<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[JCR Comic Arts]]></provider_name><provider_url><![CDATA[https://jcrcomicarts.wordpress.com]]></provider_url><author_name><![CDATA[JCR Comic Arts]]></author_name><author_url><![CDATA[https://jcrcomicarts.wordpress.com/author/jcrcomicarts/]]></author_url><title><![CDATA[Ultra Street Fighter 4&nbsp;Changes]]></title><type><![CDATA[link]]></type><html><![CDATA[<p>Our friends at Shoryuken.com have posted the changes made to your favorite Street Fighter 4 character on their website. Remember these are the changes noted since the last location test. </p>
<p>Changes<br />
Abel<br />
◾Close Standing HP first hit hitbox greatly expanded downward<br />
◾Far Standing HK start-up reduced from 14F to 13F; active frames increased from 2F to 3F; hurtbox added to attacking foot on the 1st attack frame<br />
◾EX Falling Sky active frames increased from 2F to 3F; upper-body invincibility increased from 6-7F to 6-8F<br />
◾Heartless (Super Combo) active frames increased by 2F<br />
◾Soulless (UC1) pushbox greatly expanded upward, easier to connect from Crouching HP in the corner</p>
<p>Adon<br />
◾Close Standing HK hitbox slightly expanded forward and upward<br />
◾Far Standing HK changed from 2 hits to 1 hit, damage changed from 40*80 to 120<br />
◾Jaguar Crunch (6+MP) frame advantage against standing opponents reduced from +4 to +3<br />
◾L and M Jaguar Kick damage reduced from 140 to 130<br />
◾H Jaguar Kick damage reduced from 130 to 120<br />
◾All versions of Air Jaguar Kick chip reduced to half<br />
◾EX Air Jaguar Kick 1st hit active frames 2F and later now overhead<br />
◾L Rising Jaguar Kick 2nd hit on grounded opponents floats higher upward and slightly more forward, easier to follow in the corner<br />
◾Jaguar Revolver (UC1) forward movement from 2nd hit and after slightly shortened, easier to connect on close opponents; damage reduced from 510 to 480</p>
<p>Akuma<br />
◾Close Standing MK now forces stand on hit; start-up reduced from 5F to 4F; hitbox expanded downward<br />
◾Crouching HK can no longer be cancelled into Wrath of the Raging Demon (UC1)<br />
◾All versions of Back Jump Zanku Hadoken recovery increased by 2F<br />
◾M Goshoryuken 2nd hit can no longer be EX Focus-cancelled on hit<br />
◾H Goshoryuken 2nd and 3rd hit can no longer be EX Focus-cancelled on block; invincibility time reduced from 6F to 5F<br />
◾L, M and H Hyakkishu now has EX Zanku Hadoken follow-up</p>
<p>Balrog<br />
◾L Dash Straight changed from -2 to -1 on hit, from -3 to -1 on block<br />
◾L Dash Swing Blow charge time reduced from 55F to 44F 35F; stun reduced from 80 to 70; changed from +10 to ±0 on hit, from -5 to -2 on block<br />
◾M Dash Swing Blow charge time reduced from 55F to 50F 4oF; changed from +10 to +2 on hit, from -7 to -6 -3 on block<br />
◾Turn Punch charge from Level 2-5 is ~2 second per level, later levels rise at ~4 second per level<br />
◾Violent Buffalo (UC1) last hit changes to a straight when holding P, uppercut when holding K; 4th and 5th hits no longer unconnect during combos<br />
◾Dirty Bull (UC2) input command changed from 63214×2+PPP to 720+PPP; recovery reduced from 58F to 48F; throw range extended from 1.09 to 1.3; damage reduced from 399 to 120</p>
<p>Blanka<br />
◾Forward Dash total frames reduced from 21F to 20F<br />
◾Close Standing MK now airborne from 3F<br />
◾Crouching MK pushback on guard and hit increased; changed from +4 to +5 on hit<br />
◾H Rolling Attack knocks down the opponent at all distances<br />
◾All versions of Backstep Roll cause 2F more block stun<br />
◾All versions of Vertical Roll can be EX Focus-cancelled on hit or block</p>
<p>C.Viper<br />
◾Close Standing HP damage increased from 90 to 100<br />
◾Far Standing HP damage increased from 90 to 100<br />
◾Far Standing HK hurtbox slightly reduced<br />
◾Crouching MK hitbox slightly expanded forward<br />
◾Level 1 Focus Attack start-up reduced from 26F to 23F<br />
◾Level 2 Focus Attack start-up reduced from 17F to 13F after button release<br />
◾Level 3 Focus Attack start-up reduced from 70F to 68F<br />
◾L Thunder Knuckle hitbox slightly expanded<br />
◾M Thunder Knuckle now +4 after EX Focus-cancel → Forward Dash on hit; bug where M Thunder Knuckle → EX Level 2 Focus → Forward Dash would not work fixed; cannot be EX Red Focus-cancelled on hit<br />
◾H Thunder Knuckle cancel recovery increased from 6F to 7F<br />
◾Emergency Combination (Super Combo) damage increased from 330 to 350<br />
◾Burst Time (UC1) smoke visual effects reduced<br />
◾Burning Dance (UC2) start-up reduced from 10F to 9F, height restriction removed</p>
<p>Cammy<br />
◾Close Standing HP damage reduced from 85 to 80 75; stun reduced from 150 to 120<br />
◾Far Standing HP 1st active frame damage reduced from 80 to 70; 2nd and 3rd active frame damage reduced from 100 to 70, stun reduced from 200 to 150<br />
◾Crouching LK start-up increased from 3F to 4F; can no longer be chain-cancelled into Crouching LK<br />
◾Crouching HP damage reduced from 90 to 80; stun reduced from 200 to 150; changed from +7 to +6 +5 on hit<br />
◾L, M and H Cannon Strike height restriction slightly relaxed; recovery increased from 5F to 7F 9F<br />
◾EX Cannon Strike block stun reduced by 4F<br />
◾Hooligan Combination now has normal Cannon Strike follow-up<br />
◾Gyro Drive Smasher (UC1) non-cinematic last hit damage reduced from 210 to 170</p>
<p>Chun-Li<br />
◾Vitality increased from 900 to 950<br />
◾Jump total frames reduced from 41F to 35F<br />
◾Rear Spin Kick (3+LK) hitbox expanded, start-up reduced from 12F to 10F<br />
◾Yosokyaku (Jump 2+MK) hitbox expanded downward and horizontally<br />
◾L, M and H Spinning Bird Kick now knock down on last hit<br />
◾EX Spinning Bird Kick hitbox slightly expanded forward and downward; 5th hit hitbox slightly expanded upward<br />
◾EX Kikoken now causes knockdown on hit<br />
◾EX Hazanshu now has armor-break properties<br />
◾Kikosho (UC2) damage increased from 330 to 365 380; invincibility increased from 8F to 9F, covering the start of active frames</p>
<p>Cody<br />
◾Back Dash distance slightly increased<br />
◾Crouching MK changed from -6 to -2 on block, from -3 to -1 on hit<br />
◾Crack Kick (6+HK) now airborne from 8F instead 1F<br />
◾Knife ground attacks now can be used as follow-ups, can combo after L Criminal Upper; corresponds to Standing LP, Crouching LP, Standing MP, Crouching MP, Standing HP, Crouching MP<br />
◾Knife Throw now has armor-break properties<br />
◾Zonk Knuckle can now be EX Focus-cancelled<br />
◾EX Criminal Upper pushback on block reduced by half; now strike invincible until 1F before active<br />
◾Last Dread Dust (UC2) damage reduced from 506 to 466, forward movement slightly increased</p>
<p>Dan<br />
◾Far Standing LP hitbox slightly expanded upward<br />
◾Close Standing HK input command changed to 4+HK<br />
◾Crouching Taunt meter build increased from 0 to 40, meter build on hit reduced from 70 to 0<br />
◾Air Taunt meter build increased from 0 to 10<br />
◾L Dankukyaku hitbox expanded downward<br />
◾H Koryuken 1st hit hitbox slightly expanded forward<br />
◾Shisso Buraiken (UC1) 1st hit now has armor-break properties<br />
◾Haoh Gadoken (UC2) now hits full on air opponents, 331 damage on air hit</p>
<p>Dee Jay<br />
◾Far Standing MP start-up reduced from 7F to 6F<br />
◾Far Standing HP late active frame hit now floats air opponents on counter-hit<br />
◾Crouching LK start-up reduced from 5F to 4F<br />
◾Crouching MP hitbox expanded forward<br />
◾Crouching MK damage increased from 70 to 80<br />
◾Crouching HP hitbox expanded forward<br />
◾Knee Shot (2+LK during forward or back jump) hit stun increased by 3F<br />
◾Air Slasher chip damage increased from 12 to 15<br />
◾L Double Rolling Sobat changed from -5 to -3 on block<br />
◾M Double Rolling Sobat 1st hit hit stun increased by 1F, changed from +6 to +7 on hit after EX Focus-cancel → Forward Dash<br />
◾EX Machine Gun Upper changed from -5 to -8 on block, -9 to -12 on block with mash; can be EX Focus-cancelled on hit or block, with or without mash; 1st hit hitbox slightly expanded forward; floats the opponent higher on hit, with or without mash<br />
◾Sobat Festival (UC1) forward movement increased</p>
<p>Dhalsim<br />
◾Standing MP start-up reduced from 10F to 9F; hit and block stun reduced by 1F<br />
◾Standing HP damage increased from 75 to 80; changed from ±0 to +1 on hit<br />
◾Standing MK changed two hits, damage 40*30, stun 100*100<br />
◾4+LK damage increased from 30 to 40<br />
◾4+MK pushback on hit and block reduced<br />
◾4+HK damage increased from 90 to 100<br />
◾L Yoga Blast hurtbox reduced<br />
◾M Yoga Blast start-up reduced from 15F to 14F<br />
◾EX Yoga Blast damage increased from 90*50 to 90*60; causes soft knockdown instead of hard knockdown on hit; hitbox slightly expanded forward<br />
◾EX Yoga Flame damage increased from 50*70 to 70*70; hitbox slightly expanded horizontally<br />
◾Yoga Shangri-La (UC2) throw range slightly increased</p>
<p>Dudley<br />
◾Standing HP hitbox slightly expanded forward and downward<br />
◾Standing HK counter-hit pushback reduced<br />
◾Crouching LP hitbox slightly expanded forward; Crouching LP → 6+LP chain-cancel no longer works, except when Crouching LP itself is chained into<br />
◾6+HP knocks down on air hit<br />
◾Crouching MK start-up reduced from 8F to 7F<br />
◾Kidney Blow (6+MK) hitbox slightly expanded forward<br />
◾All Target Combo damage increased by 10<br />
◾Target Combo 1 (6+LP → MP) 2nd hit chip damage on block removed<br />
◾Victory Rose (2+HP+HK) damage increased from 0 to 1; changed from +6 to +13 on hit<br />
◾L Machinegun Blow changed from -2 to -1 on block<br />
◾H Machinegun Blow pushback on hit reduced by half<br />
◾L, M and H Short Swing Blow throw invincibility extended until the end of active frames<br />
◾EX Short Swing Blow throw invincibility extended until the end of the 1st hit’s active frames</p>
<p>E.Honda<br />
◾Close Standing HP hitbox expanded upward<br />
◾Far Standing HP tip damage increased from 80 to 90<br />
◾Far standing HK changed from -7 to -6 on block; hitbox slightly expanded forward<br />
◾Diagonal Jump MP hurtbox slightly reduced<br />
◾Diagonal Jump MK active frames extended by 1F<br />
◾EX Sumo Headbutt pushback on block reduced<br />
◾EX Oicho Throw now completely invincible from 1-5F<br />
◾EX Hundred Hand Slap changed from +4 to +5 on hit<br />
◾Super Killer Head Ram (Super Combo) start-up reduced from 11F to 8F<br />
◾Orochi Breaker (UC2) start-up reduced from 2F to 1F; throw range increased from 1.16 to 1.4; input command changed to 720+PPP</p>
<p>El Fuerte<br />
◾Close Standing LP hitbox expanded downward<br />
◾Far Standing LK start-up reduced from 5F to 3F; can no longer be cancelled<br />
◾Close Standing MK start-up reduced from 14F to 11F; recovery reduced from 14F to 13F<br />
◾Far Standing MK recovery reduced from 15F to 14F<br />
◾Close Standing HK start-up reduced from 12F to 10F<br />
◾M Guacamole Leg Throw invincibility time increased from 1-5F to 1-10F<br />
◾H Guacamole Leg Throw invincibility time increased from 1-7F to 1-16F<br />
◾EX Guacamole Leg Throw recovery reduced from 10F to 6F; now hits grounded opponents<br />
◾Lv1, Lv2, Lv3 and EX Quesadilla Bomb start-up reduced from 17F to 14F, recovery reduced from 18F to 14F<br />
◾EX Quesadilla Bomb throw invincible from 1-7F<br />
◾Fajita Buster damage increased from 150 to 180<br />
◾Tostada Press active frames increased from 7F to 8F<br />
◾Gordita Sobat recovery reduced from 18F to 17F</p>
<p>Elena<br />
◾Standing MP upper-body hurtbox expanded<br />
◾Standing LK start-up increased from 3F to 4F, hurtbox expanded to same extent as Yang’s Far Standing LK<br />
◾Standing MK upper-body hurtbox expanded<br />
◾Crouching LP start-up reduced from 4F to 3F<br />
◾Crouching MP hitbox expanded forward<br />
◾Crouching HP active frames increased from 2F to 3F<br />
◾Crouching MK upper-body hurtbox expanded<br />
◾Crouching HK hurtbox greatly expanded upward<br />
◾Jump HP hitbox size reduced<br />
◾Round Step command changed from Standing HP → 4+HK to Standing HP → HK; 2nd hit wind visual effect removed<br />
◾Handstand Kick (6+MP) damage reduced from 80 to 70<br />
◾Handstand Whip (6+MK) damage reduced from 60 to 50<br />
◾Slide (3+HK) active frames reduced from 14F to 13F<br />
◾All versions of Lynx Tail pushback on hit reduced, easier to use in combos<br />
◾L Lynx Tail damage reduced from 90 to 60; changed from -4 to -9 on block<br />
◾M Lynx Tail changed from -7 to -9 on block<br />
◾H Lynx Tail changed from -9 to -13 on block<br />
◾L Mallet Smash start-up increased from 20F to 21F; changed from -1 to ±0 on hit, from -11 to -5 on block<br />
◾M Mallet Smash start-up increased from 23F to 25F; changed from ±0 to +3 on hit, from -10 to -3 on block<br />
◾H Mallet Smash start-up increased from 25F to 27F; changed from +3 to +6 on hit, from -7 to ±0 on block<br />
◾All versions of Rhino Horn no longer hit crouching opponents; hitbox itself expanded downward, at close range if the 1st hit connects does 3 hits total<br />
◾L Rhino Horn changed from -10 to -6 on block<br />
◾M Rhino Horn changed from -13 to -5 on block<br />
◾H Rhino Horn changed from -15 to -3 on block<br />
◾EX Rhino Horn follow-up capability improved, easier to use in air combos; recovery reduced from 22F to 19F<br />
◾H Scratch Wheel now considered grounded until the 1st frame of attack start-up<br />
◾EX Scratch Wheel damage reduced from 210 to 180; stun reduced from 210 to 180; number of hits reduced from 5 to 4 hits; follow-up capability improved, easier to use in air combos<br />
◾All versions of Spin Scythe follow-up attack now causes spinning knockdown<br />
◾EX Spin Scythe knocks the opponent higher; like normal Spin Scythe, now has secondary input for follow-up attack<br />
◾Spinning Beat (Super Combo) start-up reduced from 20F to 3F<br />
◾Brave Dance (UC1) now connects all hits at the tip<br />
◾Healing (UC2) Total frames after freeze increased from 80F to 102F; cancel timing at Revenge Gauge Max is only after 150 points of healing; Revenge Gauge Max, healing amount reduced from 525 to 345 (252 with UCW at Max)</p>
<p>Evil Ryu<br />
◾Vitality increased from 900 to 950<br />
◾Crouching MK block stun extended by 1F<br />
◾Crouching HK start-up reduced from 7F to 6F<br />
◾Senbukyaku (6+MK) hitbox greatly expanded downward<br />
◾Target Combo can now be done from Far Standing MP<br />
◾L Tatsumaki Senpukyaku movement distance slightly increased; float on hit lower<br />
◾HK Ryusokyaku start-up reduced from 26F to 25F</p>
<p>Fei Long<br />
◾Crouching LK start-up increased from 3F to 4F; can no longer be chain-cancelled into Crouching LK<br />
◾Crouching MP damage increased from 55 to 65<br />
◾L Rekka forward movement distance reduced<br />
◾All versions of Tenshin now do 1 damage; take counter-hit damage during the move<br />
◾EX Tenshin start-up reduced from 12F to 10F<br />
◾L, M and H Rekka 2nd hit hit stun reduced by 2F<br />
◾Shienkyaku no longer activates with 464+K input<br />
◾Rekkashingeki (UC1) non-cinematic 3rd hit floats the opponent higher, when used in air combos the last hit now connects</p>
<p>Gen<br />
◾Stun increased from 900 to 950<br />
◾1F invincibility time on neutral wake-up removed</p>
<p>Mantis Style<br />
◾Close Standing HP stun distribution changed from 100*100 to 150*50<br />
◾Focus Attack hitbox size reduced to position of hurtbox<br />
◾H Gekiro causes soft knockdown instead of hard knockdown<br />
◾EX Gekiro now causes hard knockdown<br />
◾L, M and EX Hyakurenko pushback on hit and block slightly reduced<br />
◾All versions of Hyakurenko hitbox slightly expanded downward; recovery increased by 1F<br />
◾Shitenketsu (UC2) hitbox slightly expanded forward; stun increased to 600</p>
<p>Crane Style<br />
◾Crouching LP changed from +3 to +5 on hit<br />
◾Crouching HP floats the opponent higher on counter-hit, can follow with Super Combo and other moves<br />
◾Crouching HK recovery reduced from 29F to 24F<br />
◾Diagonal Jump HP hurtbox expanded downward<br />
◾Diagonal Jump HK hurtbox expanded downward<br />
◾L Jyasen changed from +3 to ±0 on block<br />
◾All versions of Jyasen last hit damage increased by 10<br />
◾Oga hitbox slightly reduced<br />
◾Teiga (UC2) start-up reduced from 10F to 9F</p>
<p>Gouken<br />
◾Far Standing LK now Special-, Super- and EX Focus-cancellable<br />
◾Crouching LP start-up reduced from 4F to 3F<br />
◾Crouching MP changed from +1 to +3 on hit<br />
◾Kongoshin no longer activated with 464+P input<br />
◾Hyakki Gosai stun reduced from 200 to 100 160<br />
◾L Senkugoshoha forward movement slightly increased<br />
◾EX Tatsumaki Gorasen hitbox expanded downward and forward; start-up reduced from 7F to 5F; invincibility time reduced from 8F to 6F</p>
<p>Guile<br />
◾Hurtbox on wake-up reduced<br />
◾Crouching LP changed from +4 to +5 on hit<br />
◾Crouching MK hitbox and hurtbox expanded forward<br />
◾Reverse Spin Kick (4 or 6+HK near the opponent) hitbox expanded downward<br />
◾Air Throw range slightly increased<br />
◾All versions of Flash Kick invincibility time extended by 1F<br />
◾Flash Explosion (UC1) start-up reduced from 7F to 5F; invincibility time reduced from 1-10F to 1-7F 1-15F; damage reduced from 510 to 450; 2nd Flash Kick start-up now slower, less likely to whiff on high air opponents on hit; during activation, if opponent is behind, corrects to face the opponent<br />
◾Sonic Hurricane (UC2) damage increased from 300 to 330 350</p>
<p>Guy<br />
◾Movement speed slightly increased<br />
◾Far Standing LK hitbox slightly expanded upward<br />
◾Far Standing HK active frames increased from 3F to 5F; hitbox expanded forward and upward<br />
◾Crouching MP hitbox adjusted, no longer can be used as an anti-air<br />
◾Ninja Sickle (3+HK) start-up reduced from 11F to 9F<br />
◾Elbow Drop (Jump 2+MP version) hitbox expanded downward<br />
◾Target Combo second hit expanded downward, easier to hit on crouching opponents<br />
◾H Hozanto start-up reduced from 30F to 28F<br />
◾Sudden Stop recovery reduced from 17F to 16F<br />
◾Neck Flip first hit slightly expanded downward<br />
◾EX Neck Flip now knocks down on air hit<br />
◾EX Bushin Senpukyaku hitbox slightly expanded, easier to suck in opponent; start-up increased from 4F to 6F<br />
◾Bushin Goraisenpujin (UC1) 2nd hit movement distance slightly increased, easier to use in combos</p>
<p>Hakan<br />
◾Standing HP hitbox expanded upward<br />
◾Crouching LK recovery reduced from 9F to 8F<br />
◾Diagonal Jump HK hitbox expanded, easier to cross-up<br />
◾Crouching MP without oil now Special-, Super- and EX Focus (excluding EX Red Focus)-cancellable<br />
◾Crouching MP with oil now Special-, Super- and EX Focus (including EX Red Focus)-cancellable<br />
◾Diagonal Jump MK hitbox slightly expanded, easier to cross-up opponent<br />
◾Hakan Tackle (6+MP) changed from -5 to -4 on block, from -2 to ±0 on hit<br />
◾Air Throw damage increased from 140 to 150<br />
◾L, M and H Oil Rocket (No Oil) throw range increased from 0.97 to 1.05<br />
◾EX Oil Rocket (No Oil) throw range increased from 0.97 to 1.2<br />
◾UC1 (Oil Coaster) animation speed increased, reducing cinematic length<br />
◾UC2 (Oil Combination Hold) animation speed increased, reducing cinematic length</p>
<p>Hugo<br />
◾Crouching HP hitbox greatly expanded to match the visuals<br />
◾Hammer Hook (6+HP) hitbox moved upward with the arm section<br />
◾Leap Attack (Jump 22+MK) now airborne 2F instead of 1F; from 4F now lower-body projectile invincible; knock back on air hit changed to how Jump MK hits<br />
◾Ultra Throw no longer activates without Back input; 1st hit no longer causes stun, 2nd hit stun increased from 100 to 150<br />
◾Meat Squasher simple command removed, without Forward or Back input → through Down inputs → ending with Up input, will not activate<br />
◾L Monster Lariat start-up reduced from 15F to 14F<br />
◾M Monster Lariat start-up reduced from 19F to 14F<br />
◾H Monster Lariat start-up reduced from 24F to 18F<br />
◾EX Monster Lariat now has two hits of armor<br />
◾L, M and H Shootdown Backbreaker now airborne on 4F instead of 2F<br />
◾L Giant Palm Bomber start-up reduced from 19F to 15F<br />
◾L, M and H Giant Palm Bomber active frames increased from 2F to 4F</p>
<p>Ibuki<br />
◾Guard bug where El Fuerte’s 6+MK would cross over fixed<br />
◾Crouching LP start-up reduced from 4F to 3F<br />
◾Backhand Punch (HP → HP far from the opponent) now jump-cancellable<br />
◾Hammer Kick (6+MK) hitbox expanded downward; changed from +3 to +2 on block<br />
◾Target Combo 4 (LP → MP → HP near opponent) 2nd hit hitbox expanded downward<br />
◾L Kunai throw angle now slightly weaker<br />
◾L, M and H Tsujigoe recovery reduced by 6F<br />
◾L, M and H Neck Breaker now cause soft knockdown instead of hard knockdown<br />
◾All versions of Tsumuji hitbox slightly expanded downward<br />
◾M Tsumuji recovery increased by 1F<br />
◾EX Kazegiri invincibility time increased from 6F to 7F; 1st hit active frames 2-3F hitbox expanded, easier to use as an anti-air</p>
<p>Juri<br />
◾Close Standing LP hitbox expanded downward<br />
◾Close Standing MP start-up speed during Feng Shui Engine now the same as normal version<br />
◾Close Standing MK start-up speed during Feng Shui Engine now the same as normal version<br />
◾Far Standing MP now Special-cancellable<br />
◾Far Standing LK start-up reduced from 5F to 4F<br />
◾Far Standing HK hitbox size during Feng Shui Engine now the same as normal version; becomes airborne on 3F instead of 6F<br />
◾Crouching MK start-up reduced from 6F to 5F; recovery reduced from 17F to 16F<br />
◾Diagonal Jump HP no longer causes knockdown<br />
◾Sekku (6+MK) now airborne from 1st frame of start-up<br />
◾EX Fuhajin (M+H) now hits grounded opponents<br />
◾EX Fuhajin (L+H) damage increased from 50*50 to 60*60<br />
◾Kasatushi now takes recoverable damage when absorbing attacks<br />
◾L, M and H Shikusen no longer can be done from back jump<br />
◾EX Shikusen now has input follow-ups like the normal version, activates with any single K button; trajectory changes with button combination: L+M is L Shikusen, M+H is M Shikusen, L+H is H Shikusen trajectory<br />
◾Second Impact and Third Strike hitbox expanded, less likely to unconnect<br />
◾EX Senpusha invincibility time increased from 1-6F to 1-7F; changed from -14F to -15F on block<br />
◾Feng Shui Engine (UC1) invincibility time reduced from 1-4F to 1-2F; at max Revenge Gauge, active length reduced from 900F to 700F<br />
◾Kaisen Dankairaku (UC2) hitbox slightly expanded forward</p>
<p>Ken<br />
◾Movement speed slightly increased<br />
◾Close Standing MK hitbox expanded downward, easier to connect on crouching opponents<br />
◾Crouching HK start-up reduced from 8F to 7F<br />
◾Forward Step Kick (6+MK) changed from -2 to -1 on block<br />
◾Thunder Kick (6+HK) changed from -1* to ±0 on block *Originally -4 on block. Whether it means on hit (originally -1) or block is unclear.<br />
◾L, M and H Hadoken damage increased from 60 to 70<br />
◾EX Hadoken damage increased from 50*40 to 50*50<br />
◾M Shoryuken 1st hit now knocks down<br />
◾H Shoryuken damage increased from 70*40*30 to 70*50*30<br />
◾EX Air Tatsumaki Senpukyaku trajectory on activation changed<br />
◾Shinryuken (UC1) non-cinematic damage increased by 30<br />
◾Guren Senpukyaku (UC2) movement distance of first several frames slightly increased</p>
<p>M.Bison<br />
◾Far Standing MP start-up reduced from 8F to 6F; now Special-, Super- and EX Focus-cancellable<br />
◾Crouching LP start-up reduced from 4F to 3F<br />
◾Crouching HP start-up reduced from 12F to 10F<br />
◾Hell Attack (MP after Jump MP) now has the same hit effect as Jump MP, when Hell Attack only hits can follow-up with normal attacks<br />
◾Bison Warp total frames increased from 42F to 47F<br />
◾L, M and H Psycho Crusher leg hitbox can now be used as a follow-up in air combos<br />
◾EX Psycho Crusher damage reduced from 75*75 to 75*60<br />
◾L Double Knee Press changed from ±0 to -1 on block; damage increased from 60*30 to 60*40<br />
◾M Double Knee Press damage increased from 60*50 to 60*60<br />
◾H Double Knee Press damage increased from 70*60 to 70*70<br />
◾EX Double Knee Press damage increased from 70*70 to 70*80; projectile invincibility increased from 12F to 19F<br />
◾L, M and H Head Press start-up reduced from 22F to 20F<br />
◾Devil Reverse movement speed slightly increased<br />
◾Psycho Punisher (UC2) damage reduced from 450 to 420; charge time reduced from 55F to 42F 4oF</p>
<p>Makoto<br />
◾Standing HP hit stun increased by 1F on crouching opponents (now matches the hit stun time when used against standing opponents)<br />
◾Crouching HK stun increased from 100 to 200<br />
◾Jump MK hitbox slightly expanded, easier to cross-up<br />
◾Forward/Neutral Throw range increased from 0.9 to 0.95<br />
◾Back Throw range decreased from 0.9 to 0.85<br />
◾L, M, H Karakusa recovery on whiff increased by 4F<br />
◾All versions of Karakusa take counter-hit damage during the move<br />
◾EX Fukiage now hits grounded opponents, jump-cancellable on hit or block; damage reduced from 120 to 80; stun reduced from 200 to 100<br />
◾L and M Tsurugi block stun increased by 1F; at lowest height L Tsurugi is ±0 on block, M Tsurugi is -2 on block<br />
◾Seichusen Godanzuki (UC1) damage decreased from 480 to 440<br />
◾Abare Tosanami (UC2) after the freeze now fully projectile invincible until landing</p>
<p>Oni<br />
◾6+MK start-up reduced from 13F to 11F<br />
◾Crouching HK start-up reduced from 9F to 8F; recovery reduced from 24F to 23F 20F<br />
◾Focus Attack hitbox expanded forward<br />
◾All versions of Goshoryuken can now be EX Focus-cancelled on the 1st hit; without lock, EX Focus-cancellable with the exception of the 2nd hit on hit<br />
◾H Goshoryuken complete invincibility reduced from 1-8F to 1-5F, strike invincibility changed from 9-10F to 6-7F<br />
◾EX Goshoryuken 3rd hit EX Focus-cancellable on hit<br />
◾L Rakan Dantojin damage reduced from 120 to 110; stun reduced from 150 to 130<br />
◾H Rakan Dantojin changed from -8 to -6 on block<br />
◾EX Rakan Dantojin changed from -10 to -9 -8 on block<br />
◾L Sekisei Jiraiken changed from -7 to -6 -5 on block<br />
◾M Sekisei Jiraiken changed from -6 to -4 on block; 1F invincibility removed<br />
◾L Gorai Hadoken total frames reduced from 54F to 52F<br />
◾M Gorai Hadoken total frames reduced from 61F to 59F<br />
◾H Gorai Hadoken total frames reduced from 69F to 67F<br />
◾Meido Gohado (Anti-ground UC1) non-cinematic damage increased from 350 to 375; start-up reduced from 11F to 9F<br />
◾Meido Gozanku (Air UC1) start-up reduced from 14F to 11F<br />
◾Tenchi Sokaigen (UC2) command changed from 41236 x2+PPP to 63214 x2+PPP</p>
<p>Poison<br />
◾Hurtbox slightly expanded<br />
◾Crouching HP 2nd and 3rd active frames now cancellable<br />
◾L Aeolus Edge damage increased from 50 to 70 (matches H Aeolus Edge); now reaches opponent at the edge of the screen<br />
◾M Aeolus Edge damage increased from 60 to 70 (matches H Aeolus Edge)<br />
◾All versions of Whip of Love hitbox slightly expanded downward<br />
◾L, M and H Whip of Love 1st and 2nd hits now Super-cancellable<br />
◾EX Whip of Love 4th hit now floats the opponent higher; now jump-cancellable, on hit only<br />
◾Kissed By A Goddess now Focus-cancellable<br />
◾All Jump attacks can now be used as follow-ups</p>
<p>Rolento<br />
◾Hurtbox size expanded<br />
◾Close and Far Standing MP now cause air reset on counter-hit (originally causes knockdown allowing for follows)<br />
◾Crouching MP changed from +7 to +6 on block<br />
◾EX Patriot Circle changed from -6 to -7 on block; damage reduced from 120 to 70<br />
◾Patriot Sweeper (UC1) start-up increased from 6F to 7F</p>
<p>Rose<br />
◾Forward Dash total frames reduced from 21F to 20F<br />
◾Close Standing MK hitbox slightly expanded downward<br />
◾Crouching LP damage increased from 20 to 30<br />
◾Crouching LK damage increased from 30 to 40<br />
◾Crouching MP damage increased from 60 to 70<br />
◾L Soul Spiral forward movement distance slightly increased<br />
◾L, M and H Soul Spiral damage increased from 100 to 110<br />
◾EX Soul Spiral damage increased from 120 to 130; stun increased from 100 to 200; invincibility time increased from 11F to 13F, throw invincibility removed<br />
◾M Soul Spark start-up reduced from 22F to 20F<br />
◾H Soul Spark start-up reduced from 29F to 27F<br />
◾Illusion Spark (UC1) start-up reduced from 12F to 10F<br />
◾Soul Satellite (UC1) command input changed to 214214+KKK; recovery increased from 2F to 4F</p>
<p>Rufus<br />
◾Forward/Neutral Throw damage reduced from 150 to 135<br />
◾Far Standing MP now cancellable<br />
◾Target Combo (LK → HK near the opponent) 2nd changed from -5 to -8 on block<br />
◾Neutral/Forward Jump Falcon Kick recovery increased by 1F<br />
◾Messiah Kick LK now has improved follow-up capability<br />
◾Messiah Kick MK follow-up recovery increased from 19F to 22F<br />
◾Messiah Kick HK follow-up recovery increased from 17F to 19F<br />
◾EX Messiah Kick less likely to cross over even when hitting low-state opponents; invincibility time reduced from 16F to 13F<br />
◾Spectacle Romance (Super Combo) 2nd hit hitbox expanded beyond the fist<br />
◾Space Opera Symphony (UC1) damage reduced from 460 to 420<br />
◾Big Bang Typhoon (UC2) damage reduced from 420 to 360; knock back on air hit adjusted</p>
<p>Ryu<br />
◾Crouching MK changed from -3 to -2 on block<br />
◾Jump MP 1st hit now cancellable into all versions of Air Tatsumaki Senpukyaku<br />
◾L, M and H Air Tatsumaki Senpukyaku can now be used as follow-ups for air combos<br />
◾EX Air Tatsumaki Senpukyaku hitbox expanded; vacuum effect on hit increased, easier to land all hits<br />
◾Metsu Shoryuken (UC2) invincibility time increased by 1F</p>
<p>Sagat<br />
◾Close Far Standing LK 2nd hit now Special-cancellable<br />
◾L, M and H Tiger Knee 1st hit now forces stand<br />
◾EX Tiger Knee changed from -1 to ±0 on block<br />
◾Tiger Destruction (UC1) forward movement reduced; when hitting an air opponent in the corner, now does full hits; air hit damage reduced from 395 to 340<br />
◾Tiger Cannon (UC2) now does full hits on air opponents; air hit damage reduced from 384 to 312</p>
<p>Sakura<br />
◾Far Standing MP hitbox slightly expanded forward<br />
◾Diagonal Jump HP hurtbox slightly increased<br />
◾L Shunpukyaku changed from ±0 to -1 on block<br />
◾EX Shunpukyaku changed from +4 to +2 on block; made easier to connect on crouching opponents<br />
◾All versions of Air Shunpukyaku trajectory changed<br />
◾L, M and H Shouoken hitbox slightly expanded forward<br />
◾EX Sakura Otoshi earliest timing for additional attacks reduced from 14F to 11F<br />
◾Shinku Hadoken (UC2) rear hitbox removed</p>
<p>Seth<br />
◾Triangle Jump movement distance reduced<br />
◾Far Standing HP changed from -11 to -5 on hit, from -15 to -8 on block<br />
◾Diagonal Jump MK now crosses up<br />
◾Diagonal Jump HK no longer crosses up<br />
◾Back Jump HP stretches as it did in Super; recovery on hit and block increased by 7F<br />
◾Yosokyaku (Jump 2+MK) active frames increased from 3F to 4F<br />
◾Tenmakujinyaku (Jump 2+HK) hurtbox slightly expanded<br />
◾M Hyakuretsukyaku stun reduced from 150 to 100<br />
◾H Hyakuretsukyaku stun reduced from 200 to 150<br />
◾L Shoryuken 2nd hit no longer can be Focus-cancelled on guard<br />
◾M and H Shoryuken now can only be EX Focus-cancelled on the 1st hit; invincibility time reduced from 7F to 5F<br />
◾All versions of Spinning Pile Driver stun reduced from 200 to 150; takes counter-hit damage during whiff recovery<br />
◾All versions of Tanden Engine can no longer be cancelled into from normal attacks<br />
◾Tanden Stream (UC1) recovery reduced from 66F to 55F; hitbox expanded upward<br />
◾Tanden Typhoon (UC2) first hit damage increased from 24 to 30; changed from -89 to -70 on block</p>
<p>T.Hawk<br />
◾Movement speed slightly increased<br />
◾Close Standing MP pushback on hit and block reduced<br />
◾Far Standing HK hurtbox slightly expanded; changed from -7 to -5 -2 on block<br />
◾Crouching MK now Special-, Super- and EX Focus-cancellable<br />
◾Thrust Peak command changed from 3+P to 4+P<br />
◾Condor Spire command changed from 421+P to 623+K, can activate with 323+K command<br />
◾L Condor Spire start-up reduced from 20F to 11F; changed from -5 to -2 on block<br />
◾M Condor Spire start-up reduced from 20F to 14F<br />
◾L Tomahawk Buster start-up reduced from 5F to 4F<br />
◾EX Tomahawk Buster now EX Focus-cancellable; bug where the move could only be cancelled on hit fixed<br />
◾L Mexican Typhoon throw range increased from 1.5 to 1.55<br />
◾Raging Slash (UC2) command changed from 63214 x2+PPP to 63214 x2+KKK; hitbox slightly expanded forward</p>
<p>Vega<br />
◾Crouching LP frame advantage increased from +4 to +5 on hit<br />
◾Crouching HP active frames increased from 2F to 4F<br />
◾Cosmic Heel (3+HK) total frames reduced from 32F to 27F; +2 on hit against point-blank opponents; -4 when blocked on 2nd active frame (on active frames 3-5 block disadvantage decreases by frame)<br />
◾L, M and H Rolling Crystal Flash changed from +2 to -8 on hit, last hit can no longer be EX Focus-cancelled<br />
◾M Rolling Crystal Flash changed from -2 to +0 on block<br />
◾EX Rolling Crystal Flash changed from +4 to +2 on hit<br />
◾Mask Pick-up from ground is now a command, 2+PP when standing over the mask<br />
◾Back Slash (PPP version) now has input priority over Mask Pick-up when pressing 2+PPP<br />
◾EX Scarlet Terror now completely invincible from 1-4F<br />
◾Flying Barcelona Special (Super Combo) now has an attack added during the motion to the wall, does 0 50 damage; Rolling Izuna Drop damage reduced from 100*100*200 to 100*100*100<br />
◾Bloody High Claw (UC1) Forward charge attack’s hitbox expanded upward<br />
◾Splendid Claw (UC2) start-up reduced from 8F to 7F 5F</p>
<p>Yang<br />
◾Movement speed slightly increased<br />
◾Close and Far Standing LK start-up reduced from 5F to 4F<br />
◾Close Standing MK hitbox expanded downward, easier to connect on crouching opponents<br />
◾Far Standing MP now Special-, Super Combo- and EX Focus (excluding EX Red Focus)-cancellable<br />
◾Crouching LK damage increased from 20 to 30<br />
◾Diagonal Jump MK hitbox size expanded, now in between the AE and Ver.2012 versions changed to same hitbox as in AE<br />
◾L and M Torou Zan 3rd hit damage increased from 60 to 65<br />
◾H Torou Zan 3rd hit damage increased from 60 to 70<br />
◾L Senkyutai 1st hit hit stop increased from 8F to 12F on hit (now matches the hit stop on block)<br />
◾All versions of Zenpo Tenshin now do 1 damage; take counter-hit damage during the move<br />
◾Tenshin Senkyutai (UC2) start-up reduced from 7F to 6F</p>
<p>Yun<br />
◾Far Standing MP damage increased from 50 to 60<br />
◾Crouching MP damage increased from 50 to 60<br />
◾H Nishokyaku invincibility time removed<br />
◾Zenpo Tenshin throw range reduced from 1.1 to 1.0<br />
◾EX Zenpo Tenshin throw range reduced from 1.3 to 1.2<br />
◾All versions of Zenpo Tenshin now do 1 damage; take counter-hit damage during the move</p>
<p>Zangief<br />
◾Close Standing LK now cancellable<br />
◾Far Standing MP hurtbox slightly expanded; hurtbox in front sticks out 1F before active<br />
◾Far Standing MK changed from -7 to -3 on hit, from -10 to -7 on block<br />
◾Diagonal Jump HP hurtbox slightly expanded<br />
◾L, M and H Banishing Flat start-up speed reduced by 2F; disadvantage on block reduced by 2F<br />
◾L Banishing Flat changed from -5 to -2 on hit<br />
◾M and H Banishing Flat block stun increased by 2F<br />
◾EX Banishing Flat start-up increased from 13F to 16F; second hit causes hard knockdown<br />
◾L Spinning Pile Driver throw range reduced from 1.75 to 1.7 1.6</p>
<p>Article:<a href="http://shoryuken.com/2013/12/28/ultra-street-fighter-iv-capcom-cup-build-change-list/" rel="nofollow">http://shoryuken.com/2013/12/28/ultra-street-fighter-iv-capcom-cup-build-change-list/</a></p>
<p>As always thank you for reading. </p>
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