Guile
- Hurtbox on wakeup has been reduced.
- Air grab hitbox increased.
- Crouching light punch is now +5 on hit instead of +4.
- Crouching medium kick now has a bigger hitbox and a bigger hurtbox.
- Reverse Spin Kick (Toward + Heavy Kick when close) now has a larger hitbox downwards.
- Light, Medium, Heavy and EX Flash Kicks now all have 1 more frame of invincibility.
- Light, Medium, Heavy and EX Sonic Booms are now counter-hittable between frames 1-20.
- Flash Explosion (Ultra 1) startup is now 5 frames instead of 7 frames. Damage is now 450 instead of 510. If your opponent ends up behind you, it will autocorrect. The second kick is now slightly slower, making it easy to hit against airborne opponents. Invincibility is now during frame 1-6 instead of 1-10.
- Sonic Hurricane (Ultra 2) now does 330 damage instead of 300. It will now hit all of its hits if used against an airborne opponent within a combo.
Guy
- Walk speed slightly increased.
- Far standing light kick now has a larger hitbox upwards.
- Far standing heavy kick now has 7 frames of startup instead of 8. Now has 5 active frames instead of 3. Now has 16 frames of recovery instead of 17. Now has a larger hitbox.
- Crouching medium punch can no longer be used as an anti-air.
- Izuna Otoshi (Elbow Drop) now has a larger downwards hitbox.
- Sickle Kick now has 9 frames of startup instead of 11.
- Target Combo's second hit now has a larger downwards hitbox.
- Heavy Hozanto (Shoulder Slam) now has 28 frame startup instead of 30.
- Run->Sudden Stop now has 16 frames recovery instead of 17.
- Run->Neck Flip now has a larger downwards hitbox.
- EX Run->Neck Flip will now knock down airborne opponents.
- EX Bushin Senpukyaku (Hurricane Kick) startup changed to 2 frames from 4. The 2 frame start up might be a typo in the patch notes. Hitbox increased, easier to pull opponent in.
- Bushin Goraisenpujin (Ultra 1) second hit's range increased, will now be easier to combo to.
Hakan
- Standing hard punch: Hitbox increased above his head to increase anti-air capabilities
- Crouching light kick: Recovers faster (9F->8F)
- Crouching middle punch: Can special cancel, super cancel, and focus cancel out of this attack
- Jumping middle kick: Hitbox increased to cross up much more consistently
- Toward + Middle Punch: Disadvantage after block reduced (-5F->-4F) and disadvantage after hit reduced (-2->0)
- Airthrow: Damage increased (140->150)
- Light/Medium/Hard Oil Rocket (unoiled): Throw distance increased (0.97->1.05)
- EX Oil Rocket (unoiled): Throw distance increased (0.97->1.2)
Ibuki
- Guard: El Fuerte bug that resulted her in not being able to block his Toward + MK has been fixed.
- Crouching light punch: Start up is faster (4F->3F).
- Target Combo 4: Hitbox extended downward on second hit to hit crouching opponents more consistently.
- Hammer Kick: Hitbox extended downward to hit crouching opponents more consistently.
- Hammer Kick: Advantage on block reduced (3F->2F).
- Backhand Punch: Second hit can be canceled into specials, high jump, focus attack and red focus attacks.
- Light, Medium, Heavy Tsujigoe (Command Jump): Recovery reduced by 6F.
- Light, Medium, Heavy, EX Tsumuji (Spin Kicks): Hitbox extended downward to hit crouching opponents better.
- Medium Tsumuji (Spin Kicks): Recovery increased by 1F (3F->4F).
- EX Kazegiri (Dragon Kick): Invincibility increased (6F->7F).
- EX Kazegiri (Dragon Kick): Hitbox increased to hit airborne character more consistently (on frames 2~3).
Juri
- Close standing light punch: Hitbox increased to hit crouching opponents more consistently
- Close standing medium punch: Feng Shui version has been adjusted to match non Feng Shui version
- Close standing middle kick: Feng Shui version has been adjusted to match non Feng Shui version
- Far standing middle punch: Can cancel into special moves
- Far standing light kick: Start up reduced (5F->4F)
- Far Hard Kick: Feng Shui version has been adjusted to match non Feng Shui version
- Crouching middle kick: Starts up faster (6F->5F)
- Crouching middle kick: Reduced recovery (17F->16F)
- Kasatsuchi (counter): Takes white damage when opponent’s attack is countered
- Light, Medium, Heavy Shikusen (Dive Kick): Cannot be performed when jumping backwards
- Shikusen (Dive Kick): 2nd and 3rd attack hitboxes have been enlarged and adjusted to hit more consistently
- EX Shikusen (Dive Kick): Follow up attacks only come out if one of the K buttons is pressed
- EX Shikusen (Dive Kick): Attack trajectory affected by which two buttons are pressed to perform the attack (LK+MK = close, MK+HK = Middle, LK+HK = far)
- EX Fuhaijin (Fireball Kick) : MK+HK version can now hit crouching opponents
- EX Fuhaijin (Fireball Kick) : LK+HK version damage has been increased (50*50->60*60)
- EX Senpusha (Pinwheel Kick) : Invincibility increased (1F~6F->1F~7F)
- EX Senpusha (Pinwheel Kick) : Disadvantage after guard increased (-14F->-15F)
- Feng Shui Engine (Ultra 1): Invincibility on start up reduced (1~4F->1~2F)
- Kaisen Dankairaku (Ultra 2): Hitbox has been extended horizontally
Ken
- Movement speed slightly increased.
- Close standing medium kick has had its downward hitbox increased, and is now easier to hit crouching opponents with.
- Crouching medium kick recovery has been reduced from 16 frames to 13 frames. Hitstun changed to +2 frames from -1 frame. Blockstun changed to -1 frame from -4 frames.
- Crouching heavy kick startup changed to 7 frames from 8 frames. Recovery changed to 19 frames from 21 frames.
- Lightning Kick (Forward + Heavy Kick) changed to ±0 frames on block, from -1 frame.
- Light, Medium and Heavy Fireball damage increased to 70 from 60.
- EX Fireball damage increased to 50+50, from 50+40.
- Medium Shoryuken now launches on the first hit.
- Heavy Shoryuken can no longer be FADC'd on second hit if the opponent blocks it, damage increased from 70*40*30 to 70*50*30
- Light, Medium and Heavy Shoryuken are all now -5 frames on block when FADC'd into a forward dash.
- Heavy Hurricane Kick now has 6 frames startup instead of 7 frames.
- Light, Medium and Heavy Airborne Hurricane Kick trajectory changed when done while jump is heading upwards.
- EX Airborne Hurricane Kick trajectory changed.
- Shinryuken (Ultra 1) non-animation damage increased by 60.
- Guren Senpukyaku (Ultra 2) has slightly better range when activated.
- Hurtbox on wakeup has been reduced.
- Air grab hitbox increased.
- Crouching light punch is now +5 on hit instead of +4.
- Crouching medium kick now has a bigger hitbox and a bigger hurtbox.
- Reverse Spin Kick (Toward + Heavy Kick when close) now has a larger hitbox downwards.
- Light, Medium, Heavy and EX Flash Kicks now all have 1 more frame of invincibility.
- Light, Medium, Heavy and EX Sonic Booms are now counter-hittable between frames 1-20.
- Flash Explosion (Ultra 1) startup is now 5 frames instead of 7 frames. Damage is now 450 instead of 510. If your opponent ends up behind you, it will autocorrect. The second kick is now slightly slower, making it easy to hit against airborne opponents. Invincibility is now during frame 1-6 instead of 1-10.
- Sonic Hurricane (Ultra 2) now does 330 damage instead of 300. It will now hit all of its hits if used against an airborne opponent within a combo.
Guy
- Walk speed slightly increased.
- Far standing light kick now has a larger hitbox upwards.
- Far standing heavy kick now has 7 frames of startup instead of 8. Now has 5 active frames instead of 3. Now has 16 frames of recovery instead of 17. Now has a larger hitbox.
- Crouching medium punch can no longer be used as an anti-air.
- Izuna Otoshi (Elbow Drop) now has a larger downwards hitbox.
- Sickle Kick now has 9 frames of startup instead of 11.
- Target Combo's second hit now has a larger downwards hitbox.
- Heavy Hozanto (Shoulder Slam) now has 28 frame startup instead of 30.
- Run->Sudden Stop now has 16 frames recovery instead of 17.
- Run->Neck Flip now has a larger downwards hitbox.
- EX Run->Neck Flip will now knock down airborne opponents.
- EX Bushin Senpukyaku (Hurricane Kick) startup changed to 2 frames from 4. The 2 frame start up might be a typo in the patch notes. Hitbox increased, easier to pull opponent in.
- Bushin Goraisenpujin (Ultra 1) second hit's range increased, will now be easier to combo to.
Hakan
- Standing hard punch: Hitbox increased above his head to increase anti-air capabilities
- Crouching light kick: Recovers faster (9F->8F)
- Crouching middle punch: Can special cancel, super cancel, and focus cancel out of this attack
- Jumping middle kick: Hitbox increased to cross up much more consistently
- Toward + Middle Punch: Disadvantage after block reduced (-5F->-4F) and disadvantage after hit reduced (-2->0)
- Airthrow: Damage increased (140->150)
- Light/Medium/Hard Oil Rocket (unoiled): Throw distance increased (0.97->1.05)
- EX Oil Rocket (unoiled): Throw distance increased (0.97->1.2)
Ibuki
- Guard: El Fuerte bug that resulted her in not being able to block his Toward + MK has been fixed.
- Crouching light punch: Start up is faster (4F->3F).
- Target Combo 4: Hitbox extended downward on second hit to hit crouching opponents more consistently.
- Hammer Kick: Hitbox extended downward to hit crouching opponents more consistently.
- Hammer Kick: Advantage on block reduced (3F->2F).
- Backhand Punch: Second hit can be canceled into specials, high jump, focus attack and red focus attacks.
- Light, Medium, Heavy Tsujigoe (Command Jump): Recovery reduced by 6F.
- Light, Medium, Heavy, EX Tsumuji (Spin Kicks): Hitbox extended downward to hit crouching opponents better.
- Medium Tsumuji (Spin Kicks): Recovery increased by 1F (3F->4F).
- EX Kazegiri (Dragon Kick): Invincibility increased (6F->7F).
- EX Kazegiri (Dragon Kick): Hitbox increased to hit airborne character more consistently (on frames 2~3).
Juri
- Close standing light punch: Hitbox increased to hit crouching opponents more consistently
- Close standing medium punch: Feng Shui version has been adjusted to match non Feng Shui version
- Close standing middle kick: Feng Shui version has been adjusted to match non Feng Shui version
- Far standing middle punch: Can cancel into special moves
- Far standing light kick: Start up reduced (5F->4F)
- Far Hard Kick: Feng Shui version has been adjusted to match non Feng Shui version
- Crouching middle kick: Starts up faster (6F->5F)
- Crouching middle kick: Reduced recovery (17F->16F)
- Kasatsuchi (counter): Takes white damage when opponent’s attack is countered
- Light, Medium, Heavy Shikusen (Dive Kick): Cannot be performed when jumping backwards
- Shikusen (Dive Kick): 2nd and 3rd attack hitboxes have been enlarged and adjusted to hit more consistently
- EX Shikusen (Dive Kick): Follow up attacks only come out if one of the K buttons is pressed
- EX Shikusen (Dive Kick): Attack trajectory affected by which two buttons are pressed to perform the attack (LK+MK = close, MK+HK = Middle, LK+HK = far)
- EX Fuhaijin (Fireball Kick) : MK+HK version can now hit crouching opponents
- EX Fuhaijin (Fireball Kick) : LK+HK version damage has been increased (50*50->60*60)
- EX Senpusha (Pinwheel Kick) : Invincibility increased (1F~6F->1F~7F)
- EX Senpusha (Pinwheel Kick) : Disadvantage after guard increased (-14F->-15F)
- Feng Shui Engine (Ultra 1): Invincibility on start up reduced (1~4F->1~2F)
- Kaisen Dankairaku (Ultra 2): Hitbox has been extended horizontally
Ken
- Movement speed slightly increased.
- Close standing medium kick has had its downward hitbox increased, and is now easier to hit crouching opponents with.
- Crouching medium kick recovery has been reduced from 16 frames to 13 frames. Hitstun changed to +2 frames from -1 frame. Blockstun changed to -1 frame from -4 frames.
- Crouching heavy kick startup changed to 7 frames from 8 frames. Recovery changed to 19 frames from 21 frames.
- Lightning Kick (Forward + Heavy Kick) changed to ±0 frames on block, from -1 frame.
- Light, Medium and Heavy Fireball damage increased to 70 from 60.
- EX Fireball damage increased to 50+50, from 50+40.
- Medium Shoryuken now launches on the first hit.
- Heavy Shoryuken can no longer be FADC'd on second hit if the opponent blocks it, damage increased from 70*40*30 to 70*50*30
- Light, Medium and Heavy Shoryuken are all now -5 frames on block when FADC'd into a forward dash.
- Heavy Hurricane Kick now has 6 frames startup instead of 7 frames.
- Light, Medium and Heavy Airborne Hurricane Kick trajectory changed when done while jump is heading upwards.
- EX Airborne Hurricane Kick trajectory changed.
- Shinryuken (Ultra 1) non-animation damage increased by 60.
- Guren Senpukyaku (Ultra 2) has slightly better range when activated.