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#11 |
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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 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 Balrog • 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 Blanka • Close MP - Frames increased by 9F for boost combos (on hit -6F/On block -10F) • 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 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) 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 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 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 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 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) 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 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 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 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) • 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) 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) 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) 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 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) 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) 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 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) 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) Vega • 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 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) |
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