4, on block ±0)
  • cr. MK - Block stun has been reduced by 3 frames (on block -2)
  • - 6 frames added to Boost combo (on hit -6, on block -13)
  • - Push back on block for boost combos reduced
  • Vertical jumping HK - Opponent will go into a hard knockdown state if hit with this attack while in the air.
  • Flying Barcelona Attack - The position of the hurtbox has been changed
  • - Pushback on block has been reduced
  • Izuna Drop - Throw area has been reduced
  • Sky High Claw (H) - The knockback timing on hit and on block has been changed
  • Scarlet Terror (M) - Damage decreased from 100 to 80
  • Scarlet Terror (H) - Damage increased from 100 to 120
  • - Mid-air combo count number increased
  • EX Scarlet Terror - Damage increased from 150 to 160
  • - Mid-air combo count number increased
  • Special move meter gain
  • Rolling Crystal Flash (L): whiff 20->10, on hit 10+40(50)->20 x 2(40)
  • Rolling Crystal Flash (M): whiff 15->10, on hit 10 x 3+40(70)->8 x 3+20(44)
  • Rolling Crystal Flash (H): whiff 15->10, on hit 10 x 4+40(80)->8 x 4+15(47)
  • Scarlet Terror (L): whiff 15->10, on hit 40->30
  • Scarlet Terror (M and H): whiff 15->10, on hit 40+40(80)->20+10(30)
  • Flying Barcelona Attack (Jump): whiff 10->5
  • Flying Barcelona Attack (Attack): whiff 5->0, on hit 40->30
  • Izuna Drop: whiff 5->10, on hit 40->50
  • Sky High Claw: whiff 15->0

 

Balrog (Boxer)

 

  • Close LP - Block pushback has been increased
  • Close LK - Block pushback has been increased
  • Close HK - 2 frames added to Boost combo (on hit -2, on block -9)
  • Far LP - No longer connects on crouching opponents
  • Far MP - Active frame window has been changed to 4 frames
  • - Can now be canceled
  • Far HK - 2 frames added to Boost combo (on hit -5, on block -11)
  • cr. LK - Block stun has increased by 2 frames (on hit +5, on block +1)
  • cr. HK - Overall animation has been reduced by 3 frames
  • - Block stun has decreased by 3 frames (on block -9)
  • - Block pushback has been decreased
  • Dash Straight (EX included) - Now moves forward 4 frames after startup
  • EX Dash Upper - Now moves forward 4 frames after startup
  • Buffalo Head - Now connects on crouching opponents
  • EX Dash Swing Blow - When the opponent is hit with this attack while crouching, they'll take bound damage and go into "fall over" stun
  • Special move meter gain
  • Dash Low Straight: whiff 15->10, on hit 40->30
  • Dash Low Smash: whiff 15->10, on hit 40->30
  • Dash Swing Blow: whiff 15->10, on hit 40->30
  • Buffalo Head: whiff 15->10, on hit 40->30
  • Turn Punch: whiff 15->10, on hit 40->45
  • Dash Straight: whiff 15->0, on hit 30->40
  • Dash Upper: whiff 15->0, on hit 30->40

 

Juri

 

  • Close HP - on hit, opponents are launched higher
  • Far LK - Can no longer be linked
  • cr. HP - Damage decreased from 90 to 75 
  • - On block, cannot be jump canceled
  • - Hitbox has been reduced
  • Diagonal Jumping HP - Damage decreased from 100 to 75
  • - Hurtbox comes out 1 frame quicker
  • Karen Kick/Assatsu Kick - Damage decreased from 150 to 130
  • EX Senpusha - Hit and block pushback has been reduced
  • EX Kasatushi - Hurtbox has been added after move is successful

Special move meter gain

  • Fuhajin (rising kick): whiff 10->5, on hit 0->25
  • Shikusen: whiff 10->5
  • Shikusen 2nd Impact: on hit 20+20(40)->10 x 2(20)
  • Shikusen 3rd Strike: on hit 40->30
  • Kasatushi: whiff 15->10
  • Senpusha (L): whiff 15->0, on hit 10 x 2(20)->30 x 2(60)
  • Senpusha (M and H): whiff 15->0, on hit 10 x 4(40)->15 x 4(60)

 

M.Bison (Dictator)

 

  • Close MP - Startup decreased from 7 to 5 frames
  • Far MP - Startup decreased from 8 to 5 frames
  • - Hitbox has been reduced
  • - Hurt box reduced
  • Bison Warp - Overall animation has increased by 8 frames
  • Double Knee Press (LK) - Block pushback has increased
  • EX Double Knee Press - When the final hit connects, opponents are now launched straight up slightly instead of being knocked down
  • Knee Press Nightmare - The move starts off with full invicibility, and midway through the movement becomes projectile invincible only.
  • Deadly Throw - Damage decreased from 150 to 140
  • Special move meter gain
  • Devil Reverse (jump): whiff 10->0
  • Devil Reverse (attack): whiff 15->5
  • Double Knee Press: whiff 15->0, on hit 16×2(32)->20×2(40)

 

Akuma

 

  • Close HK (2nd hit) - Hit effect on airborne opponent changed to bound.
  • - Can now be canceled
  • Far HP - Can now be canceled
  • Far HK - Blockstun frames changed from +5 on hit/±0 on block +6 on hit/-2 on block
  • Ashura Senku (Punch ver.) - Distance covered has been reduced
  • - Invincibility time changed from 1-50 frames to 1-40 frames
  • - Full frame length changed from 61 to 72 frames
  • Ashura Senku (Kick ver.) - Distance covered has been reduced
  • - Invincibility time changed from 1-40 frames to 1-30 frames
  • - Full frame length changed from 54 to 64 frames
  • EX Gohadoken - "
  • Abolished from mid-air combo limit"
  • Tatsumaki Zankukyaku (MK) - Damage stun changed from 40+20+20(80) to 40×3(120)
  • Tatsumaki Zankukyaku (HK) - All hits are guaranteed if the first hit connects
  • Airborne Tatsumaki Zankukyaku - Hurtbox increased
  • Hyakki Gojin - Damage increased from 50 to 70
  • Hyakki Gosho - Damage increased from 70 to 100
  • Hyakki Gozan - Damage increased from 60 to 80
  • Zanku Hadoken - Hitbox has been reduced
  • - When used during a backwards jump, 5 frames added upon landing
  • Goshoryuken (MP, HP) - During the first hit, blockstun has been decreased by 10 frames
  • - The second hit does not connect on a crouching, blocking opponent
  • - Pushback on block has been reduced
  • Misogi - Hitbox has been increased

Special move meter gain

  • Gohadoken: whiff 15->5, on hit 40->20
  • Shakunetsu Hadoken (L): whiff 15->5, on hit 20->25
  • Shakunetsu Hadoken (M): whiff 15->5, on hit 20×2(40)->15×2(30)
  • Shakunetsu Hadoken (H): whiff 15->5, on hit 20×3(60)->10×3(30)
  • Zanku Hadoken: whiff 15->5, on hit 5->16
  • Goshoryuken (M): on hit 20+20(40)->30+10(40)
  • Goshoryuken (H): on hit 20+10×2(40)->20+10×2(40)
  • Tatsumaki Zankukyaku (L): whiff 15->10, on hit 40->20
  • Tatsumaki Zankukyaku (M and H): whiff 15->10, on hit 40 x number of attacks->20+10 x number of attacks
  • Airborne Tatsumaki Zankukyaku; whiff 15->0, on hit 40->35
  • Hyakkishu: whiff 10->0
  • Hyakki Gosho: whiff 0->15
  • Hyakki Gojin: whiff 5->10, on hit 40->30
  • Hyakki Gosai: whiff 5->15, on hit 40->60

 

Sakura

 

  • LK - Hit box reduced
  • - Hurt box reduced
  • - Startup 3F->4F
  • Close MP - Frames reduced by 2 (on hit +4F/on block +1F)
  • Close HK - Hit effect changed to knock away against opponents on the ground on hit
  • - Push back on block for boost combos reduced
  • Far HP - Can be canceled
  • - Push back on block for boost combos reduced
  • Far HK - Push back on block for boost combos reduced
  • cr. HP - Hurt box reduced
  • Jump MP - Changed hit effect to knock down against airborne opponents on hit
  • Hadoken - Increased total frames from 42F->49F
  • - Frames adjusted from (on hit ±0/on block -6F)->(on hit -3F/on block -7F)
  • Sakura Otoshi - Hit box enlarged
  • Haru Ranman - Damage increased from 300->330

Special move meter gain

  • Hadoken: whiff 15->5/on hit 40->20
  • Shouoken (L): whiff 15->10/on hit 10×2(20)->15×2(30)
  • Shouoken (M): whiff 15->10/on hit 10×4(40)->8×4(32)
  • Shouoken (H): whiff 15->10/on hit 10×6(60)->5×6(30)
  • Airborne Shunpukyaku: whiff 15->0/on hit 40×2(80)->15×2(30)
  • Sakura Otoshi (Attack): on hit 15->10
  • Sakura Otoshi (Finish): whiff 5->10/on hit 15->20
  • Shunpukyaku (L): whiff 15->0/on hit 40->25
  • Shunpukyaku (M): whiff 15->0/on hit 40×2(80)->15×2(30)
  • Shunpukyaku (H): whiff 15->0/on hit 40×3(120)->10×3(30)

 

Blanka

 

  • Close MP - Frames increased by 6F for boost combos (on hit -5F/on block-9F)
  • Close MK - Frames increased by 4F for boost combos (on hit -5F/on block-9F)
  • Close HP - Can now be canceled
  • Far MP - Frames increased by 5F for boost combos (on hit -5F/on block-9F)
  • cr. MK - Frames increased by 5F for boost combos (on hit -6F/on block-10F)
  • cr. HP - Push back on block reduced
  • - Frames increased by 3F (on hit -5F/on block -11F)
  • Vertical Roll - Damage 160->130?
  • - Frames increased by 5F whiff and on block
  • Electric Thunder - Changed knock away direction on hit or guard when opponent comes from behind Blanka
  • EX Rolling Attack - Changed push back distance of the Super Charge version to match that of the normal EX version when on guard
  • Grand Shave Roll - Full invincibility until hit box becomes active

Special move meter gain

  • Vertical Roll: whiff 15->10/on hit 40->30
  • Electric Thunder: on hit 20->30
  • Rolling Attack: whiff 15->0/on hit 30->40

 

Guy

 

  • Close MK - Frames increased by 4F (on hit +6F/on block +2F)
  • - Frames increased by 6F for boost combos (on hit -3F/on block -7F)
  • Close HK - Frames increased by 10F for boost combos (on hit -8F/on block -13F)
  • - Push back on block for boost combos reduced
  • Far MP - Frames increased by 2F for boost combos (on hit -4F/on block -8F)
  • Far MK - Shortened frames by 2F (on hit ±0F/on block-1F)
  • Far HP - Push back on block for boost combos reduced
  • Far HK - Push back on block for boost combos reduced
  • cr. MP - Frames increased by 7F for boost combos (on hit -4F/on block -8F)
  • cr. HP - Push back on block for boost combos reduced
  • - Frames increased by 8F for boost combos (on hit -10F/on block -16F)
  • Jump MP - Can now be canceled
  • Ninja Sickle - Startup 12F->10F
  • - Knock away changed to shoot straight up on hit
  • - Push back on block reduced
  • - Hit box enlarged
  • Bushin Gokusaken - Opponents now launched straight upwards on hit
  • Bushin Gokusaken Throw - Damage increased from 100->170
  • Neck Breaker - Became 2-hit move
  • Bushin Izuna Otoshi - Slowed timing of attack activation
  • M Bushin Kaiten Izuna Otoshi - Hit box property is now a strike instead of a throw
  • - Increased air combo juggle counter
  • EX Bushin Kaiten Izuna Otoshi - Hit box property is now a strike instead of a throw
  • - Increased air combo juggle counter
  • - Increased invincibility time by 1F
  • EX Bushin Senpukyaku - Added area below the knees to the hit box
  • Neck Flip - First attack is now a mid-level attack
  • EX Run - Added Armor Effect to Sudden Stop follow up
  • Grab Throw/Shoulder Throw - Increased damage from 120->130

Special move meter gain

  • Bushin Senpukyaku: whiff 15->10/on hit 20×number of attacks->12×number of attacks
  • Bushin Izuna Otoshi (Jump): Air 10
  • Bushin Izuna Otoshi (Elbow Drop): on hit 40->20
  • Bushin Izuna Otoshi (Throw): on hit 30->60
  • Run: whiff 10->5
  • Sudden Stop: whiff 10->5
  • Shadow Kick: whiff 5->15
  • Neck Flip: whiff 5->10/on hit 20+20(40)->20+10(30)
  • Kaiten Izuna Otoshi: whiff 15->10/on hit 30->80
  • Hozanto: whiff 15->0

 

Cody

 

  • Close MP - Frames increased by 9F for boost combos (on hit -6F/On block -10F)
  • Close MK - Frames increased by 2F for boost combos (on hit -5F/On block -9F)
  • - Push back on block for boost combos reduced
  • Close HP - Frames increased by 9F for boost combos (on hit -10F/On block -16F)
  • Close HK - Frames increased by 6F for boost combos (on hit -12F/On block -18F)
  • - Push back on block for boost combos reduced
  • Far LK - Hit box reduced
  • Far MP - Frames increased by 9F for boost combos (on hit -8F/On block -12F)
  • Far HP - Frames increased by 6F for boost combos (on hit -13F/On block -18F)
  • - Push back on block reduced
  • Far HK - Frames increased by 7F for boost combos (on hit -14F/On block -19F)
  • - Push back on block reduced
  • cr. LK - Startup increased from 3F->5F
  • - Hit box reduced
  • - Frames increased by 3F (on hit ±0F/on block -4F)
  • cr. MK - Frames increased by 5F for boost combos (on hit -9F/on block -13F)
  • cr. HP - Frames increased by 8F for boost combos (on hit -12F/on block -18F)
  • - Push back on block for boost combos reduced
  • cr. HK - Frames increased by 6F for boost combos (on block -20F)
  • - Push back on block for boost combos reduced
  • MP (with knife) - Frames increased by 10F for boost combos (on hit -9F/on block -13F)
  • - Push back on block for boost combos reduced
  • - Hit box reduced
  • - Hurt box reduced
  • MP (with knife) - Frames increased by 5F for boost combos (on hit -9F/On block -13F)
  • - Push back on block for boost combos reduced
  • - Hit box reduced
  • - Hurt box reduced
  • - Now cannot be canceled
  • HP (with knife) - Reduced frames by 4F (on hit +5F/On block ±0F)
  • - Frames increased by 4F for boost combos (on hit -12F/On block -17F)
  • - Push back on block for boost combos reduced
  • cr. HP (with knife) - Push back on block for boost combos reduced
  • Zonk Knuckle - Push back on block reduced
  • EX Zonk Knuckle - Knock away changed to shoot straight up on hit
  • - Damage decreased from 160->100
  • - Push back on block reduced
  • EX Bad Stone - Startup reduced from 30F->28F
  • Guard cancel - Became a 2-hit move
  • Prisoner Throw - Damage increased from 120->130

Special move meter gain

  • Bad Stone: whiff 15->5
  • Criminal Upper (L): on hit 5×4(20)->20+8×3(44)
  • Criminal Upper (M): on hit 10+5×4(30)->20+8×4(52)
  • Criminal Upper (H): on hit 10+2×5(20)->20+8×5(60)
  • Zonk Knuckle: whiff 15->10/on hit 20->30
  • Ruffian Kick: whiff 15->0/on hit 30->50

 

Elena

 

  • Jump - Total frames for jump decreased from 41F->38F
  • Close MP - Startup decreased from 6F->5F
  • - Can now be cancelled
  • cr. MP - Hit box enlarged
  • - Frames increased by 5F for boost combos (on hit -3F/On block-7F)
  • cr. MK - Hit box enlarged
  • Target Combo 4(MK?2HP) - Hit box enlarged
  • Sliding - Startup decreased from 14F->10F
  • - Hurt box area above neck now invincible to projectiles
  • Handstand Kick - Decreased frames by 3F (on hit +3F/On block-1F)
  • M/H Lynx Tail - Decreased frames for block stun by 2F (M -4F->-6F?H -2F->-4F)
  • EX Lynx Tail - Final hit now knocks opponents behind Elena
  • - Damage decreased from 150->100
  • EX Scratch Wheel - Length of invincibility changed from 1~5F->1~6F
  • EX Rhino Horn - Now invincible against projectiles from the first frame of the move until the second frame of the start of the final attack
  • Leg Lift Throw/Leg Hook - Damage increased 120->130
  • Brave Dance - Startup decreased from 14F->5F
  • Special move meter gain
  • Mallet Smash: whiff 15->10/on hit 20×2(40)->15×2(30)
  • Scratch Wheel (L): whiff 15->10/on hit 40->30
  • Scratch Wheel (M): whiff 15->10/on hit 40×2(80)->15×2(30)
  • Scratch Wheel (H): whiff 15->10/on hit 40×3(120)->10×3(30)
  • Lynx Tail (L): whiff 15->10/on hit 40->30
  • Lynx Tail (M): whiff 15->10/on hit 20×2(40)->20×2(40)
  • Lynx Tail (H): whiff 15->10
  • Spinning Scythe: on hit 10×2(20)->15×2(30)
  • Spinning Scythe (follow up): whiff 5->10/on hit 10×2(20)->15×2(30)
  • Rhino Horn: whiff 15->0/on hit 20×2(40)->30×2(60)

 

Dudley

 

  • MP - Frames increased by 5F for boost combos (on hit -3F/On block -7F)
  • - Push back on block for boost combos reduced
  • HP - Push back on block for boost combos reduced
  • HK - Damage decreased 90->75
  • cr. MP - Frames increased by 5F for boost combos (on hit -4F/On block -8F)
  • - Push back on block for boost combos reduced
  • cr. MK - Startup decreased from 10F->7F
  • - Increased hold over from 3F->5F
  • - Hurt box reduced
  • Diagonal Jump HK - Damage decreased from 100->80
  • - Decreased hold over from 10F->7F
  • Dart Shot - Decreased block stun by 4F (On block -4F)
  • M Jet Upper - Damage decreased from 140->120
  • - Decreased airborne combo count
  • - Decreased block stun by 4F
  • - Decreased screen freeze by 4F
  • - Push back on block reduced
  • H Jet Upper - Increased airborne combo count
  • - Damage decreased from 160->120
  • Short Swing Blow (including EX) - Added invincibility attribute to throws
  • - Removed hurt box on the head and torso during Super Charge
  • EX Cross Counter - Hit box enlarged on second and third hits
  • Rolling Thunder - Easier to transition to lock animation when move hits an airborne opponent

Special move meter gain

  • Jet Upper (L & M): whiff 15->10
  • Jet Upper (H): whiff 15->10
  • Machinegun Blow (L): whiff 15->10
  • Machinegun Blow (M): whiff 15->10/on hit 10×4(40)->8×4(32)
  • Machinegun Blow (H): whiff 15->10/on hit 10×6(60)->8×6(48)
  • Cross Counter: whiff 15->10
  • Duck: whiff 10->5
  • Ducking Straight: whiff 5->10/on hit 30->40
  • Ducking Upper: whiff 5->10/on hit 20×2(40)->15×2(30)
  • Thunderbolt: on hit 20×2(40)->15×3(45)
  • Short Swing Blow: whiff 15->0/on hit 30->50

 

 

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