Ultra Street Fighter IV Japanese Location Test Coverage Hub – Character Info, Off-Screen Footage, and More
As many of you are probably aware, Capcom will be holding the very first public location tests for Ultra Street Fighter IV at various establishments in Japan this weekend. Obviously, there will be a ton of information coming in from a variety of sources, and as such, we will be using this particular article to aggregate the gameplay details that will become available.
The festivities began just minutes ago in Japan, so be sure to check this article periodically over the next few days for updates. For now, be sure to give Kim1234 and YUBIKEN follows on Twitter, as they will be testing out a variety of requests and providing general information.
System Changes
(via reiketsuhidou)
EX Red Focus Attack cancel costs 4 bars
EX Red Focus Attack Level 1 does not crumple the opponent (via _BNBBN_)
Delayed wakeup activated by holding any two buttons when in hard knockdown (via Kim1234)
Character Info
(These details are listed in alphabetical order by character name.)
Abel
(via _BNBBN_)
Close standing HP hitbox expanded downward
Wheel Kick recovery reduced
EX Falling Sky upper body invincibility increased from 2 to 3
Adon
Jaguar Kick damage reduced (via atwiki)
(via Aristobule)
L/M Jaguar Kick damage 140 -> 130
H Jaguar Kick damage 130 -> 120
Far HK seems to be only one hit now.
All air Jaguar Kick damage reduce by half
Jaguar Crunch (F+MP) now +3 on hit against standing opponents
Akuma
Crouching HK can not be cancelled into Shun Goku Satsu (via _BNBBN_)
(via kanaya0530)
Back jump Zanku Hadoken has 2 more frames of recovery
HP Goshoryuken can only be Focus cancelled on the first hit, invincibility reduced from 6F to 5F
Balrog
(via Aries0079)
Dash Straight now -1 on hit, -1 on block
LP Dash Swing Blow now ±0 on hit, -2 on block
MP Dash Swing Blow now +2 on hit, -3 on block
EX Dash Ground Smash now -1 on block
UC1 (Violent Buffalo) – Last hit can be either Punch or Kick
Buffalo Headbutt recovery is mostly the same
Blanka
Close standing MK from start-up to 4F is airborne (via _BNBBN_)
(via akazukin01)
Crouching MK is +5 on hit
Vertical Roll is now Focus cancellable
HP Rolling Attack knocks down at all distances
UC2 (Shout of Earth) anti-air start-up increased from 7F to 9F
Backstep Roll causes 2 more frames of block stun
Cammy
(via Kim1234)
Combo damage and stun reduced.
Crouching LK start-up now 4F
(via _BNBBN_)
Crouching HP reduce from +7 to +5 on hit
Crouching LK no longer can be chained
Cannon Strike height restriction reduced, landing recovery increased from 5F to 9F
Chun-Li
(via _BNBBN_)
Jump reduced from 41F to 36F
EX Kikoken now knocks down
UC2 (Kikoshou) damage increased by 50
EX Hazanshu now breaks armor
(via 4eajt)
Vitality increased to 950
DF+LK hitbox expanded, start-up 10F
EX Spinning Bird Kick hitbox expanded
UC2 (Kikoshou) invincible until 9F, until start-up
Cody
Crack Kick (F+HK) is airborne from first frame (via _BNBBN_)
C. Viper
UC1 (Burst Time) Smoke effects reduced (via _BNBBN_)
Increased damage on Super (via Kim1234)
Dan
(via Zhi [1, 2])
Now builds meter with every taunt
Full hits on Koryuken (623+P) FADC to Ultra 2
Dankukyaku (214+K) hitbox improved, now hits crouching opponents
Dee Jay
(via yoshy047)
Far standing MP start-up reduced from 7F to 6F
Far standing HP meaty hit floats the opponent on counter-hit
Crouching LK start-up reduced from 5F to 4F
Crouching MP hitbox size increased
Crouching MK damage increased from 70 to 80
Crouching HP hitbox size increased
Air Slasher chip increased from 12 to 15
LK Double Rolling Sobat now -3 on block (correction via haku623)
Sobat Festival forward movement increased
Dhalsim
Standing MK does 2 hits, 200 stun (via _BNBBN_)
(via perico2321 [1, 2])
Standing MP start-up reduced from 10F to 9F, -1 on hit and block
Standing HP damage increased from 75 to 80, +1 on hit
Standing MK Damage 40*30, stun 100*100
B+LK damage increased from 30 to 40
B+MK slightly less pushback on hit and block
B+HK damage increased from 90 to 100
LK Yoga Blast has slightly reduced hurtbox
MK Yoga Blast start-up reduced from 15F to 14F
EX Yoga Blast damage increased from 90*50 to 90*60, hitbox slightly expanded forward
EX Yoga Flame damage increased from 50*70 to 70*70, hitbox slightly expanded forward
EX Yoga Blast now causes soft knockdown instead of hard
UC2 (Yoga Shangri-La) throw range slightly increased
Dudley
(via Crue_)
Stand HP hitbox slightly expanded forward and downward
Stand HK has less pushback on counter-hit
Crouching LP hitbox slightly expanded forward
Crouching MK start-up now 7F
F+HK hitbox slightly expanded forward
All Target Combo damage increased by 10
Light Machine Gun Blow -1 on block
Normal Short Swing Blow throw invincible until the end of active frames
EX Short Swing Blow throw invincible until the first hit
E. Honda
EX Oicho now invincible (via _BNBBN_)
(via itsumobasho)
Close standing HP’s hitbox increased
Far standing HP’s damage changed to 90
Jump MP’s hurtbox reduced
Jump MK’s active frames increased
EX Headbutt on block leaves him closer to opponent by a lot. Vega’s crouch MP can now hit him with ease
Super has 8 frame startup
Ultra 2 comes out in 1 frame, character width 1.4, 720 motion
Far standing HK is now -6 on block (used to be -7)
Sumo splash active frames increased by 1 frame
Elena
Uryo’s early impressions (translation via Shouta):
Slide is strong. Her overheads are long and fast. Her jump is slow-moving. If you hit the EX DP, you knock them all the way to the top. Her EX overhead is ridiculously fast. Her FA is floating. She feels kind of like Sakura. Feels like a character strong at controlling the match. With a bit of research time, she could be really strong.
Ultra 1 – Brave Dance (via kazamaraita)
Ultra 2 – Healing (via Iorifuerte)
(via Zhi [1, 2, 3, 4])
Slide (3+HK) is powerful
Fast overhead
Strong footsie game
Jump is very floaty
Scratch Wheel (623+K) launches opponents very high
Healing increases the longer you hold buttons, may restore nearly 50% life
Sweep goes under fireballs (via Kim1234)
El Fuerte
(via Iorifuerte)
Far Standing LK start-up 3F, not cancellable
Tostada Press active frames increased by 1F
Fajita Buster damage increased to 180
Quesadilla Bomb connects from crouching MK
Close standing HK start-up now 10F
Crouching MK EX Red Focus does not conncect
LK and HK Guacamole Leg Throw invincibility increased
non-EX Quesadilla Bomb start-up now 14F, recovery reduced by 4F
EX Quesadilla Bomb now throw invincible
Gordita Sobat recovery reduced by 1F
Evil Ryu
(via _BNBBN_)
Vitality increased to 950
Crouching HK start-up is now 6F
Senbukyaku (F+MK) hitbox expanded downward
Target Combo can now be done from far standing MP
HK Ryusokyaku start-up reduced from 26F to 25F
(via wnder1261)
Crouching MK guard recovery increased by 1F
Tatsumaki Senpukyaku has farther movement distance