USF4 Remix Beta 28-2 hotfix
In this update, there’s a lot of changes to Ken, Evil Ryu, Sakura and Hugo!
Changelog
Ryu
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214PPP
– Fixed Revenge meterbuild, built 1/2 meter instead of 1/4
Elena
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Forward Throw
– can cancel earlier on hit
6MK
– can be cancelled into from all normals
214PP Dancing Evade
– Added 214KK input, for convenience
214PP~236PP Dancing Evade, Dash
– Changed input to 214~66
– Removed the regular dash out of this
– Animation startup slightly faster
214PPP
– Fixed Revenge meterbuild, built 1/2 meter on 2EX healing, but 1/4 on 4EX. Is now swapped
– removed hitbox
– has super armor (1 hit)
– only heals if her super armor is hit
Rolento
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2HK
– Now knocks down
Juri—————————-
6HP
– Juggles lower when out of juggle points
236LK
– decreased opponent fb hit recovery to prevent infinites
214MK
– decreased juggle height
Makoto
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Jumpcancel
– slightly lower jump height, more startup
HP
– Changed damage from 75 to 80, CH is still 100
– Now has close/far versions, close has faster startup, far moves forward
HK
– Changed damage from 80 to 90, CH is still 125 + increased hitstun
– Now has close/far versions, close has faster startup, far moves forward
8HP
– changed to j.2HP input, 9HP replaces the previous input
+j.2HK FOOTDIVE (re-added)
– is a mid-range divekick that hits mid
– can be CC’d at any time before hit
– Makoto bounces back on hit or block, can do any air move (except for another footdive)
– Can only be done when pissed
2HP
– can be followed up with 6HK like every standing normal
2HK
– can be followed up with 6HK like every standing normal
j.214K
– increased hitbox vertically so it can more reliably hit in aircombos
– Now gets Hard Knockdown on all versions
236P
– pissed versions come out faster and travel farther. HP version goes full screen
623P
– All regular versions have reduced jugglepoints or increase JP
– Juggle height decreases after JP is used up
– now has pissed versions, max jugglepoints and have faster startup
623PPP
– can no longer dashcancel on block, but can CC on block or whiff
– can also CC after the last hit and try to catch the falling opponent
Deejay
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j.214K
– No longer gets forced forward
j.214KK
– fixed move not consuming an EX bar
Oni
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Removed all charge normals
88 – Airdash up
– re-added
5MP
– maximized JP
6HP
– Now only wallbounces once
214P
– Slides a bit after hitbox
– hitbox is active for longer
214K
– can now airdash cancel on hit
– EX version can airdash anytime, if such is your wish
623P
– Regular versions now have invincibility on startup, making them true reversals
air 236P
– wider hitbox for regular and EX projectiles
– EX version is now overhead like the regular one
Balrog
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Removed random chunkypunch entries from 6HP etc
Ken
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Far 5MP and 5MK
– Removed. Instead of 5MK for AA, can now do 5MP
– Instead of Far 5MP, you get less range :). Use 5MK instead!
5MP
– Changed to old HP animation (SFA style)
– Hitbox lasts slightly longer, for better AA
5MK
– Changed to his old cl.HK animation (SFA style)
– First hit forces standing
– Second hit whiffs crouchers
2MP
– Added more recovery (to prevent infs)
5HP
– Changed to old far HP (SFA style)
5HK
– Faster animation
– Moves forward a bit more
– Counterhit causes a lot of hitstun
– Can be linked into lights on hit
4MK
– Added some startup, and recovery
– can now cancel into 4HK
4HK
– Added some startup
– Bounces on ground hit
– HKD
HP+HK Alpha Counter
– Changed back to old animation
chrg 2-8K ghost jump
– can follow up with tatsu earlier, same cancel time for all versions
chrg 4-6 K
– swapped startup on MK and HK versions
– Can now cancel into Ghost Jump on hit or block
chrg 4-6 KK
– Juggles more consistently
chrg 4-6 KKK
– Reduced hitstop on first hit, sped up finisher
chrg 2-8 KKK
– Reduced hitstop on first hit
360KKK The Masterlock
– Juggles higher on last hit
– Can cancel the last hit into Ghost Jump
Ibuki
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236K Cmd. Dash
– Removed jump from regular versions, can now only jump with EX version
Dudley
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6HP
– More recovery
Vega’s nerfworld
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All spins
– slower landing animation that does not move backwards
2HP
– slightly faster recovery
– larger vertical hitbox that lasts longer
2HK
– Removed 2nd hitbox
Ground PP
– Slower startup, jumps higher
– certain specials can cancel to a faster startup version
Air PP
– No upwards movement
PP~P
– No longer HKD
– slower landing animation that does not move backwards
PP~2P
– No longer HKD
– slower landing animation that does not move backwards
PP~K
– slower startup
236P
– Only has 1 hitbox per version now, to avoid weird-looking behavior during pullback
– Damage changed from 80 for all versions to LP: 60,80 MP: 70,90 HP: 80,100 EX: 100,120
– Removed chip damage
– HP version has slower startup, and does not let vega hit with normals afterwards. HKD
– can only cancel to PPP on hit with the regular versions
– EX version now juggles higher than HP ver on grounded hit, but restands on air hit. HKD
– EX version can cancel at any time to a faster PP or dodges
236K
– Can only cancel into PP on hit with all versions
214K
– Removed all invincibility from all versions
– Slower startups, except on EX
– Can now only cancel to PP from the EX version
236K Rolling Crystal
– Regular version is now 0 on hit instead of +5 (+2 at most for LK version)
Evil Ryu
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5HP/6HP
– Animations swapped
– 6HP now launches, can be jumpcancelled
– can no longer be cancelled to from heavies
5MK
– Slightly slower startup, I guess
6MP
– Can whiff/chain cancel to 6HP and 6MK
6MK
– faster startup, standing MK can cancel into it now
214HK Tatsu
– Increased recovery
623LP/MP
– Increased JP
5PPP etc Teleport
– Can cancel to supers/CC
PPP Evil Activation
– Input changed to [Hold MP+MK when revenge and EX meters are full]
– Requires full EX meter AND full revenge but doesn’t drain them upon activation
– Drains 300 HP (be careful so you don’t die)
– Special Cancel to Cancel drains revenge instead of EX
– Can only refill revenge bar by walking or standing still for 8 frames
– Charge during evil mode refills EX, but not Revenge
– Can now use shoryuken in Evil Cancels
Raging Demon
– No longer gives Evil Mode on hit
Sakura
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Throw:
– Juggles
KK~LK/MK/HK Sakura jump
– Switches direction if the jump crosses up
5MP/5MK
– Minor animation adjustment
2HK
– added HKD
236P
– fireballs hit 2 times for lvl2, 3 hits for max
– EX fireballs hit 3 times for lv1, 4 times for lvl 2, 5 times for max, final hit wallbounces
– max level fireballs no longer wallbounce
– changed how fireballs juggle
– reduced hitstop across the board
214K
– Juggles a bit lower, when it hits JP limit, juggle height decreases
– Increased LK dmg from 40,60 to 60,80, reduced chip dmg from 18 to 12
– Decreased MK dmg from 60,80 to 40,60 (80 dmg after 2 hits)
– Decreased HK dmg from 60,75 to 40,60 (120 dmg after 3 hits)
– EX version no longer has an upkick followup, does 6 hits, and the final hit juggles
236K
– LK version slightly tweaked. Slower startup
– MK version does 1 low tatsu before upkick
– HK version does 2 low tatsu before upkick
– EX version does 3 low tatsu before upkick, and has a fast startup
– Can release a doken from storage during all versions on whiff, hit or block
214KKK
– changed to 236KKK input
– final hit wallbounces
236KKK
– Changed to 214KKK input
Yun
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Far MK
– Increased startup
236K~K
– both hits give less blockstun, followup can be ducked
– also more landing recovery
– EX: Reduced damage from 30,50 per hit to 20,40 per hit. chip from 10 to 5 dmg per hit
623P
– Increased recovery for all versions. On block: LP: -7, MP: -5, HP: -2 EX: 0
236P
– EX version stops on the 2nd hit on hit, on the 1st hit on block
214P
– Increased recovery overall, On block: MP: -8 HP: -4 EX: -1
– reduced startup of the MP version
Geneijin
– Removed air version
– Can no longer cancel into the same move
Chun-Li
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3LK
– juggles lower after 2 JP
236P
– sounds
C. Viper
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Fixed charge refilling too much meter
Forward Throw
– Can no longer combo into itself
5LK
– changed animation to far LK version
5HP
– Now has close and far versions (same anim)
5HK
– Changed to vanilla 2-hit “close HK” animation
– Has close and far versions
2HK
– HKD
– slightly tweaked animation
214HP
– Can no longer cancel into other specials after hit (unless stored)
– a bit safer on hit
236K
– Slightly tweaked anims
– LK version slightly slower startup
– can be feint-cancelled before going airborne
Cody
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fixed sand followup infinite
Poison
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5HP
– Reduced startup on both far and close versions
5HK
– Reduced startup on both far and close versions
2HK
– juggles on hit
– can now be special cancelled
– HKD still
236P fireball
– Recovery works slightly differently
– LP has fastest recovery, MP has medium recovery, HP is worst recovery/is unsafe on block
– can now supercancel to 236PPP
623P DP
– LP and EX have invincibility up to first hitbox
214P~P
– reduced recovery frames, should now be safer than the initial hit
214K
– Groundbounces on juggle hit
Hugo
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5LP
– Less recovery
2LP
– Less recovery
2MK
– Less recovery
5MK
– Moved 2nd hitbox upwards
– has a new hitbox closer to startup
– removed hitbox on downwards leg
5HP
– Less startup
– Less recovery
– No longer wallbounces on air hit
5HK
– faster startup
– no longer overhead
– wallbounces on air hit
2HK
– slower startup
– goes further, but no movement control during
– hits twice, on 2nd hitbox can cancel into ground normals/command normals/ultra throw
– Added projectile armor during hitboxes
6MK
– Gone forever
4HP *New Move!*
– Has a long hitbox, good for anti-airs
– Has upper body projectile and strike invincibility up to the end of the hitbox
– Can also be executed as a reversal
9HK
– falls slightly faster
– wallbounces on air hit
236P
– Less startup
– Lower juggle height on LP version
623K
– Less recovery after grabbing
– Lower juggle height
– EX version juggles slightly higher
– Can now be CC’d, both in the air and after hitting
41236KK
– Can be comboed into from normals (still doesn’t grab airborne)
– all versions have faster animations after grab
236PPP
– more consistently juggles after the 2nd hit
Blanka
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9MP/9MK
– Should no longer lead into an infinite on juggle
236P
– Can now input air normal followups earlier, rather than waiting for the late cancel window
– MP/HP versions have diagonal movement
– LP version now has full invulnerability up until it’s fully ascended
236PP
– The hunderbolt hits Blanka for 80 damage
– now has full invulnerability until after hitbox
236P Air *New*
– Blanka dives directly down (LP) or diagonally downforwards (MP/HP) or directly down with a lightning bolt at the end (PP)
214K
– Can be air CC’d at any point
236PPP
– goes to final part after 3 hits on block, way less chip dmg
– Final thunderbolt hits Blanka for 100 damage
T. Hawk
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– Normals no longer do chip damage
– reduced normals damage across the board
6HP
– Far less recovery
214P
– All regular versions can no longer cancel to EX or super grabs
214PP
– Can no longer grab jump start or jump in general (unless cancelled into)
214PPP
– Reduced dmg by 50 dmg, is now 300 damage total
Dan
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Feint
– Input changed to HP+MK
A bunch of normals
– altered some animations. I guess.
623P *New Feature – Breaking*
– Press LP+LK on first hit/block to BREAK the animation
214K
– input changed to charge 1~6K
– juggles much lower on hit
– EX version groundbounces
236K
– input changed to 214P
– EX version Juggles forward instead of swapping sides
– Removed Revenge meterbuild
646P *New*
– ZANRETSUKEN
– Each version gains more startup but stay out longer, except EX which is fast, but leads into the HP ender
– HP and EX versions juggle after the final hit
– Low JP, so you only get one ZANRETSUKEN per combo without RC
Fei Long
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5MP
– Reduced recovery
2MP
– Reduced recovery
2MK
– slightly reduced recovery
236P
– stops moving after hitboxes rather than before
236P~K
– Can no longer cancel to the KK version
– No longer has the second, overhead followup
236LK
– Juggles lower after the first hit (to avoid infs while allowing 236MK followup to whiff)
236KK
– Goes directly horizontally
– Forward motion nerfed
– Can now only follow up on hit, like the regular versions
air 236K
– Increased vertical hitbox for all regular versions
214PPP – counter
– is now 22PPP
236PPP – super punchies w the dust followup
– is now 214PPP
236KKK – Super Rekka
– is now 236PPP
– can be cancelled with 214P at any point
– can now be cancelled to CC and Super at any point as well
Rose
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236HK
– juggles a bit lower (to prevent infs)
Guy
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5MK~MK
– reduced recovery
2MK
– now HKD
214P
– MP and HP versions are slightly faster
– added a large pushbox for all versions to prevent whiffs against airborne opponents
Rolento
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5HP (input changed to 4HP)
– switched 5HP and 6HP moves
– Much taller hitbox, better for AAs
– can be cancelled into from regular normals
6MK
– can be cancelled into from regular normals
– can jumpcancel at any point
214K
– can cancel to stinger jump with K
236K
– can cancel to overhead special with P
– can cancel to stinger jump with K
623K stinger jump
– restocks knives on top of jump
236P
– reduced recovery on regular versions
– charged projectiles from 3rd rekka now properly hit crouching opponents
236PP
– projectiles work differently
214KKK
– taller explosions and hitboxes
also did some other stuff forgot what
I will do more stuff to him at a later date
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Fixed(?) Infs:
– Juri
corner 6HP infinite
– Ken
2MP > 4MK in the corner (character specific, works on poison)
– Ibuki
236K~9 links
– Dudley
Ducking loops
– Gen
5MP > 5HP > 236LK~LK (whiff followup)
– E.Ryu
5MK > 214HK in the corner
Evil Install 214LK > 63214MP
– Sakura
214HK > airdash j.MK
– Elena
2LP > 214MP > 214LP
– Yun
5MK > 2HP
– Chun-Li
3LK > 66 j.HP~HP
– C. Viper
Throw loop
– Cody
236K~LP loops
– Poison
5MP/2HP/6MP > 236HP in the corner
– Blanka
236MP > j.MK, 236MP > j.MP
– Boxer
2MP > 2HP > 214HP > level 3-4 TAP
– Fei Long
5HP > 236LK~HK (whiff followup)
– Rose
236HK 2MP 6MK inf (char specific)