Sorry for the wait!
Read on for the changelog!
Ryu
– can cancel into 6MP from LP/LK
– can cancel into 6HP from LP/LK and MP/MK
– 6MP now does a hard KD
– QCB+P is now the push attack but with a fire effect. H and EX versions can be dashcancelled on hit
– QCF+K is now hadokens w an arc (also works in air)
– Removed air charge cancel
– QCF+PPP – now doesn’t knock down
– QCB+PPP – is now straight and wallbounces
Dudley
– Can now do cmd. normal chains from duck normals
Akuma
– Fixed overlap between teleport and qcf+PP
Gen
– Fixed weird hitbox bug on crane QCB+PP that made it pass through sakura
Sakura
– Made max lvl hadoken wallbounce
Juri
– fixed a bug that let juri be in feng shui mode forever if she activates without any ultra meter. She’s now given full ultra meter when she activates.
Oni
– gave him med>heavy>cmd.normal chains
Elena
– fixed crouch animation
M. Bison
– Changed psycho crusher hitboxes so MP and HP versions get both hits more consistently
– boosted L/M/H/EX psycho crusher dmg
Cammy
– the start of Ground and Air Dashes lead into special normals
– Magic series LP/LK>MP>MK>HP/HK lead into special enders
– Super Cannon Strike changed so it does more hits and stays in the air
– Axel Spin QCB+P now does a hit
– EX axel spin is a faster version of M version
– Can air CC out of last hits of both drill supers
– DP+KKK is faster and only hits twice
– changed airthrow a bit so there’s less of a chance of the physics messing up. Lands faster after whiffed throw.
Sagat
– 5MK – damage adjustment, 120 total -> 100 total dmg
– QCB+PP – Angry Scar makes his face angry
Deejay
– 5HK – Made first hitbox happen 1 frame later
– 5MP – Extended hitbox downwards, can hit crouchers now
– Shorthop – Changed input to d,ub/u/uf. Can shorthop backwards and neutral now
– DP + K, Jackknife – Adjusted all hitboxes to more closely follow the model and still hit crouching opponents EX version changed to have followups too.
– Added air version of Jackknife
– DP + P Machinegun – Changed behavior. Buttons have to be held to play the full animation. Only last hit affects juggle points.
– QCB + K Overhead Kick – changed speed to make all versions a bit faster
– QCF + KKK Carnival! – Added the final hit back in.
– QCF + PPP Festival! – adjusted superflash animation, now wallbounces on hit
– DP + PPP MAX BEAT! – Sped up the animation on hit
Cody
– QCF + KKK – reverted to previous version
– QCF + PPP – now has no superflash and start animation, slower startup, is overhead. Is also charge cancellable through entire animation and hit animation
– 2MK – special cancel now no longer delayed
– Can now cancel from special to EX, EX to EX and super to super
– Knife Mode – can mash lights
Guy
– Airdash animation fiddling
– LP+LK airthrow – adjusted hitbox downwards
– QCB + P – Hozanto – infinite juggle points
– QCB + PPP – fixed infinite jp on MK followup
– QCF + P Izuna – MP and HP versions tweaked trajectories, both go lower
– QCF + P > j.2MP elbow drop – Re-added throw followup. Groundbounces.
– QCB + K Senpukyaku – removed free airdashes, also infinite juggle points
– QCF + HK – removed free airdashes and qcf + p
– Air MP+MK, Airdash cancel – Can be done off QCB+K both air and ground, QCB+HK and any air normal
– MP+MK cancel, ff – can dashcancel the charge cancel animation
– QCF + PPP – faster attack animation
– QCF + K – is now a command dash special. Passes through projectiles. LK: Slide, MK: Overhead HK: launcher Punch: izuna
Hakan
– removed chains
– HCB + P – both oiled and unoiled work the same way. Oiled can be jumpcancelled. Removed oil gain
– can combo into HCB + P in oiled mode only
– Air HCB + PP – EX version of the air grab. Groundbounces on landing
– Reintroduced 6HP and 6HK
– Turned shoulder tackle and dive into HCF motions
– Can cancel into HCB + P on hit in oiled mode
– DP + K – Shower has returned. L M and H versions have an AA hitbox. EX has armor but no hitbox.
– DP + KKK – new oil combination hold input
– D,D – new run dive cancel
– Fixed freeze with ken’s tatsu super and hakan’s combination hold
– Super Runny Grab > Duck now refills only one EX bar
Rolento
– removed 2MP from PPP back jump
– on jump normal hit – can cancel into 2MP and 2MK
– increased dmg on patriot knives from 10 to 20dmg each. charged patriot x3 is 60+60+60=180dmg chip increased from 3dmg to 5dmg
– increased juggle height on knives
– fixed chains from 5LP
– added jumpcancels to heavy normals, on hit only
Poison
– can now jumpcancel from whip kick ender
– can now mash the end of the super shoryuken
Evil Ryu
– Denjin mode activate – No recovery after superfreeze
– Denjin mode – added more effects to make it clear you’re in denjin
– Denjin 6PPP teleport – Goes fullscreen and stops in front of opponent
– Denjin DP+MP and HP – tweaked fireballs to juggle a bit higher, also come out earlier from DP
– Denin DP+PPP – does animation at the end
– Air Tatsumaki – changed it so eryu is spinnin but he still kick. Spinnin
Zangief
– RDP + P, Lariat – Swapped the HP version with the EX one. HP version now shoots forward, and is still 100% projectile invincible. Made every lariat juggle
– DP + P , Booger hand – maximum juggle points. It knocks down anyway so there’s no reason to not do it.
Rufus
– QCB + K and KKK – is now QCF + K/KKK
– Removed dedicated upkick command (DP+K)
– QCF + LK – is now rufus upkick
– QCF + MK – double lows
– QCF + HK – overhead
– QCB + LP – is invincible until the 3rd hit. Works as an anti-air now. Multi-hit.
– QCB + MP/HP – both do the complete spinning animation + hits on hit
– All QCB + P except EX – can cancel to any QCF special except snake strike
– Changed charge animation
El Fuerte
– Dashes now alter the trajectory of jumps
– Cmd Grabs slightly faster and longer reaching
Balrog
– Removed command jump from all dashpunch followups to prevent infinitez
– HCB + PPP, Headbutt – Knocks Down rather than crumples
– Fixed U2 turnpunch with KKK doing “5” rather than “DIE” It will make sense in time.
FeiLong
– j.MP – now only hits once, down from 2 times
– QCF + K, chicken wing – Now hits crouching, second hit is overhead. Different angles. EX ver has earlier hitbox that stays out for longer
– QCB + P, backfist – EX version wallbounces on grounded, knocks far away on juggle.
– RDP + K(air) – Put fire on those legs, hitbox pushed back to ground version frames
– can cancel into RDP from all jump normals
– can cancel into RDP from first hit of QCF+K on hit only
– Added cmd grab back, can now be combod into from rekkas only
– backfist, chicken wing, cmd grab can only be done from within a rekka (not the final hit) . EX rekka can only followup with EX specials.
– QCB + PPP – sped up, doesn’t stop when blocked/whiffed but more recovery as a result
– QCF + PPP – more difference between strengths
Hawk
– non-EX condor dive now does hard KD
– all DPs except LP can now cancel into condor dive on HIT
– 6HP is headbutt now
– alpha counter is the double chop
– DP + K – regular cmd throw now knocks down rather than bounces. EX is like before but with less recovery so you can go in.
– Also restored different strength cmd throws
Adon
– Gave chains back L > M > H
– Everything except launcher after 100 jaguars launcher followups has full JP
– adjusted gravity on a bunch of moves
-QCF + P – less dmg, from 40dmg to 30dmg total, can now cancel into QCF+PPP
– QCB + KKK – has full animation on hit again
– DP + KKK – final hit now knocks straight down bc thats how I roll (I NEVER roll)
– reduced startup on 5HP slightly
Rose
– fixed medium and special cancels for repeated lights
– sped up 6MK and 6HP startup
– Can now EX soul throw from H and EX reflect on hit
– QCB + HP, Reflect – Now moves forward slightly
Hugo
– fixed charge animations
– added full juggle points to all grounded and jumping normals
– Adjusted juggle gravity on 5MP, 2MP and 2MK
– 5MK – extended the 3rd hitbox from frame 34 to frame 40 so now you can meaty with it, if you want. it’s still not overhead but thems the breaks
– HCF + K runny grab – can now follow up with proper timing
– DP + K AA grab – changed juggle gravity to be more heavy
– QCB + P clap – increased juggle points
– QCB + PP ex clap – made startup faster, reduced recovery slightly, juggles higher
what happened to bison?
Chains are gone, his psycho punisher has been changed, and none of this is in the changelog
His chains still work for me.
Ryu’s infinite: MP -> 6HP -> MP ->6HP ->MP ->6HP…
And I don’t understand what’s the input of Ken’s Shinku Hadoken. It says charge 4 > 6 + PPP, but it doesn’t work.
Also, Cody has the MK>HK chain combo without the knife and the LK>MK>HK chain with the knife, even though it’s not mentioned in the movelist.
My bad, Cody doesn’t have chains without the knife.
SETH TO GEN
Trade ex hands with what I think was the command grab, some move with armor. Gen breaks the armor and softlocks
Ryu’s QCB+HP is an infinite loop, as is C.MP into QCB+K. I’m sure there are other ways to make that infinite, but that’s the way I found.
T.Hawk
Light command grab cancels into each other, causing an infinite. Aside from that, the idea of that command grab going into other specials is genius, just needs to be ironed out
Claw
EX flying barcelona attack doesn’t use meter, thus creating an infinite.
…correction, you can do claw’s EX flying barcelona attack FOR FREE, so you get an infinite whether you have meter or not
Cody to Boxer
Counter with heavy sand and boxer spins… forever…