Capcom Announces Ultra Street Fighter 4 at EVO (2014)

  • Thread starter Thread starter New Editor
  • Start date Start date
new patch released yesterday

13_usf4patch103.jpg


The latest patch for Ultra Street Fighter 4, v1.03, will drop onto the masses this Wednesday, October 15, 2014.

This update adds the long awaited delayed standing option for the training mode dummy, along with a number of bug fixes/balance adjustments, plus PC netcode improvements. Capcom noted that there's an issue with delayed standing, though.

The delayed standing setting in training mode has a minor issue in it where certain CPU opponents will delay stand when they shouldn’t be able to. These characters will definitely be fixed in the next patch. Please note that this DOES NOT HAPPEN OUTSIDE OF TRAINING MODE, only against the CPU when the delayed stand option is selected against certain characters in training mode.

You can find more details after the break.

Bug fixes/balance changes

In our continuing efforts to ensure our fans are being heard, we have addressed some inconsistencies that arose based on the initial changes that went into USFIV. In addition to those inconsistencies being addressed, we’ve also reverted the Decapre charge time and Rolento standing medium punch changes that occurred in patch 1.02.

Here’s the list of adjustments that will be included in patch 1.03:

Decapre

• Psycho Sting and DCM (Anti-Air) – Charge time reduced from 52F -> 42F.

Rolento

• Close Standing Medium Punch – Increased juggle potential so that “EX Stinger (3 Hits) -> Close Standing Medium Punch now combos.

Abel

• Far Standing Heavy Kick – Fixed the issue where a counter hit against Abel was still possible after the active frames of the attack already ended.

Chun-Li

• Forward and Neutral Throw – Reduced the throw escape window by one frame, making it consistent with other throw windows in the game.

Cody

• Light Ruffian Kick – Knockdown adjusted from soft to hard against airborne opponents.

Dhalsim

• Far Standing Medium Kick – Counter hit now yields proper hit advantage.

• Back + Medium Kick – Crouching opponents now get properly pushed back on hit.

• Yoga Catastrophe- Adjusted so that only one Yoga Catastrophe can be on the screen at a time.

Dudley

• Victory Rose – Counter hit now yields proper hit advantage.

E. Honda

• Far Standing Heavy Punch – Adjusted the damage from 100 -> 113 if the front part hits.

Fei Long

• Crouching Medium Punch – Adjusted damage on counter hit from 78 -> 82.

Guy

• Far Standing Heavy Kick – Fixed the issue where a counter hit against Guy was still possible after the active frames of the attack already ended.

Rose

• Forward and Neutral Throw - Reduced the throw escape window by one frame, making it consistent with other throw windows in the game.

• EX Soul Spiral – Fixed damage on counter hit from 160 -> 163.

Sagat

• EX Tiger Knee – Fixed the issue where Sagat gained SC meter on the first hit.

Seth

• HP and Stun – HP and Stun values adjusted from (800/900) -> (750/750) for SFIV Seth.

Vega

Medium Rolling Crystal Flash

• Fixed the issue where Vega could not perform a red focus on the last hit against a blocking opponent.

Flying Barcelona Special

• Fixed the issue where regardless of which strength of attack was used to activate the attack, the height at which Vega grabbed the wall was the same.

• Fixed the issue where Vega would cling to the wall at a lower point if the knee hit on the way up.

• Modified invincibility from Projectile/Throw Invincibility -> Total Invincibility when he jumps off the wall after activation.

• Fixed the issue where it was extremely difficult to land the Rolling Izuna Drop against a cornered opponent.

Yun

Zenpo Tenshin

• Adjusted throw range during Genei-Jin to match normal version.

• Fixed the issue where Yun could be counter hit after active frames of the throw have already ended.

System

• Fixed the issue where the “Red Focus” shortcut command was not being saved within the key configuration.

PC Netcode Changes

And last, but definitely not least comes further adjustments to the PC net code. We made some changes to the net code earlier in the year through our Beta branch program, but our efforts didn’t stop there. We are applying three new changes which we believe should improve our users’ experience even further.

Those changes are as follows:

• Change in Endless Battle – Users will not be able to join the game if the host is currently in a fight. Only once the fight ends and both the host and guest are returned to the lobby can they receive requests for other matches. This will prevent users from pinging the host during their matches.

• The number of open connections the user can upkeep after canceling his game search has been reduced; thereby reducing the number of players pinged.

• The acceptable input delay limit has been increased from 15 frames to 35 frames, so now even with terrible latency issues, users should experience what feels like an input delay instead of lag or random disconnects.

When you can download the patch

Lastly, here’s the timeframe on 10/15 that each of our player bases can expect the patch to go live:

Xbox 360: Wednesday, 10/15, 18:00 (JST)/ 02:00 (PST)

PS3: Wednesday, 10/15, 18:00 (JST)/ 02:00 (PST)/ 09:00 (GMT)

Steam: Wednesday 10/15, 08:00 (PST)

So that’s what you can expect in patch 1.03. That does not mean support stops here however, as we are still working hard on our goal of making USFIV the definitive version of the SFIV series. We will continue to monitor fan feedback and research ways to improve the player experience and will share any information as it becomes available
 
New costumes coming!

30_animalcostumes01.jpg


30_animalcostumes03.jpg


30_animalcostumes02.jpg


30_animalcostumes04.jpg


30_animalcostumes05.jpg


Just in time for Halloween, Capcom has given us a closer look at some of the upcoming "Wild" Ultra Street Fighter 4 costumes. Ayano has posted his latest entry in the Saikyo Blog in which he talks Omega Mode changes and the animal costume DLC.

Upon reveal, five characters' new digs were shown: Ryu, Cammy, Dudley, Hakan, and Gen. Unfortunately, the first image wasn't of the clearest quality.

Tonight, however, you can check out each of the new designs as they were intended to be seen. The concept are below is crystal clear and each costume looks better than the last! (Especially Dudley's.)

In the blog, Ayano also details some of the new changes set to be added to M. Bison, Balrog, Vega, Sagat, Seth, and Gouken.
http://www.capcom.co.jp/blog/sf4/saikyo_blog/2014/10/31_7950.html
 
http://www.capcom-unity.com/combofi...o-the-usfiv-omega-edition-characters-part-iii

Omega Mode changes for Abel, C. Viper, Fuerte, Rufus, Cammy, Dee Jay, Fei Long, and T. Hawk

Combofiend over on Capcom Unity brings us another set of Ultra Street Fighter 4 Omega Mode changes.

Today's batch features Abel, Cammy, C. Viper, and more. Changes include a powerful backfist for Fei Long, a Seismic Hammer-esque move for T. Hawk, and plenty of others.

You can check out a couple of them below.

Abel

Shoulder Tackle: Yup! Just as the name says, it’s a shoulder tackle. You can hold the button down to charge it—charge it to the max and you’ll get an increase in parameters, as well as armor break properties. You can cancel the charge by pressing a punch button, which also makes this effective as a feint move.

06_omega01t.jpg


Click images for larger versions

The EX version will send the opponent flying for a wall bounce, which sets up some combo opportunities afterwards!

Abel has seen a lot of changes—while he’s lost Change of Direction, he’s gained new command normal and special moves. Abel now fights like a mixed-martial artist with a focus on throws. I believe that Abel fans will get a kick out of this new way to play him!

06_omega02t.jpg


My inspiration: What you see is what you get!

Cammy

Killer Bee Stinger: A new special move that launches the opponent up in the air with a kick.

Cammy can follow up on the airborne opponent with combos.

This special move takes advantage of Cammy’s excellent mobility.

She also has a special version of her Cannon Strike, Target Strike, that will cause a hard knockdown from the air, and we’ve completely reworked her Hooligan Combination too. I’ll tell you more about that if I get another chance. Heh heh.

06_omega03t.jpg


06_omega04t.jpg


Just as her “Killer Bee” nickname implies, we’ve modified Cammy to be a character that primarily attacks from the air.

My inspiration: Dance like a butterfly, sting like a bee!

 
Last edited:
The big Ultra Street Fighter 4 patch is coming soon!

Patch 1.04 Content Information

8f3e5d0b0c36f437a6eada0a0a8882c5.png


If you thought our support for USFIV for was going to stop anytime soon, let me be the first to tell you that you’re sadly mistaken. Shortly after Capcom Cup, we’ll be releasing a patch full of all the things that will make your USFIV experience that much more entertaining: Edition Select online, New training mode trials, Omega Mode (online and offline) and compatibility files for the Wild costumes.

Continue on for a more detailed breakdown of what’s to be included.

Version Number

The game will now display “Version 1.04” in the options menu after the update.

Edition Select Online

Street Fighter IV Now players will be able to test out their favorite dream matches against all challengers across the globe. For the uninitiated, Edition Select allows players to pick any version of their favorite character from any version of SFIV that they’ve been in, balance and all. We’ve also added icons per version so that players will be able to adjust their strategies that much quicker.

Which character is the strongest? Pick your best fighter and go online* to find out. I’m sure an army of Vanilla SFIV Sagats and AE Yuns will be waiting for you.

*You can now turn Edition Select ON/OFF in Custom Match search settings or when creating Custom Lobbies for Endless, Team, Tournament and Online training modes. Edition select is only available for unranked matches only.

New Training Mode Trials

Take your game to the next level as you try to complete all the fun and challenging trials for Yun, Yang, Oni, Evil Ryu, Hugo, Elena, Decapre, Poison and Rolento! In addition to trails for these characters, you’ll also find updates for characters whose USFIV battle balance changes made a few of their previous trials no longer possible. Once you master these trials, take your newfound skills online and style on the competition.

Omega Mode Online

Are you ready to experience your favorite SFIV characters re-imagined in the all new Omega Mode*? Every character has been given new specials, as well as adjustments on their normal attacks to make them that much more fun and hype. Once you get a feel for them, take them for a spin online** and see what others have cooked up with their favorite characters.

*Omega Mode is not actually its own mode, but an edition of the characters located in Edition select.

**Please take note that Omega Mode places a larger emphasis on fun, rather than balance, and therefore can only be used in unranked matches.

Updated Battle Balance

We’ve heard your requests throughout the year and have made some changes to the cast, with the ultimate goal of making everyone viable *cough DeeJay cough cough*.

Bug Fixes

Both the Vega and Yun bugs will addressed and fixed in this patch.

Compatibility files for the Wild costumes

Compatibility files will also be added allowing players to be able to use the Wild costumes immediately after purchase. Speaking of the wild costumes, here's some screens:

585e3ba3a2ead409256f826a3b9dc348.jpg


08b09df54f5988314b36e862cb43648a.jpg


42ed976a046855bcba7597a60754d3bd.jpg


f743e826e8b7a2a1cad363472a3d1132.jpg


d2b09efa8a27eac3b426965c123ecca8.jpg


a98d6ce4cb24baf106e6d32e0b05b4a9.jpg


2578f17c66299171ef3b9d6988a40228.jpg


be416ca5b3c3276c1c2f0c40651bb17b.jpg


d79ef422b69c8f4bae6075e0a250a266.jpg


2cd0ce33f14a082c67139eb1529833de.jpg


6a5fdec6823965e994be842306b6cd0c.jpg


So there you have it, the contents of patch 1.04. Our support for USFIV is still going strong, so I’ll be back in the future with a release date, battle balance notes and more information on the patch if anything new surfaces.
 
I feel sorry for my nigga Gamerbee, but I'm not cool with the attention whoring, implying he gonna quit and shit. I mean fair enough, he did it on his private FB page instead of putting out a formal statement like that clown K-Brad but still.
 
LMAO Gamerbee been crying since last year

Nigga should stop pressing buttons on wakeup and always doing wake up dp's. I been saying that for almost 2 years now Gamerbee does NOT like to block on wakeup and hes been getting exposed for it.

Daigo said fuck it and did meaty HP srk's on his wake ups lol
 
Daigo is in beast mode right now LOL I feel sorry for whoever gotta play him next week in Capcom Cup

【USF4】Topanga A league off line Final league - Daigo Umehara (Evil Ryu) vs Uryo (C.Viper)
 
Ultra Street Fighter IV Heading to PlayStation 4 in Spring 2015

While everyone is busy freaking out about Street Fighter V, Capcom and Sony haven’t forgotten about Ultra Street Fighter IV.

During the opening ceremonies at this weekend’s PlayStation Experience, it was announced that Ultra Street Fighter IV will be heading exclusively to PlayStation 4. According to Sony vice president Adam Boyes, unnamed first-party studios are helping Capcom bring it to the new platform.

In addition to the game, it will include all of the downloadable costumes made available before its official release.

Ultra Street Fighter IV will be available on the current-generation console sometime in Spring 2015. Until then, check out the trailer below.
https://www.youtube.com/watch?feature=player_embedded&v=1Cl2CByEicc
 
The update is dropping tomorrow!

Ultra Street Fighter 4 Omega Mode, balance changes, new trials and animal costumes to be available on Monday, 15th of December

13_omegarelease.jpg


Matt Dahlgren took the stage after the Omega Mode exhibition of Capcom Cup today to announce that a free patch including Omega Mode, balance changes to the cast and new trials for all characters will be available as soon as Monday, 15th of December, which is only 2 days away.

This also includes the new animal-themed costumes, which will be available, presumably for purchase, on that very same day.

B4wvgIgCYAEpJA8.jpg
 
Last edited:
Ultra Street Fighter 4 1.04 Balance Patch and Omega Edition Select Mode drops tomorrow

08_dec15usf4.jpg


The Japanese patch notes for Ultra Street Fighter 4 Ver 1.04 are out; we're currently translating them into English for you, going by alphabetical order.

Some of the major changes in this patch include Evil Ryu and Poison getting a -50 health nerf, Seth's health getting buffed from 800 to 850, and Ryu's LP Hadouken going slower while his HP one goes faster.

Four characters did not receive any changes. Find out which four characters are left completely unchanged below, along with a partially translated list of changes in Ver. 1.04 (we're still going through them.

Characters left completely unchanged: Chun-Li, Rufus, Dudley and Guy.

Abel

• Close-standing HK -- The part that hits overhead, damage increased from 30 to 70, stun dealt increased from 50 to 100, advantage on hit reduced from +5F to +2F.

Adon

• Close-standing MK -- Fixed a bug where Adon would get counter-hit on this move even after its start-up and active frames have passed.

• Far-standing HK -- When used as part of a juggle combo, only the 2nd hit will connect.

J• Jaguar Varied Assault -- Fixed a bug where the opponent could not activate Delayed Wakeup after getting hit by certain parts of this move.

Akuma

• L/M/H/EX Gohadouken -- start-up changed from 14F to 13F.

Balrog

• Crazy Buffalo/Violence Buffalo -- Fixed a bug where Delayed Wakeup could not be activated if the opponent was struck in mid-air by any hit other than the last.

• Dirty Bull -- Command changed from 720 degrees + PPP to 63214 x2 + PPP.

Blanka

• Close-standing MK -- Fixed a bug where Blanka could get counter-hit with this move even after its start-up and active frames have passed.

• Cr.MK -- Start-up changed from 5F to 4F, advantage on-hit from +5F to +4F, has less pushback on-hit and on-block (guard-back, hit-back).

Cammy

• MK Spin Drive Smasher -- Fixed a bug where Delayed Wakeup could not be activated if the last his of this move were to cause a counter-hit on the opponent.

Cody

• Crack Kick -- Start-up changed from 15F to 14F.

• Zonk Knuckle -- Charge time required for this move has been increased from 60/90/120F to 60/120/180F. Lv2 and Lv3 versions of this move are throw-invincible until the end of active frames. After a Lv3 Zonk Knuckle has been landed, you can now follow-up with juggle combos; but the opponent will not float as high as before.

• EX Criminal Upper -- Strik invincibility changed from 1~6F to 1~7F

• M/H Dead End Irony -- Fixed a bug that caused Delayed Wakeup to not work when your opponent is struck with certain hits of this move.

C. Viper

• Emergency Combination -- Command changed from 214214+P to 236236+K. Fixed a bug that caused Delayed Wakeup to not work when your opponent is struck with certain hits of this move.

• Burst Time -- Fixed a bug that caused Delayed Wakeup to not work when your opponent is struck with certain hits of this move.

Dan

• L/M/H/EX Gadoken -- Start-up changed from 14F to 13F.

Decapre

-far st.LP/cr.LP : Can now be cancelled into rapid dagger on whiff and on chains

-far st.MP : startup reduced from 7f > 5f

-cr.HP : Can now be cancelled into EX focus/EX Red focus/Super

-EX Psycho Sting : Increased the forward movement.

-Increased the blockstun by 4f. Is now -1 on block after fadc

-Psycho Sting all versions : Invincibility time increased from 1-5f to 1-8f

-Rapid Dagger all versions : Increased hitstun and blockstun by 4f on the second to last hit

-Increased blockstun on all the hits, now is more often a true blockstring

-EX Spiral Arrow : Damage reduced from 160 to 120

-EX Scramble (LK+MK) : Reduced the time where Decapre disappears and the cancel window from 13f to 7f

-EX Razor Edge Slicer : Is now projectile invincible until the last active frame

-DCM : When both commands overlap, the anti-air version now has priority over the ground version

Dee Jay

• Far-standing HP -- On counter-hit, regardless if this move lands on a standing, crouching or aerial opponent, it Will cause the same blowback

knockdown state. • LK Double Rolling Sobat -- Has lower-body invincibility from start-up to end of active frames; advantage on-block changed from -3F to -4F.

• EX Jack Knife Maximum -- Expanded hitbox to cover lower area, making it easier to hit characters with lower crouching hurtboxes.

• EX Machinegun Upper -- Lesser blowback distance on-hit.

Dhalsim

-Back+LK reduced recovery frame from 8 to 7, increased frame advantage from 2 to 3

E. Honda

-Crouch LP does 50 damage from 40

-Crouch LK does 40 from 30

-EX slaps moves him forward on its own without directional input

-Bug fix where you couldn't delay-wakeup after headbutt

-U2 is now half circle back twice again, does 500 damage from 450

Elena

-bigger crouching hurtbox in neutral/hitstun/blockstun

-fixed a bug where she could not cancel her pre jump frames?

-switching the priorities for lynx tail and scratch wheel

-bigger hitbox on her thigh on cr.LP

-bigger hitbox and hurtbox on cr.MK

-j.HK: fixed a bug where she could be counter hit during the active frames

-L scratch wheel startup reduced from 6f > 3f

-H scratch wheel: bigger hitbox on the third hit

-L/M scratch wheel: fixed a bug where she could be counter hit during the active frames

-L/M/H scratch wheel: first hit forces standing

-M lynx tail: first hit on hit/guard pulls the opponent

-H lynx tail: first to third hits pull the opponent on hit/guard

-fixed a bug where you could not use delayed wake up after getting knocked down by this move

-L/M/H Lynx tail: hitbox extended forward

-M Rhyno horn: fixed a bug where you could not be counter hit during the startup frames

-Rhyno horn all versions: first hit now connects with crouching opponents

-EX Mallet Smash: advantage on block changed from -4 > -5

-Spin Scythe all versions: fixed a bug where the opponent could go through elena if they were behind her

El Fuerte

-Guacamole Leg Throw, bug fix where you couldn't delay your wakeup

Evil Ryu

-Vitality reduced to 900 from 950

Fei Long

-U1, the non-animation final hit does 140 damage from 165

Gen (Mantis)

-Crouch MP, 70 damage from 60

-Rapid poke recovery is 17 from 18

-Super now does 300 damage from 250

-Shitenketsu now does full animation on airborne opponent, bug fix where the property of the move changed when used as a reversal etc.

Gouken

-Super, bug fix where you couldn't delay your wakeup

-U2, stun value is now 75% instead of 65% when picked WCD, bug fix where stun value was 100% when picked WCD

Guile

-U1 increased invincibility from "1-6" to "1-9"

 
Hakan

-Crouch LP, recovery frame now 6 from 8, frame advantage on block now +2 from 0, frame advantage on hit now +5 from +3, mashable when oiled -Diagonal jump MK, increased hitbox and easier to cross-up when oiled

Hugo

• Dizzy motion -- Hurtboxes appear at the same timing as a regular wake-up now.

• Standing LP -- Recovery frames changed from 11F to 7F. On-hit, the advantage has been changed from +2F to +6F. On block, the advantage has been changed from -2F to +2F.

• Standing MP -- Fixed a bug where this move could be counter-hit after the start-up frames have expired.

• Crouching HK -- Hitbox that causes pushback has been adjusted backwards (not sure what this does).

• H Moonsault Press -- Damage changed from 220 to 250, stun dealt from 150 to 200.

• L/M/H Moonsault Press -- Hitboxes that previously caused this move to be counter-hit during its start-up have been removed.

• L/M/H/EX Giant Palm Bomber -- Until the end of the active frames, the front part of Hugo's palms will be projectile invincible. During the move, • Hugo's hurtboxes will be altered. This move does more pushback now. Even if this move cancels out a projectile, its attack hitbox will still be considered active (and can hit).

• EX Shootdown Backbreaker -- Damage decreased from 180 to 160. The horizontal distance travelled when Hugo is descending/falling is lowered.

• L/M/H/EX Shootdown Backbreaker -- The input window for this move has been changed to match that for other commands, so it's easier to puff off.

• L/M/H/EX Ultra Throw -- Hitboxes that previously caused this move to be counter-hit during its start-up have been removed.

• L/M/H/EX Meatsquasher -- Hitboxes that previously caused this move to be counter-hit during its start-up have been removed.

• Hammer Mountain -- Until the end of the active frames for this first part of this move, Hugo is completely invincible.

Ibuki

-Backhand punch no longer cancellable on whiff

-U2, bug fix where you couldn't delay your wakeup

Juri

-Close standing LP, hitbox during U1 is same as normal

-Close standing MK, first hit now forces stand, first 1-6 frames she's considered grounded and throw invincible

-Heavy Fuhajin, the projectile does not hit the crouching opponent

-Fuhajin, the meter gain for the first motion 10 from 20, the meter gain for projectile 30 from 20 on hit, 15 from 10 on block

Ken

-Hitbox and hurtbox of crouch MK now same as it was in ver.2012

-Air tatsu escape is now impossible even with plinking

Makoto

-Forward+HK, bug fix where you couldn't delay your wakeup

-U2, bug fix where you couldn't delay your wakeup

M. Bison

-Bug fix where his throws had 1 frame longer tech window

-Medium Scissor Kick has reduced pushback on hit, easier to land EX red focus

Oni

-EX Goshoryuken, focus cancellable on 2nd hit on block

-Light demon slash, damage increased to 120 from 110, stun increased to 150 from 130

-Air Raging Demon, bug fix where you couldn't delay your wakeup

Poison

• Health -- Decreased from 1,000 to 950.

• Hurtbox -- Standing and crouching hurtbox increased.

• Jump transition frames -- Fixed a bug where certain special moves could not be executed during the jump transition frames.

• Back throw -- Will no longer execute with negative edge.

• Close-standing HP -- Fixed a bug where this move could be counter-hit after the start-up frames have expired.

• Far-standing MP -- Fixed a bug where this move could be counter-hit after the start-up frames have expired.

• EX Aeolus Edge -- Easier to hit in close-quarters situations.

• L/M/H/EX Whip of Love -- Hitbox expanded.

• L/M/H Love Me Tender -- Damaged decreased from 90/100 to 70/80. When this move is whiffed (and only when whiffed), the recovery is 19F instead of 16F.

• EX Kiss By Goddess -- Hitbox of the initial move is expanded.

• Poison Kiss -- Throw distance is expanded.

Rolento

-close HK : Reduced stun from 200 to 150

-far MP : Increased active frames from 3f to 5f

-far HP : Slightly extended the hitbox on the second hit forward

-Reduced the meter gain on hit from 60/60 to 30/30, and on guard from 30/30 to 15/15

-Diagonal j.HP : Fixed a bug where he could get counter hit after the active frames

-EX Patriot Circle : Slightly increased the forward movement before the first hit

-All Patriot Circle : Fixed a bug where Rolento would win when using Patriot Circle against certain counter moves

-LMH Stinger (projectile part) : Extended the hitbox on the first frame down

-LMH Mekong Delta Attack (follow up) : Changed the effect on counter hit from "knockdown" to "hitstun"

-Changed the advantage on hit from -2 to +2

-EX Mekong Delta Attack (follow up) : Changed the advantage on block from -10 to -5

-Changed the effect on all the hits except the last from "hitstun" to "knockdown"

-EX Mekong Delta Air Raid : Changed the frames 1-10 from "projectile invincible" to "strike and projectile invincible"

-Changed the advantage on block from -3 to -5

-Mine Sweeper : Fixed a bug where you could not buffer it as a reversal

Rose

-EX Soul Spiral does 33 chip from 30

Ryu

-Close standing HK increased recovery frame from 15 to 17, 3 more frames of advantage against standing opponent, 2 more frames of advantage against crouching opponent, 2nd hit is now cancellable into focus, red focus, and super

-Light Hadoken travels slower

-Heavy Hadoken travels faster

Sagat

-Bug fix where his throws had 1 frame shorter tech window

-U2 does 303 damage from 255 on airborn opponent

Sakura

-EX Shunpukyaku, first 1-3 hits now force stand, hitbox increased downward so she doesn't hop over the opponent

-EX Hadoken, travel speed differs by the button combinations, recovery frame is now 44 from 48

Seth

-Vitality increased from 800 to 850

-Jump MK, bug fix where Seth got counter-hit worth of damage and stun while he gets hit during the move's active frame

T. Hawk

-Bug fix where his throw's tech window was 3 frames shorter

-Light Spire startup now 15 from 11

-Medium Spire startup now 17 from 14

-Medium Tomahawk Buster, now 2 hits, 1 hit forces stand on grounded opponent, damage changed to "90 + 60" from "150", stun changed to "150 + 50" from "200", 1st hit is cancellable into EX focus, red focus, and super

Vega

-Bug fix where the final hit of RCF didn't gain additional frame advantage on counter-hit, bug fix where final hit of RCF gained double super meter

-Bug fix where final EX RCF didn't gain additional frame advantage on counter-hit, bug fix where he gained meter without the claw

Yang

-Crouch MK, bug fix where he didn't gain additional frame advantage on counter-hit

Yun

-Far standing LP, on counter-hit, the opponent is now in float state instead of soft knockdown during Genei Jin

-Light shoulder, stun is now 100 from 200, super meter gain reduced 20 from 30 on whiff, 30 from 60 on hit, 15 from 30 on block

-EX lunge punch, frame advantage now -1 on block from +1

Zangief

-Light green hand travel distance reduced, more pushback on hit

-EX green hand forces stand on hit

Source: Nesica. Translations from KarbyP, defearl and Naast on Reddit.

 

Members online

Trending content

Thread statistics

Created
-,
Last reply from
-,
Replies
351
Views
707
Back
Top
Menu
Your profile
Post thread…