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Updated: Early Ultra Street Fighter 4 change lists for multiple characters and system mechanics alterations

Posted by DreamKing23
November 29, 2013 at 5:32 p.m. PST

Updated with changes from DreamHack: We've added new updates into this story from the DreamHack location test.

The first Ultra Street Fighter 4 location test is currently taking place over in Japan, and reports of new changes are flooding in. EventHubs correspondent Jason24cf has begun posting tons of these speculated changes over on Twitter, and there's a lot to see.

These tweaks have not yet been officially confirmed, however, with the location test taking place, it is more than likely that they are accurate. Jason's reported changes are coming from players currently in Japan, playing USF4.

If you hear of any other balance changes that we haven't yet listed, please feel free to leave them in the comments below, and let us know where you got them from.

Hit the jump to see the latest info on Ultra Street Fighter 4.

General notes


- The rules regarding what Red Focus can absorb are currently unknown. It was originally reported that it could only take two hits of focus and the third would result in a counter hit, but this has since been proven wrong.

- Red Focus takes 2 stocks of meter to use.

- Red Focus FADC takes four stocks of meter.

- Level 1 Red Focus does not crumple the opponent, unless it's EX cancelled from another move. EX cancelling Red Focus costs 4 bars, though.

- The delayed wake up mechanic apparently works by holding Heavy Punch and Medium Kick on hard knockdown only.

Abel


- Close Hard Punch's hit box expanded downward.

- Wheel Kick recovery reduced by 3 frames for each, except Medium which has been reduced by 2 frames.

- EX Falling Sky upper body invincibility increased from 2 to 3.

- Far Heavy Kick has 13 frame startup (from 14f).

Adon


- Jaguar Kicks now do 130 damage on Light/Medium (down from 140), and 120 on Heavy (down from 130).

- Air Jaguar Kick chip damage halved, regular damage on all of them is -10.

- Far Standing Heavy Kick does 120 damage, is now 1 hit only.

- Opponent hasn't stood up yet if he does Forward Throw -> Forward Jump (meaning he no longer has a safejump from a regular throw, I assume?)

- It is listed that his "Jutting" has a better hitbox, which is very strange indeed, considering this move is a move he had in the Alpha series, but does not have in SF4.
EDIT: Apparently his Jutting from Alpha is his Close Heavy Kick right now, so his Close Heavy Kick should have a better hitbox now. Thanks to Doopliss for this information.

- Forward+MP is now +3 instead of +4 when hitting a standing opponent.

- Jaguar Revolver is now easier to get a full animation on.


Akuma


- Can no longer cancel crouch Heavy Kick into Ultra

- Back Jump Hadouken recovery increased by 2 frames.

- Can no longer FADC his Heavy Shoryuken except on the first hit.

- Invincibility on Heavy Shoryuken reduced from 6 frames to 5 frames.

- EX Hurricane Kick had vacuum effect increased.

- Akuma's Dive Kick from his Demon Flip had it's hurtbox increased by 10%.

Balrog


- Medium Punch Swng Blow now +2 on hit, -3 on block.

- Last hit of his Ultra 1 can either be Punch or Kick now.

- Dash Straight now -1 on hit, -1 on block.

- Light Punch Dash Swing Blow 0 on hit, -2 on block.

- EX Dash Ground Smash is now -1 on block. (changed from -3)

- Light Punch Dash Swing Blow stun down to 70 (from 100), damage down to 70 (from 80), charge time down to 35f (from 55f).

- Medium Dash Swing Blow charge time down to 40f (from 55f), frame advantage on hit down to +2 (from +10), frame advantage on block now -3 (from -7).

- Turn Around Punch levels 2-5 now require about 2 seconds each, every level after that requires about 4 seconds each of charge time.

- Dirty Bull recovery changed to 48f (from 58f), range changed to 1.3 (from 1.09), damage changed from 399 to 120.

Blanka


- Blanka can FADC after a Blanka Ball now.

- Crouching MK is now +5 on hit.

- Heavy Rolling Attack causes knockdown at all distances.

- Anti-Air U2 startup changed to 9f (from 7f).

- Close Medium Kick is now airborne during its first 4 frames.

- Back Step Rolling, when blocked, has 2 additional frames of blockstun.


C. Viper


- Burst Time has less smoke effect

- Her Focus Attack is +4 on block.

- Viper's moves have increased start up, but better recovery.

- Her super does 20 more damage.

- Standing Heavy Punch does 10 more damage.

- Far Heavy Kick has a smaller hurtbox.

- Her Medium Kick reaches farther.

- Light Thunder Knuckle has a better hitbox.

- She is +4 frames after doing a FADC on a Medium Thunder Knuckle.

- Heavy Thunder Knuckle has 1 more recovery fram after being canceled.

- Ultra 2 has 9 frames startup, and possibly no height restriction.

Cammy


- Her crouching light kick is now 4f. No longer cancellable.

- Cannon Strike does not come out at low height, has longer recovery after landing. Reportedly, almost no normals connect after it.
EDIT: It seems you can still do her combo from a Cannon Strike by doing a close HP or close MP instead of a crouching HP.

- Close Standing Heavy Punch now does 75 damage (down from 85) and 120 stun (down from 150).

- Far Standing Heavy Punch damage changed to 70 (from 80) if hit on first frame, damage if hit on second or third frame changed to 70 (from 100), stun if hit on second or third frame changed to 150 (from 200).

- Crouching Heavy Punch now does 80 damage (down from 90), stun is now 150 (down from 200), advantage on hit changed from +7 to +5.

- Cannon Strike recovery changed from 5f to 9f.


Chun-Li


- Chun-Li's jump is 5f less now. Jump is springy and less floaty now, big visual difference.

- EX Kikoken knocks down.

- Kikosho has gotten +50 damage.

- EX Hazanshu is now armour breaking.

- Kikosho damage is now 380, has full invincibility until the move starts.

- Her Flip Kick (down-forward LK) now has 10 frames startup instead of 12, and its hitbox has been improved.

- Spinning Bird Kick hitbox has been improved.

- Stamina increased to 950 (from 900).

- Kikosho startup is now 9f (down from 10f).


Cody


- Cody's Crouching Medium Kick (slide) attack is now -2 on block.

- Crack Kick (Forward Heavy Kick) is now airborne from the first frame.

- Knife Throw is armor breaking.

- Regular Zonk Knuckle can be Red Focus cancelled.

- Cody's backdash now has better distance, increased by 15%.

- EX Criminal Upper now has strike invulnerability up until the frame before the attack begins.

- Last Dread Dust now reaches further on startup, but damage is down to 466, from 506.

- Super will always get full hits.

- Bad Stone charge can now be released at any time, using the most recently passed level of charge.

Dan


- Now builds meter on all of his taunts, regardless if he's crouching, or jumping. (+40 gauge for crouching taunt, +10 gauge for jumping taunt)

- Gets full hit on his DP FADC Ultra 2 juggle.

- Light Dankukyaku has a better hit box and should be connect on crouching characters.

- Ultra 2 damage increased to 375 (from 368).

- Far Standing Light Punch hitbox improved.

- Heavy Koryuken hitbox improved.

Dee Jay


- Far Standing Medium Punch start up is 6f (used to be 7f).

- Crouching Light Kick start up is 4f.

- Crouching Medium Punch's hit box has been improved.

- Crouching Medium Kick's damage is now 80.

- Crouching Hard Kick's hit box has been improved.

- Air Slasher now does 15 chip damage, instead of 12.

- Light Kick Dread Kicks (Sobat) are now -3 on block (from -5f).

- His ultra 1 travels further.

- Crouching Heavy Punch hit box has been improved.

- Far Standing Heavy Punch can be followed up if it counter hits.

Dhalsim


- Standing Medium Kick now hits twice.

- Standing Medium Punch is now 9f. One less frame of hitstun to the opponent.

- Standing Heavy Punch does 80 damage. +1 more frame of advantage on hit.

- Standing Medium Kick does 70 damage (40+30), and 200 stun (100+100).

- Back Light Kick does 40 damage.

- Back Medium Kick gives less knockback both on hit and block.

- Back Heavy Kick does 100 damage.

- Light Yoga Blast has a smaller hurtbox.

- Medium Yoga Blast startup changed to 14f.

- EX Yoga Blast does 150 damage (90+60), gives soft knockdown, forward hitbox increased.

- EX Yoga Flame does 140 damage (70+70), has a bigger hitbox.

- Yoga Shangri-La hitbox increased.

Dudley


- Standing Hard Punch hitbox improved.

- Crouching Light Punch hitbox improved.

- Forward Medium Kick hitbox improved.

- Crouching Medium Kick startup is now 7f (Changelog says changed from 8f, but in AE v2012 it's 10f, so take that as you will).

- Light Punch Machine Gun Blow is -1 on block.

- Short Swing Blow has longer throw invincibility.

- Standing Heavy Kick doesn't push opponent as far back on Counter Hit anymore.

- All Target Combos now do 10 more damage.

E. Honda


- Close Standing Heavy Punch's hit box is larger.

- Far Standing Heavy Punch's damage is 90 now.

- Jump Medium Punch's hittable box reduced

- Jump Medium Kick's active frames are larger

- EX Headbutt leaves him closer to opponent on block. Vega can hit him with a cr.MP now.

- EX Command Grab is fully invincible.

- Super has 8 frame start up.

- Ultra 2 comes out in 1 frame, 1.4 range and it's a 720 motion now.

- Far Standing Heavy Kick is now -6 on block, used to be -7.

- Sumo Splash active frames increased by 1.

Elena


- Ultra 2 (Healing) heals about 45% of her health if used as a single ultra and fully charged. Amount of health healed depends on how long you hold the buttons.

- QCB+K is an armor breaking move.

- Has a walk speed similar to Ryu's.

- Has strong air to air attacks.

- Dashes reportedly lacking in effectiveness.

- Ultra 1 is Brave Dance.

- Super is Spinning Beat.

- Her slide is good.

- Overheads are long and fast. EX Overhead is CRAZY fast.

- EX Spin Kicks appear to be safe on block.

- Her footsies are reportedly very strong.

- Jump is floaty.

- Ultra 2 (Healing) heals 100 damage when it's a 50% Ultra in Double Ultra setting (as in, the weakest possible setting for it), but you have enough time to jump towards her and attack when she starts it.

- Crouching Elena has an extremely low profile. Makes Yang's Rekka and Dan's Danku whiff

- Lynx Tail (reverse DP + K) whiffs easily. Comes out by accident

- DP doesn't have a lot of invincibility and is not throw invincible at all.

- EX Spinning Scythe not comboable?

- EX Mallet Smash is extremely fast, can combo off of, and is positive on block

- EX Rhino Horn - When used to go through projectiles, it tends to only do one hit and doesn't knock down

El Fuerte


- Crouching Light Kick is now 4f.

- Crouching Medium Punch's hitbox has been improved.

- Far Standing Light Kick start up is 3f, not cancellable.

- Tostada Press active frames increased by 1.

- Fajita Buster damage increased to 180.

- Quesadilla Bomb connects from Crouching Medium Kick.

- Close Standing Heavy Kick start up now 10f.

- Normal Quesadilla Bomb start up now 14f, recovery reduced by 4f.

- EX Quesadilla Bomb now throw invincible.

- Gordita Sobat recovery reduced by 1f.

- EX Guacamole Leg Throw downward hitbox increased. Apparently his RSF loop can now be canceled into EX Guacamole Leg Throw and hit.

- Close Standing Light Kick is now 3f startup (down from 5f).

- Close Standing Medium Kick is now 11f startup (down from 14f), and has 13f recovery (down from 14f).

- Far Standing Medium Kick now has 14f recovery (down from 15f).

- Medium Kick Guacamole Leg Throw now has invincibility on frames 1~10, changed from 1~5.

- Heavy Kick Guacamole Leg Throw now has invincibility on frames 1~16, changed from 1~7.

- EX Guacamole Leg Throw recovery changed from 10f to 6f.

Evil Ryu


- Health 950.

- Crouch Heavy Kick start up is 6 frame.

- Can combo into crouch HK now.

- Foward Medium Kick has better downward hitbox.

- Heavy Axe Kick start up is 25f.

- Target Combo can now be done from far standing MP.

- +1f of blockstun on his Crouching Medium Kick.

- Light Hurricane Kick travels 0.3 distance instead of 0.2.

- Ultra 2: Start up for 2nd Shoryuken reduced by 2f.

Fei Long


- Can no longer standing Light Punch into Tenshin

- All of his Rekka Kens have been shortened in distance traveled, frame advantage on block may also be nerfed.

- It says that his Light Kick is now 4 frames. I assume this refers to his Crouching Light Kick, which is currently 3 frames.

- Crouching Medium Punch damage increased.

- Tenshin has less recovery.


Gen


- Less pushback on his Hands, both on block and hit.

- Hands recovery increased by 1 frame.

- Heavy Kick Waterfall Kick can be quick rised now.

- EX Waterfall Kick is a hard knockdown.

- Rolling move better on block.

- Stun increased from 900 to 950.

- (Mantis Stance) His Close Standing HP now does 150+50 Stun.

- (Mantis Stance) Shitenketsu now has a better hitbox, gives 600 Stun.

- (Crane Stance) Standing Light Punch is +5f.

- (Crane Stance) Standing Heavy Kick has 5 frames less recovery.

- (Crane Stance) Jumping Heavy Punch and Heavy Kick both have a larger hurtbox.

- (Crane Stance) Gekiro (Roll) does 10 more damage with its last hit.

- (Crane Stance) His Super range is shorter.

- (Crane Stance) Teiga is now 9f startup.

Gouken


- Standing Far Light Kick is now cancellable.

- Crouching Medium Punch now +3 on hit (was +1).

- Counter Attack will now longer activate with DF, F, DF motion.

- Hyakki Gosai (Demon Flip throw) stun reduced from 200 to 160

- Light Punch Running Palm has slightly expanded hitbox

- EX Hurricane Kick has expanded hitbox, hits crouching characters now.

Guile


- Ultra 1 is 5f start up now, and can be used as an autocorrect. It also does 450 damage and has 15 frames of invincibility.

- His hurtbox on wakeup has been reduced.

- Crouching LP is now +5 on hit.

- Crouching MK has had both its hitbox and hurtbox increased.

- His Super seems to have a larger hitbox downward, so as to not whiff on crouching opponents.

- His air grab reaches farther than before.

- Flash Kicks have received one additional invincible frame.

- Ultra 2 does 350 damage.

- Reverse Spin Kick now has a larger downward hitbox, making it likely that it'll hit crouching opponents.


Guy


- Guy's walk speed is faster.

- Crouching medium punch hitbox has been reduced, and can no longer be used as an anti-air.

- EX Hurricane Kick has a larger hit box, but start up increased from 4f to 6f.

- Increased range on second hit of his Ultra 1.

- Elbow Drop can no longer be ducked under with certain moves.

- Kamaitachi (Down-Forward Heavy Kick) startup reduced to 9 frames, from 11 frames.

- Neck Flip (Heavy Kick followup on Run) startup increased to 5 frames from 3, hitbox increased.

- Elbow Drop downward hitbox increased.

- Second hit of his Target Combo has had its downward hitbox increased.

- Sudden Stop has 1 frame less recovery.

- Heavy Hozanto has 2 frames quicker startup.

- Far Standing Heavy Kick active frames increased from 3 to 5.

- Far Standing Light Kick hitbox improved.

Hakan


- Without oil, crouch medium punch is special and super cancellable

- Diagonal Jumping Medium Kick hit box is 10% bigger to increase cross up potential.

- Ultra 1 and Ultra 2 animations are quicker.

- Crouch Heavy Kick is 8F

- Stand Heavy Punch hitbox increased by 10% vertically, possibly viable as an anti air.

- Oil Rocket reach improved normal is 1.05, EX 1.2. Both used to be 0.97.

- Air throw damage is 150 (it used to be 140).

- Hakan Tackle (forward MP) is now -4 on block (from -5), and 0 on hit (from -2).

- Crouching Light Kick now has 8 frames of recovery, instead of 9.

Hugo


- Is slow overall, and seems to have trouble getting in.

- Throw range is slightly shorter than Zangief.

- Ultra start up is fast, might be 1f.

- Looks to struggle against pressure. Dudley vs. Hugo appears to be in Dudley's favor.

- Clap is safe on block. Leads to great corner pressure.

- Standing Medium Kick is an overhead.

- Normals are reportedly very slow, but Crouching Light Punch is good.

- He's so large, he partially obscures the health bars.

- He's so tall his head covers the life bars

- He's so tall it's hard to confirm counter hits

- Hugo gets hit by Juri's high fireball while standing

- st.MP reaches far. Can almost reach the opponent at the start of a round

- With double ultra full bar, U2 did 25% damage

- Can apparently go into air grab or Ultra 2 from "Ultra Throw" (the move that bounces the opponent against the wall).

Ibuki


- Overhead is now +2 on block, has improved vertical hitbox so might possibly hit crouching opponents.

- Light Punch Kunai (dagger toss) now travels more vertically.

- All Neckbreaker attacks, except the EX version, cause a soft knockdown on hit.

- Medium Spin Kicks (Tsumuji) have an extra frame of recovery.

- Target Combo 4 has improved vertical hitbox.

- Tsujigoe recovery frames decreased by 6.

- Tsumuji has an expanded vertical hitbox, allowing them to hit crouching opponents.

- Kazekiri now has 7 frames of invincibility, instead of 6.

- Fixed a bug where she ends up behind El Fuerte when he does his forward+MK.

Juri


- Ultra 2 is improved. Hit box expanded forward to make it easier to combo.

- It's possible her standing normals can chain/link(?) into her sweep now.

- Toward + Medium Kick is now airborne from the first frame.

- Jump Heavy Punch no longer knocks down.

- Level 2 Focus Attack, Toward Jump Medium Punch into Jump Heavy Punch connects.

- Far Standing Light Kick is now 4f.

- Crouching Medium Kick is now 5f.

- Far Standing Heavy Kick is airborne from the 3rd frame now (used to be 6th frame).

- Standing Light Punch hitbox has been expanded downward, possibly letting her hit crouching opponents?

- EX Pinwheel Kick is now invincible up to 7f.

- Level 2 Focus Attack, backdash, Jump forward HP connects.

- Far Medium Punch can now be cancelled.

- Ultra 1 invicibility frames (on activation) reduced, from 1~4f to 1~2f. Duration on Ultra reduced from 900f to 700f.

- Crouching Light Kick->Crouching Light Kick->Crouching Medium Kick is now possible.

- While in Feng Shui Engine mode, startup of both Close Standing Medium Kick and Close Standing Medium Punch has been changed to be the same as in her regular mode.

- Crouching Medium Kick recovery reduced to 16f (used to be 17f).

- EX Pinwheel Kick is now -15f on block (used to be -14f).

Ken


- Movement speed is faster.

- Close Standing Medium Kick hitbox expanded downward so it hits crouching characters now.

- Crouching Hard Kick start up is now 7f.

- Fireball damage increased by 10.

- Toward + Hard Kick is -1 on block.

- Ultra 1 non-cinematic damage increased by 30.

- Ultra 2 hit box of first hit expanded forward.

- Forward+Medium Kick and Back+Medium Kick have both gotten +1 more frame of advantage on block.

M. Bison


- Light Kick Double Knee Press is -1 on guard

- Far stand Medium Punch start up is 6F, can special cancel

- Crouch Heavy Punch start up is 10f

- Scissors LK, MK, HK,EX +10 damage

- Teleport +5f recovery

- Headpress startup 22->20f

- Devil Reverse EX Followup falls faster

- Ultra 2 damage 450->420

- Ultra 2 charge 55f -> 40f

- Light Double Knee Press damage buff 60•30→60•40

- Medium Double Knee Press damage buff 60•50→60•60

- Heavy Double Knee Press damage buff 70•60→70•70

- EX Double Knee Press damage buff 70•70→70•80

Makoto


- Can combo into EX Fukiage grounded.

- Can jump cancel EX Fukiage on block or hit.

- Ultra 1 damage is 440 (from 480)

- Added one extra frame of advantage to when Makoto's Standing Heavy Punch hits a crouching opponents (it's the same as in the current version for standing opponents)

- Crouching Heavy Kick stun increased to 200 (from 100).

- Jumping Medium Kick has a better hitbox, easier to cross up with.

- Regular Throw range increased from 0.9 to 0.95.

- Back Throw range decreased from 0.9 to 0.85.

- Abare Tosanami has had projectile invulnerability added.

- 4 extra frames of recovery added to Karakusa (regular versions, not EX) when it whiffs.

Oni


- Can now FADC his DP, but only on the first hit, whether it connects or is blocked.

- Ultra 2 is now a double half-circle back motion.

- His Forward Medium Kick now has 11f startup, instead of 13f.

- His Crouching Heavy Kick is now 8f startup instead of 9f, and has 20f recovery instead of 24f.

- His Focus Attack has longer range.

- Heavy Shoryuken now invincibility frames reduced. Now has full invincibility on 1~5f (used to 1~8) and strike invincibility on 6~7f (used to be 9~10f).

- Light Demon Slash now does 110 damage (down from 120), and 130 stun (down from 150).

- Heavy Demon Slash is now -6f on block, instead of -8f.

- EX Demon Slash is now -8f on block, instead of -10f.

- Medium Demon Palm is now -4f on block, instead of -6f, but its first invincibility frame has been removed.

- Electric Fireball (all versions) now have 2 frames less recovery.

- Ultra 1 now does 375 damage when not cinematic (up from 350), and now has 9f startup instead of 11f.

- Light Demon Palm is now -5f on block, instead of -7f.

- Aerial Ultra 1 startup changed to 11f, from 14f.


Poison


- Has Poison Kiss Ultra. HCBx2+3P

- Her jump is floaty.

- FADC combos connect fully into Ultra 1.

- Her Crouching Medium Kick is long and cancellable, but Rekkas won't connect from max range after hitting with this.

- Ultra combo 2 is apparently a command grab ultra.

- Has a DP, which juggles after her EX Rekkas.

- Her Super does not hit Elena when she is crouching.

- Backdash feels like Cammy's, on the slow side

- Rekkas do not connect on crouching Elena. Can combo into DP from EX Rekka's 4th hit

- Projectile is strong

- DP has invincibility

- Love me Tender (jaguar kick) links into cr.LK

- Overhead - Punishable on block; Fast and reaches far ; Goes over lows

Rolento


- First part of the Patriot Circle seems to be about -2 or -3 on block.

- Rolento's Ultra 2 is one of his super moves from the Alpha series, Take no Prisoner, where he throws a line out at the opponent's feet. It has long reach but is vulnerable to throws.

- Crouching Medium Kick is similar to Rufus' in terms of range.

- Jabs are still powerful, just like in SFxT.

- Cr.MK xx HP Patriot Circle (rekka) does not combo

- EX Patriot Circle is invincible and safe?

Rose


- Ultra 2 command changed to 3x Kick instead of Punch.

- All Soul Spiral (drills) do 10 more damage.

- Light Kick Soul Spiral range increased by 5%.

- Crouching Light Punch +10 damage, now does 30.

- Crouching Light Kick +10 damage, now does 40.

- Crouching Medium Punch +10 damage, now does 70.

- EX Soul Spiral does 200 stun, has 13 invincible frames and is no longer throw invincible.

- Medium Soul Spark is now 20 frames startup (from 22f), heavy soul spark 27 frame startup (from 29f).

- Ultra Combo 1 is now 10 frames startup (from 12f).

- Rose's Dash is now 20 frames.

- Close Standing Medium Kick's hitbox extended forward and downward.

Rufus


- His forward throw damage has been reduced to 135.

- Damage changes to his Ultras. Ultra 1 now does 420, while Ultra 2 does 360.

- Falcon Kick (divekick) now has 1 more frame of recovery.

- Messiah Kick followups have gotten frame changes. MK followup has 22 frames of recovery (from 19), and HK followup has 19 frames of recovery (from 17).

- EX Messiah Kick no longer flies above crouching opponents.

- EX Messiah Kick invincibility reduced to 13f (used to be 16f).


Ryu


- Crouching Medium Kick xx Hadouken is easier to connect. (As in, walking forward and doing cr. mk will not automatically make a Shoryu come out, but it's easier to walk forward and now do Crouching Medium Kick into Hadouken.

- Ultra 2 has 1f more invincibility.


Sakura


- Her Jumping Hard Punch has a larger hittable box, which should make it easier to anti air.

- Light Kick Hurricane Kick is now -1 on block, it was previously 0 on block.

- EX Hurricane Kick only +2 on block, down from +4 in AE.

- EX Hurricane Kick is better at hitting crouching opponents.

- Far Standing Medium Punch has a better hitbox.

- EX Sakura Otoshi's timing to further the attack has changed from 14f to 11f.

- Shinkuu Hadouken no longer hits opponents who are behind Sakura.

- Shououken hitbox improved.

Sagat


- Second hit of Standing Light Kick is special cancellable.

- Gets full hit of Ultra 1 under all circumstances, apparently.

- Tiger Knee makes opponent stand if the first hit connects.

- EX Tiger Knee is 0 on block now.

- Ultra 2 will do full damage on airborne targets now.

- Sagat can no longer trade a Tiger Uppercut into Ultra.

Seth


- Has Dhalsim's jump back Heavy Punch again.

- Can no longer cross up jump Heavy Kick.

- Triangle Jump distance has been reduced.

- Jump Medium Kick can crossup.

- Dive Kick hurtbox increased.

- First hit of Shoryuken cannot be focus canceled now.

- Shoryuken invincibility changed from 7f to 5f.

- Ultra 1's hit box has been expanded vertically.

- Ultra 2's recovery changed from 89f to 70f. First hit of damage changed from 24 to 30.

- All Piledrivers now do 150 stun (down from 200).

- Medium Hyakuretsukyaku now does 100 stun (down from 150).

- Heavy Hyakuretsukyaku now does 150 stun (down from 200).

- Tanden Stream recovery reduced to 55f (from 66f).

T. Hawk


- Walk speed is faster.

- Standing Close Medium Punch pushes you back less distance.

- Crouching Medium Kick is now special, super and focus cancellable.

- Light Typhoon throw range has been increased from 1.50 to 1.55.

- Far Standing Heavy Kick has a smaller hurtbox, is now -2 on block instead of -7.

- Thrust Peak (down-forward Light Punch) command has been changed to back Light Punch.

- Condor Spire command is now forward-down-forward Kick.

- Light Tomahawk Buster is now 4 frame startup, instead of 5.

- EX Tomahawk Buster can be focus cancelled.

- Raging Slash command has been changed to half-circle back, half-circle back, 3 kicks. Hitbox has been increased.

Vega


- Blocked Cosmic Heel is +2 frame advantage if blocked on the first frame, -4 if blocked afterwards. Full move is now 27 frames total, down from 32 frames.

- Ultra 2 is now 5f

- Ultra 1 now has invincibility, number of frames currently unknown

- EX Scarlet Terror has 4 frames of invincibility.

- Normal Rolling Crystal Flash is -8f on hit (changed from -2f), but can be FADC'd on the final hit.

- EX Rolling Crystal Flash is +4f when blocked.

- To pick the mask up from the ground, stand above it and press down+2 punches.

- Medium Rolling Crystal Flash is now 0 on block (changed from -2).

- Crouching Light Punch is now +5 on hit (changed from +4).

- Crouching Heavy Punch active frames increased to 4 (from 2).

- Vega's Super now hits the opponent while rising (similar to his Ultra 1), this hit will do 50 damage.

Yang


- Faster walk speed.

- Far Standing Light Kick now has 4f startup, down from 5f.

- Yang cross up MK hit box better.

- Jumping MK is "like in AE".

- Close Standing MK has a better hitbox, more likely to hit crouching opponents.

- Far Standing MP can now be canceled into special moves, super and FADCd.

- Crouching LK now does 30 damage, up from 20.

- Tourouzan (Light and Medium) now does 65 damage on the third hit, up from 60.

- Tourouzan (Heavy) now does 70 damage on the third hit, up from 60.

- Tenshin Senkyutai (Ultra 2) startup changed from 7f to 6f.

Yun


- Both of his command throws lost .1 in range. EX version is down to 1.2 and regular version is now 1.0.

- Heavy Dragon Kicks no longer have invincible frames

- Stand Medium Punch and crouch Medium Punch damage increase by 10

Zangief


- Light Punch Banishing Flat is -2 on hit now.

- EX Banishing Flat knocks down on hit, start up is 16f.

- Light Punch Spinning Piledriver range reduced from 1.75 down to 1.60.

- Far Standing MP hurtbox increased.

- Far Standing MP hitbox increased, now more likely to hit crouching opponents.

- Far Standing MK is now -3 on hit (used to be -7), and -7 on block (used to be -10).

- Jumping HP now has a bigger hurtbox.

- Light, Medium and Heavy Banishing Flat all now have 2 frames quicker startup, and are 2 frames less disadvantageous on block.

Sources: Jason24cf, Kim1234, LU|Alex Valle, xFatalDMG and JayceTheAce's Twitter accounts, NeoGAF, Sephirosuy, SquallSaga, DM|Zhi, SnakeX and Tokidoblog, Ultra Street Fighter 4 Location Test Blog, UltraDavid's Twitter, Naast on Reddit, changelog pictures.

Comments

RandomSelectMaster said on November 21, 2013 at 6:11 p.m.

Not bad changes, but poor Adon and Akuma... and Viper? Cannot wait to see the new character. Add a new ultra for the old ones please! And more costumes.

#1
Positronium said on November 21, 2013 at 6:12 p.m.

Interesting supposed changes so far.

#2
bagel_bytez said on November 21, 2013 at 6:13 p.m.

Hoooolyyy schnikies!'

#3
BSC_Hadoshrooms said on November 21, 2013 at 6:13 p.m.

Dictator has a fireball

#4
JayZhar said on November 21, 2013 at 6:14 p.m.

I'm not a Sagat player, but I'm happy to see that U1 connects fully in the corner. That was always a strange one why it never was fixed in all the other iterations after vanilla.

#5
Daedae22 said on November 21, 2013 at 6:14 p.m.

Really nice changes so far. Especially for Sagat and Honda. The Makoto one is crazy!!!! EX Fukiage launcher grounded combos and mix ups!?!?!?

#6
Doopliss said on November 21, 2013 at 6:15 p.m.

If I can punish LK Scissor Kick with U1 with T.Hawk, that's really gonna help in that match-up.

#7
RedEther said on November 21, 2013 at 6:16 p.m.

Makoto can also jump cancel ex fukiage on block.Dat SFxT tech

EH's Vega's Cosmic heel is +2 not rolling crystal flash

#8
Burn said on November 21, 2013 at 6:16 p.m.

give me moar. Give me Yang and Dee Jay changes pleaaase

#9
Xul said on November 21, 2013 at 6:17 p.m.

(This user was banned.)

#10
Daedae22 said on November 21, 2013 at 6:17 p.m.

At least they made it the EX one imagine if regular version had that property.....LOL.

#11
DanKrolikowski said on November 21, 2013 at 6:17 p.m.

Video of this stuff cannot come soon enough! And DROP that nerf hammer on Bison. Sweet justice at last...

#12
Clamper said on November 21, 2013 at 6:17 p.m.

They NERFED Bison ? This is stupid ...

#13
spotlesseden said on November 21, 2013 at 6:18 p.m.

damn, more nerf for Yun and Bison.

#14
Doopliss said on November 21, 2013 at 6:20 p.m.

Honestly, from what I can see, some of the USFIV system changes would be quite advantageous for him, so I guess they're doing it for a reason.

#15
Pachendrix said on November 21, 2013 at 6:20 p.m.

As usual, Gouken is left hanging in the corner. -_-

#16
Jason said on November 21, 2013 at 6:20 p.m.

Nerfing Bison's offense and buffing his anti-air to make him an even more boring character. Hurray!

#17
jaib83 said on November 21, 2013 at 6:21 p.m.

poor yun, more nerfs

#18
DannyBoyPERU said on November 21, 2013 at 6:21 p.m.

Yessss yesss command throw invincible !!!! E.Honda

#19
Burn said on November 21, 2013 at 6:21 p.m.

There's a character named Gouken? What does she do? :PP

#20
Daedae22 said on November 21, 2013 at 6:22 p.m.

One tiny Nerf you still safe on block and can still win the next move just gotta think a lil more maybe spend some meter. Since when has Bison ever not HAD METER. Nnless your counting the Tele nerf and LOL to that all teles should be free punishes. They improved two of his normals giving you the anti air you needed it looks like. #Crybabies

#21
spotlesseden said on November 21, 2013 at 6:22 p.m.

how is that more advantageous for him? I can only see sagat goes back to the most hated character tier.

#22
MamaWeegee64 said on November 21, 2013 at 6:22 p.m.

Evil Ryu can combo into a hard knockdown without meter!

Hallelujah!

#23
Spiral0Architect said on November 21, 2013 at 6:23 p.m.

RIP Bison.

#24
Daedae22 said on November 21, 2013 at 6:23 p.m.

They are talking about Bison....

#25
Svuag said on November 21, 2013 at 6:24 p.m.

RIP Bison Pressure, I really hope they change it, thank got these are only location tests ;_;

#26
irrenmann said on November 21, 2013 at 6:24 p.m.

"Honda
- Command grab is now invincible"

(>'-')> <('_'<) ^('_')\- \m/(-_-)\m/ <( '-')> \_( .")> <( ._.)-`

#27
Spiral0Architect said on November 21, 2013 at 6:25 p.m.

Except RFA already completed killed his corner game.

#28
Doopliss said on November 21, 2013 at 6:25 p.m.

At -1 he should still be able to pressure just fine, just that characters with good range, 1f Ultras can punish him for it.

#29
RedEther said on November 21, 2013 at 6:27 p.m.

I would be soooo mad lol

#30
WRONGonRED said on November 21, 2013 at 6:27 p.m.

Boo @ nerfing Adon's Jaguar Kicks. That's pretty much half his offense nerfed.

#31
Daedae22 said on November 21, 2013 at 6:28 p.m.

IF they have two meter then you do grab or Psycho Crusher instead of spamming kicks LMAO never knew Bison players to be such whiners lol!

#32
PropLeXed said on November 21, 2013 at 6:28 p.m.

Evil Ryu being my secondary character I'm happy to hear about this and hope these changes stick to the final release. No reverting his sweep back at the last moment -_-

#33
Doopliss said on November 21, 2013 at 6:28 p.m.

He can combo into Ultra from any scissor kick now. He was alrady hard to pressure when knocked down with meter before delayed wake-up. and as for red focus, just start looking out for it and punish with PS.

#34
Clamper said on November 21, 2013 at 6:30 p.m.

You obviously know a lot about this game... think a little before posting please.

No, Bison cant win the next move if the opponent has a 3 frames. And if i waste a meter he can block because PC EX startup is like ... 14 frames.

-1 = scissors punishable by grapplers U1. And Gief is a bad matchup for him already. Grapplers in general are.

And you call a 10 frames startup normal an anti air ? It was 12 before, they made it 2 frames fast. Wont solve anything.

If "all teles should be free punish" WHY EVEN HAVE THEM IN THE GAME.

Now what did they do to solve his ridiculous damage output ? Nothing.

Screw this character, im picking the top tiers now. Thanks Sanford.

#35
HiryuMK said on November 21, 2013 at 6:32 p.m.

Do they want Seth to be a Offensive character or a Defensive character? Seem like a big nerf to his offense. Why give him back his air Stretch arms back when players like OnlineTony & Poongko rarely used them back then.

Wasn't Bison's Teleport already bad? Why nerf it even further? Its not even a reliable wake-up option to escape...

#36
SgtKonus said on November 21, 2013 at 6:34 p.m.

Oni can FADC on block? Welp, this is gonna be a fun fight lol.

Ibuki +2 on block overhead is cool.

#37
Burn said on November 21, 2013 at 6:34 p.m.

Pick top tiers. No one really cares. You're going to get wrecked regardless. ;)

#38
Eye_of_Orochi said on November 21, 2013 at 6:34 p.m.

HOLY CRAP THOSE HAKAN BUFFS XoX

So does this almost confirm that those changes F. Champ said were happening might have been BS (like I suspected all along)?

#39
blzd said on November 21, 2013 at 6:35 p.m.

I hope ONI doesn't keep that fadc

#40
BlackGuile said on November 21, 2013 at 6:35 p.m.

More nerfs to Yun wtf, and nerfing Bison of all characters? DOUBLE WTF.

#41
Shwaski90 said on November 21, 2013 at 6:35 p.m.

If the only thing they did was make E. Ryus sweep 6 frames I'd be so pumped. Adding health and making it comboable? WHOOP

#42
Spiral0Architect said on November 21, 2013 at 6:36 p.m.

Spending 4 meters for an Ultra punish doesn't seem that great, especially considering you would already need to be buffering a charge to begin with.

He gains pretty much nothing from delayed wake-up considering all of his escape options he already has.

I agree that PS will be suitable for RFA, but I still think I'm just going to make my life easier and pick a top tier.

#43
Burn said on November 21, 2013 at 6:36 p.m.

Can't wait to see them Sakura nerfs! hahaah

#44
hozukimaru said on November 21, 2013 at 6:37 p.m.

No..Not all of it.I mean -1 SK isnt bad,it's still not punishable,unless it's super or grappler ultra.The Cr.Hp is a god send.Have you used that to anti-air?God like.The Teleport.Idk why they changed it.Maybe because it was to quick?

#45
Spiral0Architect said on November 21, 2013 at 6:37 p.m.

Bison kills grapplers, yo. Them long limbs.

#46
Doopliss said on November 21, 2013 at 6:38 p.m.

Again, you can combo into Ultra from SK with EX RFA, which = more damage. @43: I'm counting on it costing 3 bars in the end, not 4, because 4 is useless.

#47
XxAngelChunLixX said on November 21, 2013 at 6:38 p.m.

FINALLY some Makoto changes! I'm not disappointed either. I'm really interested in seeing those changes used in high level play.

@35 Dude, chill. I'm sure more changes are on the way. These are only location tests too, so these changes are not final. That's the point of location tests, to get the players' responses. It's all good ;)

#48
Daedae22 said on November 21, 2013 at 6:38 p.m.

LMAO

1. How to win the next move....its called mind games you must only play online lets not forget you now have RF to play with in these situations too.

2. People already anti air with CR hp so it will be easier now to go with st hk EX pyscho crusher and EX Scissor anti airs.

3. Tele nerf I think Bison has enough I dont wanna block on wake up options.

Damage output increase....ROFL.

#49
spotlesseden said on November 21, 2013 at 6:38 p.m.

i think i may switch to Oni or E-Ryu.

#50
sarif2soon said on November 21, 2013 at 6:39 p.m.

WTF CAPCOM?!?!
Seth NEEDS his cross-up HK.
Now he's just like Dhalsim but with combos + less ability to get in.
I don't want a defensive character >:(

#51
Svuag said on November 21, 2013 at 6:40 p.m.

It seems they are setting all the 0 on block specials to -1, well, in that case that would be fair.

#52
Doopliss said on November 21, 2013 at 6:40 p.m.

He gets cross-up j.MK instead apparently. I'll gladly pay that price for the old stretchy-arm j.HP. It's the walljump I'm worried about. It's been nerfed, the question is: how much?

#53
Existent said on November 21, 2013 at 6:40 p.m.

Give me real changes with Guy. The target combo finally working the way it's supposed to is just a start.

#54
Mufasa3151 said on November 21, 2013 at 6:41 p.m.

Oni omg!!! Yaaaaa makoto!!!

#55
hozukimaru said on November 21, 2013 at 6:41 p.m.

Dude...You know nothing.I mean really,your post is just to much.I dont even know where to begin.

#56
Daedae22 said on November 21, 2013 at 6:41 p.m.

He's gonna be played more like a legit character now not I wanna do whatever I want all the time la di da. He's getting more defensive options to compensate the nerf to offense. He gonna be a balanced char kinda like E Ryu.

#57
wallie said on November 21, 2013 at 6:42 p.m.

yay for ass tier bison, because he was winning all the majors in AE.

#58
Spiral0Architect said on November 21, 2013 at 6:42 p.m.

Officially it's 4 bars right now. Don't use your baseless speculation as support for your argument.

#59
Doopliss said on November 21, 2013 at 6:44 p.m.

Lol, "baseless". I've done like 5 pages on research on this stuff, which I'm planning on bringing with me and leave as feedback on DH. If it's not 3, we might as well forget it exists, unless it has positive attributes we are unaware of.

#60
Zenfluence said on November 21, 2013 at 6:44 p.m.

Ok lets just take a step back from the "emotional spaz zone" and access our logic faculties here; you are aware these are the Very first supposed changes correct? Annnddd you do know what Loc tests are for right? -_- unnecessary drama already...

#61
Clamper said on November 21, 2013 at 6:44 p.m.

We don't know how much meter it'll take to RF cancel. If it takes 4 meters, the logical conclusion at this point since RF= 2 + Cancel = 4, it wouldn't be viable.

#49 you obviously don't know what you're talking about if you "ROFL" about Bison's damage output. Whatever.

#62
Spiral0Architect said on November 21, 2013 at 6:45 p.m.

Well I would be very happy if that's the way it turns out. But you correcting me and trying to invalidate my argument using research I know nothing about isn't the correct way to go about it.

I wish you luck.

#63
Valiantheart said on November 21, 2013 at 6:45 p.m.

They took 3 frames off crouching fierce and nerfed everything else. -1 to lk.scissors means you are going to have to block a c.mk+fb from shotos after every scissors kick. I wonder if Ken and Gief can Kara throw now on block.

#64
bigfellr said on November 21, 2013 at 6:45 p.m.

So they make sagats ultra fully connect in the corner but not Dudley's or fei longs ultra?

#65
Daedae22 said on November 21, 2013 at 6:46 p.m.

Oh no I cant do whatever I want however I want to whomever I Want OH NOOOOO! Hell still have a cross up just not one that is extremely ambiguous damaging and combo friendly.

#66
LegendaryAura said on November 21, 2013 at 6:47 p.m.

Abel news! Please abel news!

#67
Doopliss said on November 21, 2013 at 6:49 p.m.

I'm just telling you I'm not pulling that number from nowhere. Now, I'm quite sceptical that my feedback, as the single individual that I am, will actually reach all the way from Sweden to someone who can actually affect the game directly, but I'll remain hopeful until the end.

#68
mundaney said on November 21, 2013 at 6:49 p.m.

whoa. those e ryu buffs

#69
Doopliss said on November 21, 2013 at 6:53 p.m.

Hakan changes are quite interesting.

#70
GodPride said on November 21, 2013 at 6:53 p.m.

Vega
- Blocked Cosmic Heel is +2 frame advantage
- Ultra 2 is now 5f

These don't excite me at all. I don't really use U2(good for those who do) and I rather have Cosmic Heel be airborne on the 2nd frame than having +2 frame advantage on block.

#71
hozukimaru said on November 21, 2013 at 6:54 p.m.

No.-1=they need to have a 1 frame move to punish you.Cr mk to fireball is not 1 frame.

#72
oghaggard said on November 21, 2013 at 6:54 p.m.

This is not a complete list...

#73
MaysTheCraze said on November 21, 2013 at 6:56 p.m.

Random ass Dictator nerfs.

#74
Daedae22 said on November 21, 2013 at 6:57 p.m.

Having a normal that moves that far forward be safe on block which then leads to frame/grab traps not interesting. U2 being able to punish a truck load of crap on block now not interesting OK randy Vega player.

#75
Mrb20028 said on November 21, 2013 at 6:57 p.m.

You guys have to remember spacing too. This is assuming Bison does a SK in a grappler's face, point blank.

#76
Keetro said on November 21, 2013 at 6:58 p.m.

yup no love for Gouken Guy or Cody? Wtf

#77
rie_dude said on November 21, 2013 at 6:58 p.m.

Feel your pain.
As if Bison was actually viable.... WTF

#78
MaysTheCraze said on November 21, 2013 at 7 p.m.

What's Yun's reversal supposed to be? EX Dragon Kicks only? Light version whiffs on crouch.

#79
Daedae22 said on November 21, 2013 at 7:01 p.m.

Don't bother bro only the irrational Dictators came out to play tonight lol.

#80
Moosh said on November 21, 2013 at 7:01 p.m.

Part of the issue may be that Sagat can combo from super to ultra in the corner, and if he gets the complete ultra animation, this does over 700 damage. It was speculated a while back that they would have to nerf this if they fixed his corner ultra.

#81
Doopliss said on November 21, 2013 at 7:02 p.m.

WWhat's with this lack of data on the new characters? The only things we've got so far are Elena's Ultras.

#82
sebmaq said on November 21, 2013 at 7:02 p.m.

Seth
- Has Dhalsim's jump back Heavy Punch again

I really hope thats not true, that normal was the lamest and cheapest move ever!

M. Bison
- Teleport has more recovery

Great change, it recovers stupidly fast atm.

#83
sarif2soon said on November 21, 2013 at 7:02 p.m.

Yeah, I'd like his air stretchy arms back, but I wouldn't want an offensive tool sacrificed for a defensive one. And have you seen his j. mk lately? That thing has little frame advantage on hit.

I say to hell with stretchy arms and cross-up mk if it means we're getting cross-up HK back.

#84
saixhinata said on November 21, 2013 at 7:02 p.m.

I want Juri!!!!!!!!!!!!!!!!!!

#85
HADdaHUSTLA said on November 21, 2013 at 7:03 p.m.

Bison got Nerfed AGAIN CAPCOM!!!!!!!!!!!!!! WTF Where are these super GODLIKE Bison? Was he not already sh*tty enough in AE? This is an out-rage. Once again I get PHUCKED by Capcom on my mediocre character.

Meanwhile They buff Evil Ryu and PHUCKING HAKAN. Hakan is already godlike, people just either don't respect him or don't know enough about him to say anything about him.

But, that Honda buff is SUPER SEXY (even though I can guarantee NOBODY ever mentioned it)

#86
YoraiDragon said on November 21, 2013 at 7:03 p.m.

Wuh? ;_; I knew they were going to nerf Makoto's Ultra. Now it does the same damage as Ultra 2.

#87
GodPride said on November 21, 2013 at 7:04 p.m.

Damn, so Vega now has invincibility on his U1? I know the 2 Vega players in the Capcom unity forum are having a field day. Hopefully, it isn't entirely invulnerable on the way up to the wall.

#88
Keetro said on November 21, 2013 at 7:05 p.m.

thank you they never show him at all. . . I want combo's off overhead and Faster EX Hozanto gimme 6-7 Frames start up and a frame off Stop please

#89
Doopliss said on November 21, 2013 at 7:06 p.m.

The way I see it, MK is better than LK *shrugs*.

I was an avid user of nj.HP back in vanilla. I liked being able to play both zoning and rushdown, so I welcome this change.

#90
HiryuMK said on November 21, 2013 at 7:06 p.m.

Its was hardly a cheap move. Why Poongko & OnlineTony rarely used it?

Bison's Teleport was easy to punish, making it useless as a wake-up option.

#91
so13 said on November 21, 2013 at 7:06 p.m.

Yun is definitively dead :(

#92
Daedae22 said on November 21, 2013 at 7:07 p.m.

@all case and point only the drama queens of the Dictator community are here atm.

#93
Tenchi_Sokaigen said on November 21, 2013 at 7:07 p.m.

ONI CAN NOW FADC SHORYU ON BLOCK?!

OHHHOHOHOHHHHOH. GET PREPARED SON.

#94
powdertoastzman said on November 21, 2013 at 7:09 p.m.

Yesssss standing light cancel for sagat!!!!!

#95
Doopliss said on November 21, 2013 at 7:10 p.m.

Hopefully they'll ram his SRK invincibility into the ground to compensate.

#96
nitrocan said on November 21, 2013 at 7:11 p.m.

Oni and ERyu top tier LETS GO

#97
MaysTheCraze said on November 21, 2013 at 7:12 p.m.

I would have honestly preferred no one being able to FADC their reversals than Oni getting this.

#98
rie_dude said on November 21, 2013 at 7:12 p.m.

I really do think with this location test "what are they thinking?" they should really be reading EH because obviously they aren't aware that Bison is already ass in AE and I a Makoto player can see her being god tier.

#99
Daedae22 said on November 21, 2013 at 7:13 p.m.

Why do people think this will make em so OP???? Lol just catches em up to other shotos. Honestly if you play smart Oni is not that scary at all.

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