SSF4 Arcade Edition v2012 complete patch notes
Capcom-Unity has posted the complete change log for v2012 of Super Street Fighter 4 Arcade Edition. This is a free update which will be released on December 13, 2011 for the Xbox 360 and PlayStation 3. A PC patch has been confirmed as well, but doesn't yet have a release date.
http://www.eventhubs.com/news/2011/nov/29/ssf4-arcade-edition-v2012-final-official-patch-notes/
http://static.capcom.com/streetfigh...rcade Edition 2012 Final Change List - US.pdf
Abel
• Crouching Hard Punch - Expanded hitbox upward to ease use as an anti-air move.
• Tornado Throw - Changed damage from 150 to 160 for light, 170 to 180 for medium, and 190 to 200 for hard/EX versions.
• Ultra 2 - Breathless - Made strike-invincible from start of dash to just before hit detection. Eliminated throw invincibility after start of dash.
• Change of Direction - Second Low - Extended hit stun by 2F, giving a possible +9F advantage when completing EX Focus?Dash in the shortest possible time.
Adon
• Focus Attack - Adjusted position of hitbox to ease hitting of short opponents.
• Close Standing Medium Punch - Shortened hitback and block push distances. Also made attacker have a -4F (dis)advantage when blocked.
• Ultra 1 - Jaguar Revolver - Fixed issue whereby the move could slip around to the back of an opponent on the ground when hit up close. Increased the 3rd hit's knockdown distance when fighting airborne opponents.
• Rising Jaguar - Made super-canceling possible on 2nd active frame of first hit for strong version. Slightly increased forward knockdown distance on first hit for the light, medium, and heavy versions to fix Adon facing the wrong way on EX Focus -> Dash.
• Jaguar Kick - Expanded body hurtbox downward to toe of lowered leg for light and medium versions. Made expanded part of hurtbox invincible to projectiles. Changed hard version's damage from 140 to 130.
Akuma
• Forward Throw - Increased Akuma's total frame count on a hit by 2F.
• Ultra 2 - Demon Armageddon - Changed hit damage when canceling out of Ashura Senku from 400 to 421.
• Demon Flip Punch (Hyakki Gosho) - Changed from an overhead attack to a mid attack.
• Far Standing Hard Kick - Changed damage from 60 + 40 (100 total) to 50 + 30 (80 total). Shortened block stun by 2F on second block, giving the attacker a -2F (dis)advantage when blocked.
• EX Demon Flip - Made EX Air Fireball cancelable from immediately after start of move.
Balrog
• Buffalo Headbutt - Increased damage from 100 to 120 for medium, 100 to 140 for hard, and 100 to 150 for EX version.
• Ultra 2 - Dirty Bull - Increased damage from 300 to 399. Made easy command mode input the same as SSF4.
• Dash Swing Blow (Overhead) - Shortened hitback distance when hitting opponents on the ground, and eased linking with crouching medium punch, etc.
• Near Standing Hard Punch - Expanded hitbox downward, enabling contact at close range with Ryu, etc. when crouching.
Blanka
• Rolling Attack (Beast Roll) - Changed damage from 100 to 110 for light, 110 to 120 for medium, 120 to 130 for hard, and 110 to 120 for EX version. Made opponent get knocked down when hit connects within 2F of heavy or EX version's active period. Made follow-up possible when hit connects within 2F of EX version's active period.
• Rock Crusher (Toward + MP) - Lengthened hit stun by 3F on a max. focus hit, giving the attacker a possible +5F advantage on a hit. Shortened hitback distance on a hit and on a block.
• Jungle Wheel (Back Throw) - Extended total frame count of Blanka's move by 1F on a hit.
• EX Vertical Roll - Made opponent get knocked down on a hit, and made landing point closer to opponent when blocked. Lengthened landing stun on a block by 5F from 7F to 12F.
Cammy
• Hard Spiral Arrow - Changed active periods from (first hit) 2F + 17F to 7F + 12F. (Overall active period unchanged.)
• Quick Spin Knuckle - Decreased distance all versions push back when blocked.
Chun-Li
• Yosokyaku (Head Stomp) - Made accessible from stick diagonally forward-down + medium kick as well as from stick down + medium kick.
• Hard Spinning Bird Kick - Changed damage from 30 * 9 (270 total) to 40 + 20 * 8 (200 total). Made the move hit fully when canceled into from a near standing hard punch.
• Ultra 2 - Kikoken - Changed startup from 10F to 9F.
• Ultra 1 - Hosenka - Made hitboxes match SSFIV.
• Kintekishu (Back + MK) - Lengthened opponent's stun when counter-hit by 3F, giving the attacker a +3F advantage on a counter-hit.
• Tenkukyaku (MK during Kintekishu) - Expanded hitbox downward to make it easier to hit crouching targets.
• Crouching Hard Kick - Increased stun from 100 to 150.
• EX Lightning Legs - EX Hyakuretsukyaku - Increased amount of movement directly following the move's opening and extended attack reach.
• Near Standing Hard Punch - Lengthened hit stun by 1F, leaving the attacker with a -2F (dis)advantage on a hit. Shortened hitback distance.
• Crouching Light Kick - Expanded strike hitbox for deep hit.
Cody
• Increased both forward and backwards walk speed.
• Hammer Hook (Toward + Hard Punch) - Increased hit and block stun by 2F. This gives the attacker a +3F advantage on a hit against a standing opponent, a -1F (dis)advantage against a crouching opponent, and a -4F (dis)advantage when blocked. Enabled execution even when holding a knife.
• Standing Light Punch (With Knife) - Lengthened hit stun, giving the attacker a possible +6F advantage on a hit.
• Standing Medium Punch (With Knife) - Changed from a 1-hit to a 2-hit attack. No change to action or damage.
• Standing Hard Punch (With Knife) - Lengthened hit stun, giving the attacker a possible +3F advantage on a hit.
• Crouching Medium Punch (With Knife) - Shrunk hurtbox on attacking arm.Also set hitbox active period to 4F. No change to overall frame count.
• Crouching Hard Punch (With Knife) - Startup changed from 9F to 7F. Changes total frame count from 24F to 22F.
• Jumping Light Punch (With Knife) - Increased length of hit detection.
• Jumping Medium Punch (With Knife) - Expanded hitbox up and down.
• Pick up Knife - Made transition to block possible during move.
• Bad Spray - Changed from a 1-hit to a 2-hit attack. No change to overall damage.Also made second hit super-cancelable.
• EX Zonk Knuckle - Increased forward knockdown distance somewhat.
• Ruffian Kick - Expanded medium kick's hitbox forward slightly.
• Angled Jumping Medium Punch - Expanded hitbox up and down.
C. Viper
• Ultra 1 - Burst Time - Changed damage from 480 to 441. Moved position of hitbox to make the move easier to hook in combos.
• Ultra 2 - Burning Dance - Changed damage from 380 to 410.
• Thunder Knuckle - Changed medium version damage from 120 to 110. Made throw-invincible until first active frame for heavy version.
• EX Thunder Knuckle - Changed EX version's startup from 27F to 25F. Lengthened Viper's stun by 2F on an EX version hit.
• EX Seismic Hammer - Changed damage from 120 to 100. Eliminated throw invincibility.
• Aerial Burning Kick - Changed normal damage from 100 to 90. Made follow-ups with Heavy Thunder Knuckle or Burst Time possible after EX version fully hits.
Dan
• Air Dan Kicks (Dankukyaku) - Made EX Airborne Dankukyaku fully hit after EX Focus canceling a Koryuken. Changed heavy version's damage from 50 + 40 + 30 (120 total) to 50 * 3 (150 total). Changed EX version's height restrictions, allowing it to be activated 1F earlier. Changed EX version's stun from 100 * 3 (300 total) to 100 + 75 + 75 (250 total).
• Dan Kicks (Dankukyaku) - Changed hard version's damage from 50 + 40 + 30 (120 total) to 50 + 40 + 40 (130 total).
• Super - Hissho Buraiken - Adjusted to fully hit when used up close against any character.
• Ducking Taunt, Jumping Taunt - Made Super Meter bonus +70 on a hit and +30 on a block.
• Close Standing Medium Punch - Changed startup from 6F to 5F. Takes the total frame count to 23F.
• Close Standing Hard Kick - Shortened hitback distance on standing or crouching hit.
• Crouching Hard Kick - Changed startup from 12F to 10F. Takes the total frame count to 33F.