Difference between revisions of "Changelogs"
(Created page with "== April 1, 2013 == abel * slight damage/stun adjustments akuma * 2lp hitbox changes * cancel qcfp to demon flip * airdash purple fireball turns to face enemy * 5hp close for...") |
m |
||
Line 1: | Line 1: | ||
+ | == April 19, 2014 == | ||
+ | |||
+ | * Cody knife fix | ||
+ | |||
+ | == April 18, 2014 == | ||
+ | |||
+ | system | ||
+ | * fixed sf4 hitstun hitboxes. no more whiffing due to weird leaning and other dumb stuff hopefully. please test all your combos again that used to whiff | ||
+ | * removed all stun | ||
+ | * fixed several char freezing bugs you probably never noticed | ||
+ | |||
+ | akuma | ||
+ | * m and h shoryus suck in on hit to prevent whiffing 2nd hit | ||
+ | * ex shoryu juggle/damage/chip changes | ||
+ | * new ex overhead * mk+hp | ||
+ | * removed projectile restrictions on ground hadoukens | ||
+ | * walk faster | ||
+ | * far lk 2f faster | ||
+ | * close lk 1f faster | ||
+ | * 5mpf 1f faster, more active frames | ||
+ | * 2hk juggle changes | ||
+ | * 2hk weirdness | ||
+ | |||
+ | balrog | ||
+ | * turnpunch chargetimes decreased | ||
+ | |||
+ | blanka | ||
+ | * ball no longer breaks armor | ||
+ | * electricity now does break | ||
+ | |||
+ | chun | ||
+ | * she doesn't know what to do with her life anymore | ||
+ | * non ex legs are back | ||
+ | * only 4 inputs needed for legs | ||
+ | * can whiff cancel all kick normals into legs | ||
+ | * legs knocks down, different physics and hitboxes change | ||
+ | * ex legs hitbox bigger | ||
+ | * 5hkf now does 5hk always | ||
+ | * 5hp and 2hk moves forward | ||
+ | * 5hp always does spinning bird on hit unless u cancel | ||
+ | * kikoken now qcf p, works different | ||
+ | * fiddled w/ airdash some | ||
+ | * kikosho hitbox fiddling | ||
+ | * upkicks are actually invincible now (whoops) | ||
+ | * ex upkicks exists now | ||
+ | |||
+ | evil ryu | ||
+ | * juggle points on ex fire hadou +2 | ||
+ | * juggle points on ex hadou +2 | ||
+ | * ex hadou moves faster | ||
+ | * damage adjust | ||
+ | * demon 2 bars, less damage | ||
+ | * air tatsu is diff | ||
+ | |||
+ | gen | ||
+ | * ex hands sucks in on hit | ||
+ | |||
+ | gouken | ||
+ | * parry no longer uses grey life, can block sooner on whiff. (if you hold neutral it still persists for 9f) | ||
+ | * 5lp / 5lpf now 3f | ||
+ | * walk speed up | ||
+ | * 5lk/2lk/2hk -> 5hk chain | ||
+ | * some fireball arc changes | ||
+ | |||
+ | guile | ||
+ | * flack kick xx air backbreaker possible | ||
+ | * throw damage up, stun down | ||
+ | * fixed air sonic boom hitstate | ||
+ | * fixed bug where guile airthrow can trade and break the game | ||
+ | |||
+ | ibuki | ||
+ | * 6hk hitbox bugs fixed (thanks slitherware) | ||
+ | |||
+ | makoto | ||
+ | * can now whiff cancel normals into fwd dash | ||
+ | * extended ex overhead invinc | ||
+ | * walk changed | ||
+ | |||
+ | ken | ||
+ | * 5mkf different, chains to 6mk/4mk/4hk and special cancels | ||
+ | * close mk hitbox bigger | ||
+ | * fixed shoryu bug | ||
+ | |||
+ | rose | ||
+ | * fireball super qcfx2 kick | ||
+ | * jump arc changed | ||
+ | * reflect reflectbox bigger, should be able reflect deejay fireballs now | ||
+ | |||
+ | sakura | ||
+ | * 5mp more hitstun | ||
+ | * 5hpf always does 5hp instead | ||
+ | * tatsu knocks down | ||
+ | * ex shoryuken fully invinc through active | ||
+ | * airdash minimum height fiddled w/ | ||
+ | * some airdash physics stuff | ||
+ | * she has air control like claw used to | ||
+ | |||
+ | seth | ||
+ | * ex spd hitbox active+invinc from frames 1-9 instead of 3-5 | ||
+ | * spd input fiddling | ||
+ | * light chains inputs should be smoother | ||
+ | * close 5lp hitbox extended to weird whiffs during chains | ||
+ | * decreased ex 214p startup | ||
+ | * 5mk/5mkf cancellable to specials | ||
+ | * fwd teleports decreased recovery (have fun) | ||
+ | * removed projectile restriction on ex boom | ||
+ | * qcf kick for new divekick w/ funky whiff cancels (ex one hits overhead) | ||
+ | |||
+ | yun | ||
+ | * dash is stronger | ||
+ | * hitstun on jumpins changed some | ||
+ | * removed ex shoulder dash cancel, made jump cancel less sensitive | ||
+ | * jump cancel on all shoulders | ||
+ | * cancel non-ex shoulders into 6mk before they hit | ||
+ | * can cancel shoulders l -> m -> h -> ex on whiff | ||
+ | * ex shoulder 1st hit more hitstun | ||
+ | * m, h, ex shoulder hitboxes bigger | ||
+ | * cancel all normals into 6mk. 5hkf, 5hpf, 2hk do it on whiff | ||
+ | * 2hk 5hk chain possible on whiff | ||
+ | * stuff that chains to 2mp now chains to 5mp too | ||
+ | * 5hk and 2hk are faster | ||
+ | * meter gain decreased | ||
+ | * h command grab now also hits overhead in addition to air, can be combo'd into but still not out of | ||
+ | * cancel rushpunches to ex shoulder or ex upkicks on whiff | ||
+ | |||
+ | zangief | ||
+ | * headbutt juggle changes bc stun removed | ||
+ | * counterhit headbutt gives a whole ex bar because it cant stun anymore | ||
+ | |||
+ | guy | ||
+ | + fixed his dash jumps, they now work | ||
+ | + Made tatsu cancellable into qcf+P/Airthrow/super. Not another tatsu though | ||
+ | + made ground normals juggles | ||
+ | * 2nd hit of nj.HK and airdash HK now causes juggle to prevent some infs | ||
+ | + can now cancel specials into EX again | ||
+ | * slide special can't follow up if blocked | ||
+ | * overhead has slower startup | ||
+ | * cancel from slide is at the end of the hitbox frames | ||
+ | |||
+ | cammy | ||
+ | + changed counter to spin jump that is invincible to hits/projectiles | ||
+ | |||
+ | cody | ||
+ | + made nj.HP knockdown properly | ||
+ | ? did something forgot what | ||
+ | |||
+ | bison | ||
+ | + U2 hit forces standing + has an increased hitbox on followup, increased dmg | ||
+ | + U1 doesn't go into camera unless it hits, can be cancelled into from any normal | ||
+ | * SC Psychocrusher does a bit less damage | ||
+ | + cl.HP has a bigger hitbox so it hits properly from standing punch chain | ||
+ | |||
+ | honda | ||
+ | * fixed EX headbutt smoketrail on whiff | ||
+ | * fixed EX Oicho glowing | ||
+ | + added hitstun | ||
+ | + honda has aircombos | ||
+ | + honda can fly upward | ||
+ | + honda can cancel into special/chain/airdash from air normals | ||
+ | + limited chains. LP/LK->MP/MK | ||
+ | * honda lost the ability to airdash out of air headbutt | ||
+ | + honda gained a recovery animation after hitting with air headbutt | ||
+ | + fixed up his air headbutt recovery a bit | ||
+ | * fixed nj.HP and airdash j.HP having way too high juggle potential | ||
+ | * gave fatty fly (DP+P) a recovery. Can't cancel into airdash/air super until recovery | ||
+ | |||
+ | fuerte | ||
+ | + hopefully fixed fuerte's U2 | ||
+ | |||
+ | deejay | ||
+ | + fixed U2 not hitting for all of it from certain combos | ||
+ | * dashforward/shorthop goes further, bit more startup | ||
+ | |||
+ | == March 29, 2014 == | ||
+ | |||
+ | fuerte | ||
+ | * fixed 5HK infinite off command throw | ||
+ | * cmd throw off shortdash has faster startup | ||
+ | |||
+ | adon | ||
+ | * can now input K from the start of jaguartooth jump, instead of having to press exactly when it should come out | ||
+ | * 100 jaguar punch QCB+P now sucks in slightly | ||
+ | |||
+ | juri | ||
+ | * fixed a thing with cr.MP | ||
+ | * made proximity trigger larger on U2 | ||
+ | * made close HK not overhead when done as a chain | ||
+ | |||
+ | cammy | ||
+ | * removed infinite and also easy whiff airdash meterbuilding ha ha | ||
+ | * made air RC/airdash 2bars from special moves. From normals it's still 1 bar | ||
+ | * increased recovery on 2HK slide | ||
+ | * added a spiral arrow cancel. backdash during spiral arrow | ||
+ | |||
+ | cviper | ||
+ | * reduced quick hammer juggle points by half | ||
+ | |||
+ | guy | ||
+ | * reduced dmg on air normals | ||
+ | * made U2 throw start up faster | ||
+ | |||
+ | cody | ||
+ | * rock throw is now qcf+P, hold P to hold rocks, release to throw, K to cancel | ||
+ | * rock throw cancel recovery absorbs 1 hit or projectile (but is throw vulnerable) | ||
+ | * qcf+K kick goes farther to account for knife uppercut being removed | ||
+ | * KNIFE MODE CHANGES | ||
+ | * Knife Toss can't be held. There are Reasons. | ||
+ | * qcf+P now tosses out a knife that stays in the air for a bit, then shoots forward | ||
+ | * qcb+P tosses out knives in an arc | ||
+ | * none of the knife moves lose the knife | ||
+ | * d+PPP now drops the knife, can be dropped during normals/specials | ||
+ | |||
+ | bison | ||
+ | * gave some startup pause to air scissor kicks and air stomp (d+K) | ||
+ | * devil's reverse is now faster and travels less backward depending on button pressed | ||
+ | * air teleport to ground now has recovery | ||
+ | * U2 does a stomp that hits fullscreen, but does not hit airborne or jump start | ||
+ | * added some cameras to U1 to make it not look as awful | ||
+ | |||
+ | hakan | ||
+ | * changed shoulder to raiden's ready go | ||
+ | * changed rocket throw input to HCB+P | ||
+ | |||
+ | yang | ||
+ | * i still want his seieienbu to be long without making dmg go to and over 500-600 easily | ||
+ | |||
+ | vega | ||
+ | * Did some stuff to Beam Super | ||
+ | * Declawed vega can chain normals | ||
+ | * PPP/KKK dodge can cancel into specials at the end by executing during animation | ||
+ | |||
+ | balrog | ||
+ | * 5lk hitbox bigger | ||
+ | * h rushpunches move a little faster | ||
+ | |||
+ | blanka | ||
+ | * added startup till attacks get armor | ||
+ | * fierces more recovery | ||
+ | * damage/stun adjustment | ||
+ | * fixed combos whiffing on blanka | ||
+ | * removed charge super | ||
+ | |||
+ | evil ryu | ||
+ | * damage/stun adjustments | ||
+ | * h tatsu should more universally hit, knocks back far on hit | ||
+ | * fixed 92mk counterhit antiair bug | ||
+ | * fixed weird teleporting glitch | ||
+ | * fixed light chain input weirdness | ||
+ | |||
+ | guile | ||
+ | * sonic booms hit twice | ||
+ | * command normals can now be super cancel or ex saving | ||
+ | * 9lk 9lp active whole jump | ||
+ | * 8lp is now same as 9lp | ||
+ | * 9mk can crossup | ||
+ | * 6hp cancels to itself delayed | ||
+ | * 6mp better hitbox | ||
+ | * 6hk is back, hits overhead | ||
+ | * removed height restriction on airthrow | ||
+ | * airthrow physics change | ||
+ | * can act after airthrow whiff | ||
+ | * normal throw range increased | ||
+ | * backbreaker u1 possible in air, can act afterward. worse hit/hurtbox than the ground one | ||
+ | * air sonic boom | ||
+ | * far lk hits low | ||
+ | * can get close mk from slightly farther | ||
+ | * flashkick proj invinc through active | ||
+ | * flashkick charge time is 38f now instead of 40f | ||
+ | * l flashkick has a closer hitbox on start | ||
+ | * m and h flashkicks move forward farther | ||
+ | |||
+ | ibuki | ||
+ | * spinkick forces stand | ||
+ | |||
+ | makoto | ||
+ | * ex hayate cancel window moved later (no more accidental cancels) | ||
+ | * 5lp, 2mp, 2hp recovers 1f faster | ||
+ | * 5mp, 5mk, 5lk, 2lk, 6lp, 6lk, 2hk recovers 2f faster | ||
+ | * 5hp recovers 3f faster | ||
+ | * chainable 2lk | ||
+ | * 2lp chain inputs fixed | ||
+ | |||
+ | yun | ||
+ | * dash starts up 1 frame faster | ||
+ | * whoops newest file wasnt included | ||
+ | * superjump added | ||
+ | |||
+ | == March 17, 2014 - Final Round 17 == | ||
+ | |||
+ | guile | ||
+ | * fixed triple backbreaker meter oversight aaa | ||
+ | |||
+ | cammy | ||
+ | * fixed airdash airthrow | ||
+ | |||
+ | dan | ||
+ | * fixed EX throw afterglow | ||
+ | |||
+ | fuerte | ||
+ | * fixed airthrow freeze by making airgrab not a hit | ||
+ | * far 5HK is now a 2-hit move. also replaced close 5HK with it | ||
+ | * QCF+K/QCB+K invincible backward/forward dash | ||
+ | * Followups with LK/MK/HK or Punches | ||
+ | |||
+ | deejay | ||
+ | * fixed jackknife kick teleporting to ground when hit during startup | ||
+ | |||
+ | bison | ||
+ | * has downward stomp in the air. d+K. Can be done from headpress jump/hit also | ||
+ | * made air warps faster | ||
+ | * hitting with headpress on airborne knocks them straight down | ||
+ | * HCB for both psycho crusher and scissors, HCF for headpress and skulldive | ||
+ | * has air scissors | ||
+ | |||
+ | akuma | ||
+ | * dash is slightly farther / higher velocity | ||
+ | |||
+ | balrog | ||
+ | * damage/stun changes. non-counterhit damage nerf, counterhit damage boost | ||
+ | * many moves more hitstun on counterhit | ||
+ | * headbutt juggle potential -1 | ||
+ | * 8lp crumple | ||
+ | * rushpunch followup input buffer increased | ||
+ | * dashjump | ||
+ | * can chain off mediums on whiff | ||
+ | * 5hk/5hf/2hk/2hp chain to 6hp, possible on whiff | ||
+ | * 2hk special cancels (plz dont make me regret this) | ||
+ | * super cancel possible off far hk (whoops) | ||
+ | |||
+ | blanka | ||
+ | * damage adjustments | ||
+ | |||
+ | chun | ||
+ | * removed headstomp invincibility, thanks Kremath! (whoops holy shit why did nobody notice or report this until now) | ||
+ | * buffed headstomp hitbox | ||
+ | * delay before air 214k after a jump cancel to prevent infinite | ||
+ | * far normals jumpcancellable | ||
+ | * air 4mp possible off all jump directions for now | ||
+ | * 5hp better at hitting close | ||
+ | |||
+ | claw | ||
+ | * airthrow is throw invinc | ||
+ | * dashjump | ||
+ | |||
+ | dhalsim | ||
+ | * ground far limbs are counterhit state during active frames | ||
+ | * stun nerf to bring him in line w/ other chars | ||
+ | * ex upflame can hit standing opponents now and juggles higher | ||
+ | * 82hp always turns to face the opponent | ||
+ | * removed armor from first 3f of 63214mk | ||
+ | * dashjump | ||
+ | |||
+ | gen | ||
+ | * after punch u1 you can combo | ||
+ | * after kick u1 you can do oga sky followups | ||
+ | |||
+ | ibuki | ||
+ | * throw super is 214214 input now | ||
+ | |||
+ | makoto | ||
+ | * cancel rushpunch charge anim into dashes | ||
+ | * 9/8lp active whole jump | ||
+ | * 9/8lk and 9hp can cross up | ||
+ | * 8hp gravity change, can cancel into air kicks after whiff, slight air control | ||
+ | |||
+ | ken | ||
+ | * removed overhead delayed karacancel into 720 to prevent standing 720 | ||
+ | * 2mp recovers 3f faster | ||
+ | * stun/dmg nerfs | ||
+ | * 720k anim should look better | ||
+ | * cancel the very end of 6hk feint into jump | ||
+ | * tatsu super anim faster. dont wait around, ken | ||
+ | |||
+ | yun | ||
+ | * superjump added | ||
+ | |||
+ | == February 8, 2014 == | ||
+ | |||
+ | * I left in a stupid oversight with cammy's cr.HP. | ||
+ | |||
+ | == February 7, 2014 == | ||
+ | |||
+ | ryu | ||
+ | * fixed unresponsiveness that happens when hitting crouching block with U1 super | ||
+ | * made all tatsu air saving cancellable | ||
+ | * air saving jumps backwards or forward instead of neutral | ||
+ | * MP+MK for backward, f+MP+MK for forward | ||
+ | * added fake fireball both on ground and in air. pushes away on hit | ||
+ | * ex versions can be cancelled into normal fireballs and dash on ground | ||
+ | |||
+ | guy | ||
+ | * airdash j.HK counterhit through entire anim | ||
+ | |||
+ | dan | ||
+ | * made his EX throw damage more human. 150 down from 250. special throw is 100 up from 80 | ||
+ | |||
+ | c.viper | ||
+ | * sliding dash normals | ||
+ | * changed flaming upkicks to be QCF+K, can be followed up with QCB+K or U2. does 2 hits, with 1st hit RC-able. | ||
+ | * U1 now hits fullscreen (think blanka ground lightning) but only hits for more than 120dmg when upclose | ||
+ | * U2 goes upback a little before superflash to position viper better for combos | ||
+ | * QCBx2+P super now does a bit less damage and wallbounces instead of crumples | ||
+ | |||
+ | cody | ||
+ | * fixed a stupid cody blockstun infinite that was just QCB+P over and over that has been there since the earliest version (THANKS ZERP) | ||
+ | |||
+ | fuerte | ||
+ | * widened his horiz hitbox a bit on his U1. Hopefully will make the freeze bug not as common while i find a better solution (thanks error1) | ||
+ | * gave him chains back since i feel he needs to be the kinda guy who does chains | ||
+ | |||
+ | cammy | ||
+ | * unfucked some chains stuff, removed launcher | ||
+ | * prettified air spowow owow | ||
+ | * normalized spowow owow hits+damage for ground and air versions | ||
+ | * new counter move. if hit during active frames, does invinc forward cancellable dash | ||
+ | * QCB+P for high, QCB+K for low | ||
+ | * Air normals are vsav style instead of MVC style. All normals do more dmg as a result | ||
+ | * cr.HK is a slide. Enjoy | ||
+ | |||
+ | abel | ||
+ | |||
+ | * fixed breathless bugs | ||
+ | |||
+ | blanka | ||
+ | * fixed nj.hp bug (thanks error1) | ||
+ | * fixed counterhit air rolling bug (thanks error1) | ||
+ | * fwd throw special cancellable on hit | ||
+ | * arc roll startup faster | ||
+ | * fixed bug w/ super 1 (thanks error1) | ||
+ | * super 1 faster recovery on whiff | ||
+ | * reduced super 1 damage | ||
+ | * slight damage nerfs to prevent certain combo from doing a bajillion damage | ||
+ | |||
+ | dhalsim | ||
+ | * walk speed up | ||
+ | * cancel backdash to yoga tower | ||
+ | * yoga tower throw invinc only for the first 15 frames | ||
+ | |||
+ | gen | ||
+ | * ex upkick followups possible on whiff | ||
+ | * ex upkick active frames for 1st hit greatly increased | ||
+ | * ex hundred hands throw invinc on startup | ||
+ | * kick stance 5mk -> 2hp chain | ||
+ | * ability to delay ouga sky followups | ||
+ | * mk+hp stance directional followups possible sooner | ||
+ | * mk+hp 6 followup possible to cancel sooner especially to jump | ||
+ | * 5hp punch stance whiff cancel to mk+hp stance and frc | ||
+ | * punch stance 2mp -> 2lp chain (on whiff too) | ||
+ | |||
+ | gouken | ||
+ | * fixed cancel bugs | ||
+ | |||
+ | ibuki | ||
+ | * cancel ex kunai to regular kunai and ex fake kunai | ||
+ | * fix upkick cancel glitchy looking thing | ||
+ | |||
+ | makoto | ||
+ | * normal throw range increased | ||
+ | |||
+ | sakura | ||
+ | * air fireball motion reverted to hadoken to try to fix input overlap problems | ||
+ | * non ex air tatsus hit overhead | ||
+ | * added landing recovery to air fireball | ||
+ | * decreased blockstun on all non-ex projectiles, and changed meter gain | ||
+ | * last hit of ex tatsu can turn around | ||
+ | |||
+ | zangief | ||
+ | * 2mp is now 5f and has smaller hurtbox during startup, better antiair hitbox, juggles on antiair hits | ||
+ | * 5hkf antiair hitbox bigger | ||
+ | * 5hkf has dont_hit_crouch now so it cant even hit tall crouchers | ||
+ | * 5hkf at all ranges | ||
+ | * 3hk hitbox bigger | ||
+ | * throw invinc on non-ex running bear grab | ||
+ | * removed extra hitbox on run bear grab | ||
+ | * whiff cancel 3hk and 2hk to normal throw | ||
+ | * 5mp -> 5hkf and 2mk -> 5hkf target combo | ||
+ | * 8/9lp -> 92lk / 8lk / 8mk whiff cancel | ||
+ | * 9/8hk retract feet faster, falls faster | ||
+ | * 5mpf special cancellable | ||
+ | * moved armor frames on fierces to have more startup to prevent karaing them to specials off the absorb | ||
+ | |||
+ | == December 11, 2013 == | ||
+ | |||
+ | SYSTEM | ||
+ | * removed proximity block, no more crossup unblockables, no more statechange OS abuse | ||
+ | |||
+ | abel | ||
+ | * walk speed up | ||
+ | * air wheel kick block/hit recovery adjusted, hopefully its less awful now | ||
+ | |||
+ | akuma | ||
+ | * close hp hitbox adjust | ||
+ | * close mp +0 on block | ||
+ | * c.mp and c.mk recover 1f faster | ||
+ | * ex fireball recover faster | ||
+ | * fixed airdash ex red fireball bugs | ||
+ | * throw damage/ stun adjust. combo off fwd throw possible without ex cancel | ||
+ | * general stun adjust | ||
+ | * fixed ex tatsu fall out issue | ||
+ | * animation fixes | ||
+ | * far mp range increase | ||
+ | |||
+ | blanka | ||
+ | * dashjump | ||
+ | * air normals slower on startup, more active frames, j.hp and j.hk have 1 hit of armor, does not absorb projectiles | ||
+ | * neutral jump does fwd / back jump normals | ||
+ | * upball no longer bounces back on hit/block, cancel window earlier, startup 1f slower. airborne frame 1. hit/blockstun +5f. active frames lengthened | ||
+ | * ex rainbow roll cancels to air normals | ||
+ | * 4/6 mp now only 4mp | ||
+ | * 4mp chains from most normals | ||
+ | * cancel 4mp startup to hop | ||
+ | * 4mp hitbox increase | ||
+ | * 4mp held breaks armor | ||
+ | * hop cancels to supers | ||
+ | * throw range increased | ||
+ | * 5hp replaced by 5hpf | ||
+ | * 5hpf hitstun/blockstun increased, startup decreased | ||
+ | * 5hpf can be charged for armor and overhead | ||
+ | * 5hk replaced by 5hkf | ||
+ | * 5hkf startup increased | ||
+ | * 5hkf, 5hpf, 2hp, 2hk armor | ||
+ | * 5mk startup airborne | ||
+ | * grounded mediums/heavies slowed startup/recovery, increased active frames and hit/blockstun | ||
+ | * All versions of Backstep Roll cause 3F more block stun | ||
+ | * horiz ball causes kd, ex one causes crumple | ||
+ | * j.lk active whole jump | ||
+ | * cancel normals on startup or whiff to duck | ||
+ | |||
+ | balrog | ||
+ | * minor hitstop change | ||
+ | * made rushpunch non-feint easier to input by allowing any non-back input rather than requiring forward | ||
+ | * 6hp range increased | ||
+ | * 5hp forces stand, can only combo off 5hp on crouching opponents | ||
+ | * therefore fixed infinite (thanks error1) | ||
+ | |||
+ | chun li | ||
+ | * new qcb+lk air move, teleports to ground | ||
+ | * light chains improved / lengthened | ||
+ | * 5lk hits low | ||
+ | * 5lkf special cancel added | ||
+ | * nerfed stun overall | ||
+ | |||
+ | claw | ||
+ | * changed beam super active f & hitbox | ||
+ | * airthrow gravity change | ||
+ | |||
+ | ibuki | ||
+ | * jump/superjump out of dash | ||
+ | * fixed jump cancel input priority issue | ||
+ | * sj cancel normals | ||
+ | * fixed close 5hp not breaking armor | ||
+ | * improved 5hp hitbox | ||
+ | * removed dp+p | ||
+ | * ex hien hitbox improved, active frames changed, and projectile invinc during later frames | ||
+ | |||
+ | ken | ||
+ | * whiff cancel 5lk to 4mk/4hk | ||
+ | * dashjump | ||
+ | * stun adjust | ||
+ | |||
+ | rose | ||
+ | * dash into jump | ||
+ | |||
+ | sakura | ||
+ | * 214214 motion for u2 | ||
+ | * sped up u2 startup animation | ||
+ | |||
+ | seth | ||
+ | * dashjump | ||
+ | * damage / stun tweaks | ||
+ | * lights -> hp chains | ||
+ | * 5hkf special cancel | ||
+ | * added new move "crush" 421+kick | ||
+ | * cancel fireball to crush. | ||
+ | * chain lights off 5lk / 5lkf | ||
+ | * if you are doing tandy storm, hold the kick you pressed to do full sequence, release at any part to end it early | ||
+ | * mk moves +1f block/hitstun | ||
+ | |||
+ | zangief | ||
+ | * did something forgot what | ||
+ | |||
+ | Cody | ||
+ | * Gave rock hold recovery the same animation as the knife hold, to avoid infs | ||
+ | * Unfucked rocks dmg | ||
+ | |||
+ | Honda | ||
+ | -did some stuff forgot what | ||
+ | |||
+ | Yang | ||
+ | * Removed the slashes again | ||
+ | * Created an elbow dash special move to replace it. Only one hit, but the dashup dodges projectiles, and can be cancelled into any EX move as usual. On hit leaves you at advantage, according to strength. | ||
+ | |||
+ | * Air normals did too much damage for too little effort in seieienbu mode, so I created some proper aircombos for Yang that are limited to A B C. Works both inside and outside of seieienbu mode. Light attacks can be chained on hit, at the end of the animation. | ||
+ | |||
+ | * The QCFx2 super was a bit fisher price, so I did some stuff to it to make it more useful and not crappy looking. It goes fullscreen, will hit as soon as you get into the opponent's personal space, and does decent damage. Do it in Seieienbu mode for more hits. Instant startup, but you can't cancel into it from anything, so you have to link it. | ||
+ | |||
+ | * Can cancel into f+MK from anything, leading to some extended juggles. | ||
+ | * cl.MK launches a bit lower. He's already got a proper launcher in cr.HP 2nd hit. | ||
+ | |||
+ | Guile | ||
+ | * Sonic Boom has less advantage on block and does armor damage | ||
+ | * light hits do not juggle | ||
+ | * heavy hits only juggle once | ||
+ | * gave cr.HK more startup and more recovery, and made it juggle lower. | ||
+ | * flashkick has less recovery | ||
+ | |||
+ | * the anti-air super (QCFx2+K) has L,M,H versions, and is now Ultra 2 (2 bars). Nerfed it a bit and made it faster to account for lower requirements. Can also be done from cancels. | ||
+ | |||
+ | * the flashkick super (QCBx2+K) has 3 versions, one fast startup close super, and the rest going further and starting slower. The LK version is the one you want in combos since MK and HK versions usually only hit 3 times. | ||
+ | |||
+ | * I removed the MP-MK-MP-MK xN chain because its an infinite that will happen and i hate my life | ||
+ | |||
+ | Guy | ||
+ | * I changed the qcf+k things | ||
+ | * qcf+k things chain into each other | ||
+ | * he got airdashes and shit | ||
+ | * qcf+hk and qcf+LK can be airdashed out of | ||
+ | * Shoulder super is gone replaced w his old punchy super (qcbx2+p) | ||
+ | * can do punchy super in the air | ||
+ | * Forward throw now launches a bit | ||
+ | * U2 does less dmg but has longer crumple. | ||
+ | * New/Old move. qcf+2K forward kick thing. | ||
+ | * I really like hamburgers | ||
+ | |||
+ | Dudley | ||
+ | * Normals can only cancel to cmd.normals and specials | ||
+ | * forward duck is back, hcf+k | ||
+ | * rose barf is now ch.b-f+p | ||
+ | * improved walkspeed | ||
+ | * reduced the dmg on his U1 and U2 | ||
+ | * nerfed the parry a bit to increase risk of using it. PPP still | ||
+ | |||
+ | Adon | ||
+ | * Changed divekicks to a 2-part move. QCB+P does a backwards jump, K does a divekick. Can be done in the air, and on the ground off chains etc. | ||
+ | * DP doesn't let you jumpcancel | ||
+ | * QCF+P is thousand jaguars. Followup is HCF+P for launcher, HCB+P for KD | ||
+ | * Gave him crouch out of dash | ||
+ | |||
+ | Juri | ||
+ | * made more ground normals delay-cancellable | ||
+ | * Air Pinwheels | ||
+ | * Air Super Pinwheels that can cancel into each other/into U2 | ||
+ | * U1 is now the old fireball super with different FB arcs. QCFx2+K | ||
+ | * U2 does a fast dash forward and does the regular U2 with 0 frame startup when in range | ||
+ | * air U2 dashes down to the ground before the dash forward. | ||
+ | * Adjusted hitbox on cl.HP | ||
+ | * Divekick gives a cannon spike-like backflip on hit | ||
+ | * can whiffcancel into air pinwheels and air fireballs from divekick | ||
+ | * the backflip can cancel into air pinwheels and air fireballs | ||
+ | |||
+ | Oni | ||
+ | * Removed all non-dashing normal chains. He can cancel into f+MP into LP+MP/LK+MK anyway to make a chain. | ||
+ | * cr.HP no longer knocks upward on standing | ||
+ | * Gave him the good dash back and instead adjusted the cancel delay | ||
+ | * Changed his dashy slashy thing, (dantouzan). It now hits only in front, and hits 2 times, 2nd hit is always a low. L and M version 2nd hit hits normally with no fall, H 2nd hit causes knockdown, EX version hits once in front, then goes behind. | ||
+ | * LP+MP attack is almost LP fast, but has a bit of recovery. | ||
+ | * Nerfed U2 damage a bit, since he can get a lot of damage after it as well | ||
+ | * Same with U1 (You can cancel into 2button normals from grounded U1) | ||
+ | * decreased startup a bit for both MP+HP and MK+HK attacks. MPHP no longer blows to wall on standing (Since you can use sweep to pick up and blow to wall that way) | ||
+ | * Decreased JP for MPHP attack | ||
+ | * cr.KK works as a parry for both projectiles and attacks (even ones that would normally armorbreak) | ||
+ | |||
+ | Ryu | ||
+ | * Gave him back regular tatsus. SFEX tatsus are qcf+K now. | ||
+ | * Ichigeki Hissatsu qcbx2+P is a bit faster, and does double dmg on counterhit | ||
+ | * shinkuu hadoken does 6 hits per fb | ||
+ | |||
+ | M.Bison | ||
+ | * gave him dash that goes farther, gave him jump out of dash and crouch from dash | ||
+ | * scissor kicks have less hitstun, only let you jumpcancel from the 2nd hit | ||
+ | * nerfed dmg of psycho crusher super | ||
+ | * charge is hold forward, back. Again | ||
+ | * let him go straight to st.HK/cr.HK from lights, like with HP normals. | ||
+ | |||
+ | Dan | ||
+ | * changed his qcb+LK into the up knee thing | ||
+ | * removed grab super and punchies super. Made regular grab same as EX grab, EX grab same as super grab | ||
+ | * punchies don't travel forward | ||
+ | * harder punchies have more startup | ||
+ | * made U2 his SC buraiken, only faster and with more juggle power | ||
+ | |||
+ | == October 4, 2013 - Povertfest 2013 == | ||
+ | |||
+ | balrog | ||
+ | * fake headbutt (thanks Choco) input is mp+hk | ||
+ | |||
+ | claw | ||
+ | * u2 anim fix | ||
+ | * no mask j.lk is taco | ||
+ | * adjusted air control | ||
+ | |||
+ | evil ryu | ||
+ | * fixed seth-specific infinite | ||
+ | * fixed neutral jump cancel input error | ||
+ | * fixed pseudo superjump glitch | ||
+ | * adjusted stun | ||
+ | * ex stomp crumples | ||
+ | |||
+ | gouken | ||
+ | * adjusted stun | ||
+ | * ex tatsu connects properly after divekick | ||
+ | |||
+ | ibuki | ||
+ | * adjusted stun | ||
+ | * u1 animation fix | ||
+ | * fixed spin kick cancel bug | ||
+ | |||
+ | ken | ||
+ | * fixed 2 hit close fierce bug | ||
+ | |||
+ | makoto | ||
+ | * cancel forward dash to supers | ||
+ | |||
+ | sagat | ||
+ | * fixed sagat vs sagat infinite | ||
+ | * adjusted u1 juggle properties, hitboxes, animation | ||
+ | * stun issue | ||
+ | * whiff cancel jabs to tiger shot | ||
+ | |||
+ | zangief | ||
+ | * adjusted 88mp headbutt hitbox | ||
+ | * 8mk movement | ||
+ | * 8lk movement | ||
+ | |||
+ | yun | ||
+ | * added palm feint -> dash cancel | ||
+ | * minor input bugs cleaned up | ||
+ | |||
+ | ryu | ||
+ | * made ichigeki hissatsu faster, use 2 bars, does a bit less dmg and chip | ||
+ | * reduced far HP knockback, and made it recover fast enough to link MP/MK after. | ||
+ | * cl.MK is back to normal, cl.HK is back to normal. | ||
+ | * all hadokens have longer cancel windows during fb | ||
+ | * removed target combo in favor of cancelling all normals into 6MP | ||
+ | * 6MP raw is not cancellable. 6MP from a normal is cancellable. | ||
+ | * Shinkuu Hadoken only hits once | ||
+ | * EX hadokens only hit once but have a bit longer hitstun. | ||
+ | * the return of stun on all of ryu's normals and specials. Might need adjustment eventually but let's see | ||
+ | * Normals do slightly more dmg | ||
+ | * U1 is now a ranbu super ending in an invisible hadoken wallbounce. It does less dmg on airborne. U2 is better for AA use. U1 goes about 1/3rds of the screen. | ||
+ | * ground tatsus are now SFEX style again for both ultras. | ||
+ | * 2HP and cl.HK 1st hit are jumpcancellable | ||
+ | |||
+ | hakan | ||
+ | * oiled and unoiled cmd grab sends opponent into the air | ||
+ | * airthrow is now an air cmd throw. ex version knocks opponent back up | ||
+ | * HP cmd throw is slower but activates on getting hit during startup | ||
+ | * j.HK causes wallbounce on AA | ||
+ | * fixed an inf involving cr.MP xx QCB+HP | ||
+ | |||
+ | hawk | ||
+ | * cl.HP wasn't cancellable. now it is | ||
+ | * removed the RESPECT THE LAND counter | ||
+ | * added jump and crouch out of dash like on the others | ||
+ | * dp+K cmd grab now connects off normal cancel KOF-style. | ||
+ | * 6LP is now 6MP, and works off normal cancel KOF-style | ||
+ | * 6MP naked is a slow overhead, linkable into LP/LK. cancel into it and it is cancellable | ||
+ | * old cmd grab ultra is now part of a spire super. QCBx2+P. | ||
+ | * can cancel into EX Dive from normal tomahawk | ||
+ | * nerfed dmg on all supers to account for being able to cancel into them from normals | ||
+ | * cancel into super combo/RC from first hit of tomahawk | ||
+ | * EX cmd grab also bounces the opponent. Normal cmd grabs bounce less, and has more recovery | ||
+ | |||
+ | fuerte | ||
+ | * here we go! | ||
+ | * 5MKF is now using 5MK's animation. | ||
+ | * 5MPF is now using 5HPF's animation. Long punch | ||
+ | * stole 5MKF animation for a new 5HKF | ||
+ | * added cancels to 5LPF, 5LKF and 5MPF. Mostly for quesadilla bomb. | ||
+ | * habanero dash is gone. Dash is now the run, with no specific specials. Cancels into ground attacks, jump and crouch. | ||
+ | * Can "link" air normals on animation end. VSAV style sort of. | ||
+ | * Removed all chains. (He doesn't need it with his new normals.) | ||
+ | * Dropkick is a chargeable unblockable attack that can be cancelled early into different attacks depending on buttons held, or into a special forward dash with slightly slower startup (to avoid dash infinites). | ||
+ | * Quesadilla Bomb is now QCB+P. Beats projectiles and is projectile invincible on startup. (he needs anti-fb shit) | ||
+ | * Can do tostada press and fajita buster in the air instead of only off the wall. no you can't TK it. | ||
+ | * finetuned U2 animation. | ||
+ | * U1 is now an off-the-wall jump into fajita buster style grab. Think makoto divekick super. QCBx2+K for backwards, QCFx2+K for forward. | ||
+ | |||
+ | feilong | ||
+ | * added backhand smash as QCB+P Works the same as the old move, except no crumple. | ||
+ | * can jumpcancel U1 on hit | ||
+ | |||
+ | oni | ||
+ | -dash has more startup again bc of dashjab inf | ||
+ | -dash goes farther and moves faster after startup | ||
+ | |||
+ | yang | ||
+ | * gave him back the slashes | ||
+ | * 1st hit of dp HK causes standing hit | ||
+ | * shortened seieienbu a bit | ||
+ | * special-into-special cancels in seieienbu have fun | ||
+ | |||
+ | rufus | ||
+ | * messiah is now qcb+k on the ground | ||
+ | * air qcb+k is overhead kick | ||
+ | * dp+k got slightly reworked | ||
+ | * can cancel into EX overheadkick or EX snakestrike from | ||
+ | > snake strike | ||
+ | > DP+K | ||
+ | * snake strike is more horizontal than vertical now. EX snake strike is stationary but has no pushback. | ||
+ | |||
+ | deejay | ||
+ | * nerfed airslasher hitstun by 2 frames to avoid an infinite | ||
+ | * made upkicks a bit more natural looking idk | ||
+ | * turned far HP into f+HP | ||
+ | * cl.HP goes forward a bit and hits crouching, to make it easier to combo into from chain | ||
+ | |||
+ | == June 26, 2013 == | ||
+ | |||
+ | abel | ||
+ | * f.mk forces stand (thanks juicebox) | ||
+ | |||
+ | blanka | ||
+ | * fixed input bug w/ air super | ||
+ | * lengthened time super can be held | ||
+ | |||
+ | chun | ||
+ | * removed non-ex lightning legs | ||
+ | * altered hazanshu arc, slight hitbox change on hk | ||
+ | |||
+ | claw | ||
+ | * fixed bug w/ super cost | ||
+ | * animations adjusted | ||
+ | |||
+ | evil ryu | ||
+ | * close mp range moved in line w/ other close normals | ||
+ | * messed with ex tatsu active frames, hopefully the randomly unsafe-on-hitness is finally finally fixed | ||
+ | |||
+ | gouken | ||
+ | * cancel issue fixed | ||
+ | |||
+ | sagat | ||
+ | * 9hp and 9hk knock down | ||
+ | * 8lp active frames increased | ||
+ | * 9mp active whole jump | ||
+ | * 8mp replaced by 9mp | ||
+ | * 2hp recovery/startup increased | ||
+ | * 2hk range increased, pushback increased | ||
+ | * all tiger knees counterhit state during active frame | ||
+ | * 1st hit of tiger knee changed | ||
+ | * ex tiger knee armor only absorbs projectile now | ||
+ | * hk tiger knee damage down | ||
+ | * hk tiger knee airborne frame 1 | ||
+ | * hk tiger knee hitbox down | ||
+ | * hk tiger knee feet projectile invinc | ||
+ | * hk tiger knee recovery greatly reduced and blockstun decreased | ||
+ | * nonangryscar and nonexuppercuts hit invinc removed, but startup set to 2f/3f/3f/5f | ||
+ | * fireball damage up | ||
+ | |||
+ | sakura | ||
+ | * dash faster | ||
+ | * airdash faster | ||
+ | * cancel dash to jump | ||
+ | * improved light chains | ||
+ | |||
+ | yun | ||
+ | * stun fixes | ||
+ | * lights chain to 2mp | ||
+ | |||
+ | zangief | ||
+ | * fixed minor issues w/ chains, slight buff | ||
+ | * slight stun changes to prevent a certain meterless 600 stun combo | ||
+ | |||
+ | ryu | ||
+ | * added in SFEX style tatsu for U2 only | ||
+ | * reduced U2 metsu shoryu hitbox vertically | ||
+ | * U2 metsu shoryu is now about 2 frames startup vs 0 frame startup | ||
+ | |||
+ | adon | ||
+ | * Full chains with mashable lights, also in air | ||
+ | * Rising Jaguar is doublejump cancellable | ||
+ | * Aircombo is easier to get full hits with | ||
+ | * Air Jaguar Tooth goes straight forward, like Joe's slash kick | ||
+ | * U1 is now back to 3 hits, 300 dmg, overhead. Changed input to QCFx2+K | ||
+ | * I slapped dashjump into the special moves list so now you can jump while you punch | ||
+ | |||
+ | cody | ||
+ | -fixed cody 9LP infinite | ||
+ | -EX versions of kicks got their juggle potential bumped up | ||
+ | -made U1 a bit stronger | ||
+ | -Knife mode criminal upper MP and HP versions go a bit further | ||
+ | |||
+ | fei | ||
+ | -fixed air qcb+k airborne state | ||
+ | -made chains better and added mashable lights | ||
+ | |||
+ | bison | ||
+ | -8LK | ||
+ | -can now airwarp forward/back, with air normals possible | ||
+ | -can now frc ground warp recovery | ||
+ | -changed ground warp to just b,f+PPP/KKK | ||
+ | |||
+ | guile | ||
+ | * fixed forward walkspeed | ||
+ | * gave him full chains | ||
+ | * can cancel into forward cmd normals from chains | ||
+ | * can dash out of held sonic boom | ||
+ | * qcfx2+k in any ultra is AA super * full bar | ||
+ | |||
+ | rufus | ||
+ | * did some stuff forgot what | ||
+ | |||
+ | fuerte | ||
+ | * back run has kick attacks now | ||
+ | * backrun jump is his HK backjump | ||
+ | * backrun HK now does his dropkick | ||
+ | * dp+K is back to regular throw anim, BUT | ||
+ | * dp+K can be cancelled on landing into run | ||
+ | * buffed running dropkick by 1 jugglepoint | ||
+ | |||
+ | dudley | ||
+ | * changed chains to be "links" All chains are cancellable at the end of the hitbox into each other (except HP/HK for obvious reasons) at all times, not just on hit | ||
+ | * EX thunderbolt now tracks in the air (not fullscreen) | ||
+ | * qcb+K now leads into rose throw with P for forward or K for upwards | ||
+ | * Dashes are back to normal | ||
+ | |||
+ | c.viper | ||
+ | * half reverted the bionic arm to the old super, but with bionic arm startup | ||
+ | * added electricity and more dmg and stun to 2HP (100 dmg 100 stun) | ||
+ | * added the same amount of damage to st.HP | ||
+ | * Hammers can cancel into themselves. | ||
+ | * EX Hammer now only hits once | ||
+ | * Bionic Arm (QCBx2+P) works differently. If it hits, gives you a free crumple or slow float. | ||
+ | * More cancel time on air chains | ||
+ | * EX Thunder Knuckle now just knocks away and wallbounces, and doesn't go as far. | ||
+ | * nerfed juggle potential of st.HP so you can't get really high damage st.HP * Thunder Knuckle loop in corner. | ||
+ | * Flame Upkicks (dp+k) now work a bit more like DPs. You can still cancel into burnkick from the regular ones, but with the EX version, you can cancel into an airdash. | ||
+ | |||
+ | yang | ||
+ | * 2HP 2nd hit launches | ||
+ | * Rekkas are gone, replaced by this: | ||
+ | * QCF+K -> P is a new GG Jam-like thing idk. Have fun. | ||
+ | * QCF+K -> K roll that dodges projectiles and goes through opponent | ||
+ | * QCFx2+P is more like gen's mantis super | ||
+ | * divekicks have rufus-like delay on them to make overheads harder to land since yang is a monster anyway. Can be done closer to the ground. | ||
+ | * U1 input is QCFx2+K | ||
+ | * Seieienbu changes: | ||
+ | -* Full meter version now has blue shadows | ||
+ | -* Air normals cancel into themselves indefinitely | ||
+ | -* Palms push opponent up less (makes cornerloops SLIGHTLY harder | ||
+ | -* inputs are back to QCBx2+P | ||
+ | |||
== April 1, 2013 == | == April 1, 2013 == | ||
Line 496: | Line 1,438: | ||
This is mostly a bugfix release. There are some experimental nerfs to characters like Rufus, Honda, Rose, Ken and T.Hawk, and minor buffs to Dhalsim, Yun, Evil Ryu, Gouken, and Abel. | This is mostly a bugfix release. There are some experimental nerfs to characters like Rufus, Honda, Rose, Ken and T.Hawk, and minor buffs to Dhalsim, Yun, Evil Ryu, Gouken, and Abel. | ||
− | == November 23, 2012 == | + | == November 23, 2012 - Hurricane Sandython == |
tons of bugfixes, | tons of bugfixes, |
Revision as of 04:35, 1 April 2025
April 19, 2014
- Cody knife fix
April 18, 2014
system
- fixed sf4 hitstun hitboxes. no more whiffing due to weird leaning and other dumb stuff hopefully. please test all your combos again that used to whiff
- removed all stun
- fixed several char freezing bugs you probably never noticed
akuma
- m and h shoryus suck in on hit to prevent whiffing 2nd hit
- ex shoryu juggle/damage/chip changes
- new ex overhead * mk+hp
- removed projectile restrictions on ground hadoukens
- walk faster
- far lk 2f faster
- close lk 1f faster
- 5mpf 1f faster, more active frames
- 2hk juggle changes
- 2hk weirdness
balrog
- turnpunch chargetimes decreased
blanka
- ball no longer breaks armor
- electricity now does break
chun
- she doesn't know what to do with her life anymore
- non ex legs are back
- only 4 inputs needed for legs
- can whiff cancel all kick normals into legs
- legs knocks down, different physics and hitboxes change
- ex legs hitbox bigger
- 5hkf now does 5hk always
- 5hp and 2hk moves forward
- 5hp always does spinning bird on hit unless u cancel
- kikoken now qcf p, works different
- fiddled w/ airdash some
- kikosho hitbox fiddling
- upkicks are actually invincible now (whoops)
- ex upkicks exists now
evil ryu
- juggle points on ex fire hadou +2
- juggle points on ex hadou +2
- ex hadou moves faster
- damage adjust
- demon 2 bars, less damage
- air tatsu is diff
gen
- ex hands sucks in on hit
gouken
- parry no longer uses grey life, can block sooner on whiff. (if you hold neutral it still persists for 9f)
- 5lp / 5lpf now 3f
- walk speed up
- 5lk/2lk/2hk
5hk chain
- some fireball arc changes
guile
- flack kick xx air backbreaker possible
- throw damage up, stun down
- fixed air sonic boom hitstate
- fixed bug where guile airthrow can trade and break the game
ibuki
- 6hk hitbox bugs fixed (thanks slitherware)
makoto
- can now whiff cancel normals into fwd dash
- extended ex overhead invinc
- walk changed
ken
- 5mkf different, chains to 6mk/4mk/4hk and special cancels
- close mk hitbox bigger
- fixed shoryu bug
rose
- fireball super qcfx2 kick
- jump arc changed
- reflect reflectbox bigger, should be able reflect deejay fireballs now
sakura
- 5mp more hitstun
- 5hpf always does 5hp instead
- tatsu knocks down
- ex shoryuken fully invinc through active
- airdash minimum height fiddled w/
- some airdash physics stuff
- she has air control like claw used to
seth
- ex spd hitbox active+invinc from frames 1-9 instead of 3-5
- spd input fiddling
- light chains inputs should be smoother
- close 5lp hitbox extended to weird whiffs during chains
- decreased ex 214p startup
- 5mk/5mkf cancellable to specials
- fwd teleports decreased recovery (have fun)
- removed projectile restriction on ex boom
- qcf kick for new divekick w/ funky whiff cancels (ex one hits overhead)
yun
- dash is stronger
- hitstun on jumpins changed some
- removed ex shoulder dash cancel, made jump cancel less sensitive
- jump cancel on all shoulders
- cancel non-ex shoulders into 6mk before they hit
- can cancel shoulders l
m
h
ex on whiff
- ex shoulder 1st hit more hitstun
- m, h, ex shoulder hitboxes bigger
- cancel all normals into 6mk. 5hkf, 5hpf, 2hk do it on whiff
- 2hk 5hk chain possible on whiff
- stuff that chains to 2mp now chains to 5mp too
- 5hk and 2hk are faster
- meter gain decreased
- h command grab now also hits overhead in addition to air, can be combo'd into but still not out of
- cancel rushpunches to ex shoulder or ex upkicks on whiff
zangief
- headbutt juggle changes bc stun removed
- counterhit headbutt gives a whole ex bar because it cant stun anymore
guy + fixed his dash jumps, they now work + Made tatsu cancellable into qcf+P/Airthrow/super. Not another tatsu though + made ground normals juggles
+ can now cancel specials into EX again
- slide special can't follow up if blocked
- overhead has slower startup
- cancel from slide is at the end of the hitbox frames
cammy + changed counter to spin jump that is invincible to hits/projectiles
cody + made nj.HP knockdown properly ? did something forgot what
bison
+ hit forces standing + has an increased hitbox on followup, increased dmg
+
doesn't go into camera unless it hits, can be cancelled into from any normal
+ cl.HP has a bigger hitbox so it hits properly from standing punch chain
honda
- fixed EX headbutt smoketrail on whiff
- fixed EX Oicho glowing
+ added hitstun + honda has aircombos + honda can fly upward + honda can cancel into special/chain/airdash from air normals + limited chains. LP/LK->MP/MK
- honda lost the ability to airdash out of air headbutt
+ honda gained a recovery animation after hitting with air headbutt + fixed up his air headbutt recovery a bit
- fixed nj.HP and airdash j.HP having way too high juggle potential
- gave fatty fly (DP+P) a recovery. Can't cancel into airdash/air super until recovery
fuerte
+ hopefully fixed fuerte's
deejay
+ fixed not hitting for all of it from certain combos
- dashforward/shorthop goes further, bit more startup
March 29, 2014
fuerte
- fixed 5HK infinite off command throw
- cmd throw off shortdash has faster startup
adon
- can now input K from the start of jaguartooth jump, instead of having to press exactly when it should come out
- 100 jaguar punch QCB+P now sucks in slightly
juri
- fixed a thing with cr.MP
- made proximity trigger larger on
- made close
not overhead when done as a chain
cammy
- removed infinite and also easy whiff airdash meterbuilding ha ha
- made air RC/airdash 2bars from special moves. From normals it's still 1 bar
- increased recovery on 2HK slide
- added a spiral arrow cancel. backdash during spiral arrow
cviper
- reduced quick hammer juggle points by half
guy
cody
- rock throw is now qcf+P, hold P to hold rocks, release to throw, K to cancel
- rock throw cancel recovery absorbs 1 hit or projectile (but is throw vulnerable)
- qcf+K kick goes farther to account for knife uppercut being removed
MODE CHANGES
- Knife Toss can't be held. There are Reasons.
- qcf+P now tosses out a knife that stays in the air for a bit, then shoots forward
- qcb+P tosses out knives in an arc
- none of the knife moves lose the knife
- d+PPP now drops the knife, can be dropped during normals/specials
bison
- gave some startup pause to air scissor kicks and air stomp (d+K)
- devil's reverse is now faster and travels less backward depending on button pressed
- air teleport to ground now has recovery
does a stomp that hits fullscreen, but does not hit airborne or jump start
- added some cameras to
to make it not look as awful
hakan
- changed shoulder to raiden's ready go
- changed rocket throw input to HCB+P
yang
- i still want his seieienbu to be long without making dmg go to and over 500-600 easily
vega
- Did some stuff to Beam Super
- Declawed vega can chain normals
- PPP/KKK dodge can cancel into specials at the end by executing during animation
balrog
- 5lk hitbox bigger
- h rushpunches move a little faster
blanka
- added startup till attacks get armor
- fierces more recovery
- damage/stun adjustment
- fixed combos whiffing on blanka
- removed charge super
evil ryu
- damage/stun adjustments
- h tatsu should more universally hit, knocks back far on hit
- fixed 92mk counterhit antiair bug
- fixed weird teleporting glitch
- fixed light chain input weirdness
guile
- sonic booms hit twice
- command normals can now be super cancel or ex saving
- 9lk 9lp active whole jump
- 8lp is now same as 9lp
- 9mk can crossup
- 6hp cancels to itself delayed
- 6mp better hitbox
- 6hk is back, hits overhead
- removed height restriction on airthrow
- airthrow physics change
- can act after airthrow whiff
- normal throw range increased
- backbreaker u1 possible in air, can act afterward. worse hit/hurtbox than the ground one
- air sonic boom
- far lk hits low
- can get close mk from slightly farther
- flashkick proj invinc through active
- flashkick charge time is 38f now instead of 40f
- l flashkick has a closer hitbox on start
- m and h flashkicks move forward farther
ibuki
- spinkick forces stand
makoto
- ex hayate cancel window moved later (no more accidental cancels)
- 5lp, 2mp, 2hp recovers 1f faster
- 5mp, 5mk, 5lk, 2lk, 6lp, 6lk, 2hk recovers 2f faster
- 5hp recovers 3f faster
- chainable 2lk
- 2lp chain inputs fixed
yun
- dash starts up 1 frame faster
- whoops newest file wasnt included
- superjump added
March 17, 2014 - Final Round 17
guile
- fixed triple backbreaker meter oversight aaa
cammy
- fixed airdash airthrow
dan
- fixed EX throw afterglow
fuerte
- fixed airthrow freeze by making airgrab not a hit
- far 5HK is now a 2-hit move. also replaced close 5HK with it
- QCF+K/QCB+K invincible backward/forward dash
- Followups with LK/MK/HK or Punches
deejay
- fixed jackknife kick teleporting to ground when hit during startup
bison
- has downward stomp in the air. d+K. Can be done from headpress jump/hit also
- made air warps faster
- hitting with headpress on airborne knocks them straight down
for both psycho crusher and scissors,
for headpress and skulldive
- has air scissors
akuma
- dash is slightly farther / higher velocity
balrog
- damage/stun changes. non-counterhit damage nerf, counterhit damage boost
- many moves more hitstun on counterhit
- headbutt juggle potential -1
- 8lp crumple
- rushpunch followup input buffer increased
- dashjump
- can chain off mediums on whiff
- 5hk/5hf/2hk/2hp chain to 6hp, possible on whiff
- 2hk special cancels (plz dont make me regret this)
- super cancel possible off far hk (whoops)
blanka
- damage adjustments
chun
- removed headstomp invincibility, thanks Kremath! (whoops holy shit why did nobody notice or report this until now)
- buffed headstomp hitbox
- delay before air 214k after a jump cancel to prevent infinite
- far normals jumpcancellable
- air 4mp possible off all jump directions for now
- 5hp better at hitting close
claw
- airthrow is throw invinc
- dashjump
dhalsim
- ground far limbs are counterhit state during active frames
- stun nerf to bring him in line w/ other chars
- ex upflame can hit standing opponents now and juggles higher
- 82hp always turns to face the opponent
- removed armor from first 3f of 63214mk
- dashjump
gen
- after punch u1 you can combo
- after kick u1 you can do oga sky followups
ibuki
- throw super is 214214 input now
makoto
- cancel rushpunch charge anim into dashes
- 9/8lp active whole jump
- 9/8lk and 9hp can cross up
- 8hp gravity change, can cancel into air kicks after whiff, slight air control
ken
- removed overhead delayed karacancel into 720 to prevent standing 720
- 2mp recovers 3f faster
- stun/dmg nerfs
- 720k anim should look better
- cancel the very end of 6hk feint into jump
- tatsu super anim faster. dont wait around, ken
yun
- superjump added
February 8, 2014
- I left in a stupid oversight with cammy's cr.HP.
February 7, 2014
ryu
- fixed unresponsiveness that happens when hitting crouching block with
super
- made all tatsu air saving cancellable
- air saving jumps backwards or forward instead of neutral
- MP+MK for backward, f+MP+MK for forward
- added fake fireball both on ground and in air. pushes away on hit
- ex versions can be cancelled into normal fireballs and dash on ground
guy
- airdash j.HK counterhit through entire anim
dan
- made his EX throw damage more human. 150 down from 250. special throw is 100 up from 80
c.viper
- sliding dash normals
- changed flaming upkicks to be QCF+K, can be followed up with QCB+K or U2. does 2 hits, with 1st hit RC-able.
now hits fullscreen (think blanka ground lightning) but only hits for more than 120dmg when upclose
goes upback a little before superflash to position viper better for combos
- QCBx2+P super now does a bit less damage and wallbounces instead of crumples
cody
- fixed a stupid cody blockstun infinite that was just QCB+P over and over that has been there since the earliest version (THANKS ZERP)
fuerte
- widened his horiz hitbox a bit on his U1. Hopefully will make the freeze bug not as common while i find a better solution (thanks error1)
- gave him chains back since i feel he needs to be the kinda guy who does chains
cammy
- unfucked some chains stuff, removed launcher
- prettified air spowow owow
- normalized spowow owow hits+damage for ground and air versions
- new counter move. if hit during active frames, does invinc forward cancellable dash
- QCB+P for high, QCB+K for low
- Air normals are vsav style instead of MVC style. All normals do more dmg as a result
- cr.HK is a slide. Enjoy
abel
- fixed breathless bugs
blanka
- fixed nj.hp bug (thanks error1)
- fixed counterhit air rolling bug (thanks error1)
- fwd throw special cancellable on hit
- arc roll startup faster
- fixed bug w/ super 1 (thanks error1)
- super 1 faster recovery on whiff
- reduced super 1 damage
- slight damage nerfs to prevent certain combo from doing a bajillion damage
dhalsim
- walk speed up
- cancel backdash to yoga tower
- yoga tower throw invinc only for the first 15 frames
gen
- ex upkick followups possible on whiff
- ex upkick active frames for 1st hit greatly increased
- ex hundred hands throw invinc on startup
- kick stance 5mk
2hp chain
- ability to delay ouga sky followups
- mk+hp stance directional followups possible sooner
- mk+hp 6 followup possible to cancel sooner especially to jump
- 5hp punch stance whiff cancel to mk+hp stance and frc
- punch stance 2mp
2lp chain (on whiff too)
gouken
- fixed cancel bugs
ibuki
- cancel ex kunai to regular kunai and ex fake kunai
- fix upkick cancel glitchy looking thing
makoto
- normal throw range increased
sakura
- air fireball motion reverted to hadoken to try to fix input overlap problems
- non ex air tatsus hit overhead
- added landing recovery to air fireball
- decreased blockstun on all non-ex projectiles, and changed meter gain
- last hit of ex tatsu can turn around
zangief
- 2mp is now 5f and has smaller hurtbox during startup, better antiair hitbox, juggles on antiair hits
- 5hkf antiair hitbox bigger
- 5hkf has dont_hit_crouch now so it cant even hit tall crouchers
- 5hkf at all ranges
- 3hk hitbox bigger
- throw invinc on non-ex running bear grab
- removed extra hitbox on run bear grab
- whiff cancel 3hk and 2hk to normal throw
- 5mp
5hkf and 2mk
5hkf target combo
- 8/9lp
92lk / 8lk / 8mk whiff cancel
- 9/8hk retract feet faster, falls faster
- 5mpf special cancellable
- moved armor frames on fierces to have more startup to prevent karaing them to specials off the absorb
December 11, 2013
SYSTEM
- removed proximity block, no more crossup unblockables, no more statechange OS abuse
abel
- walk speed up
- air wheel kick block/hit recovery adjusted, hopefully its less awful now
akuma
- close hp hitbox adjust
- close mp +0 on block
- c.mp and c.mk recover 1f faster
- ex fireball recover faster
- fixed airdash ex red fireball bugs
- throw damage/ stun adjust. combo off fwd throw possible without ex cancel
- general stun adjust
- fixed ex tatsu fall out issue
- animation fixes
- far mp range increase
blanka
- dashjump
- air normals slower on startup, more active frames, j.hp and j.hk have 1 hit of armor, does not absorb projectiles
- neutral jump does fwd / back jump normals
- upball no longer bounces back on hit/block, cancel window earlier, startup 1f slower. airborne frame 1. hit/blockstun +5f. active frames lengthened
- ex rainbow roll cancels to air normals
- 4/6 mp now only 4mp
- 4mp chains from most normals
- cancel 4mp startup to hop
- 4mp hitbox increase
- 4mp held breaks armor
- hop cancels to supers
- throw range increased
- 5hp replaced by 5hpf
- 5hpf hitstun/blockstun increased, startup decreased
- 5hpf can be charged for armor and overhead
- 5hk replaced by 5hkf
- 5hkf startup increased
- 5hkf, 5hpf, 2hp, 2hk armor
- 5mk startup airborne
- grounded mediums/heavies slowed startup/recovery, increased active frames and hit/blockstun
- All versions of Backstep Roll cause 3F more block stun
- horiz ball causes kd, ex one causes crumple
- j.lk active whole jump
- cancel normals on startup or whiff to duck
balrog
- minor hitstop change
- made rushpunch non-feint easier to input by allowing any non-back input rather than requiring forward
- 6hp range increased
- 5hp forces stand, can only combo off 5hp on crouching opponents
- therefore fixed infinite (thanks error1)
chun li
- new qcb+lk air move, teleports to ground
- light chains improved / lengthened
- 5lk hits low
- 5lkf special cancel added
- nerfed stun overall
claw
- changed beam super active f & hitbox
- airthrow gravity change
ibuki
- jump/superjump out of dash
- fixed jump cancel input priority issue
- sj cancel normals
- fixed close 5hp not breaking armor
- improved 5hp hitbox
- removed dp+p
- ex hien hitbox improved, active frames changed, and projectile invinc during later frames
ken
- whiff cancel 5lk to 4mk/4hk
- dashjump
- stun adjust
rose
- dash into jump
sakura
- 214214 motion for u2
- sped up u2 startup animation
seth
- dashjump
- damage / stun tweaks
- lights
hp chains
- 5hkf special cancel
- added new move "crush" 421+kick
- cancel fireball to crush.
- chain lights off 5lk / 5lkf
- if you are doing tandy storm, hold the kick you pressed to do full sequence, release at any part to end it early
- mk moves +1f block/hitstun
zangief
- did something forgot what
Cody
- Gave rock hold recovery the same animation as the knife hold, to avoid infs
- Unfucked rocks dmg
Honda -did some stuff forgot what
Yang
- Removed the slashes again
- Created an elbow dash special move to replace it. Only one hit, but the dashup dodges projectiles, and can be cancelled into any EX move as usual. On hit leaves you at advantage, according to strength.
- Air normals did too much damage for too little effort in seieienbu mode, so I created some proper aircombos for Yang that are limited to A B C. Works both inside and outside of seieienbu mode. Light attacks can be chained on hit, at the end of the animation.
- The QCFx2 super was a bit fisher price, so I did some stuff to it to make it more useful and not crappy looking. It goes fullscreen, will hit as soon as you get into the opponent's personal space, and does decent damage. Do it in Seieienbu mode for more hits. Instant startup, but you can't cancel into it from anything, so you have to link it.
- Can cancel into f+MK from anything, leading to some extended juggles.
- cl.MK launches a bit lower. He's already got a proper launcher in cr.HP 2nd hit.
Guile
- Sonic Boom has less advantage on block and does armor damage
- light hits do not juggle
- heavy hits only juggle once
- gave cr.HK more startup and more recovery, and made it juggle lower.
- flashkick has less recovery
- the anti-air super (QCFx2+K) has L,M,H versions, and is now Ultra 2 (2 bars). Nerfed it a bit and made it faster to account for lower requirements. Can also be done from cancels.
- the flashkick super (QCBx2+K) has 3 versions, one fast startup close super, and the rest going further and starting slower. The
version is the one you want in combos since
and
versions usually only hit 3 times.
- I removed the MP-MK-MP-MK xN chain because its an infinite that will happen and i hate my life
Guy
- I changed the qcf+k things
- qcf+k things chain into each other
- he got airdashes and shit
- qcf+hk and qcf+LK can be airdashed out of
- Shoulder super is gone replaced w his old punchy super (qcbx2+p)
- can do punchy super in the air
- Forward throw now launches a bit
does less dmg but has longer crumple.
- New/Old move. qcf+2K forward kick thing.
- I really like hamburgers
Dudley
- Normals can only cancel to cmd.normals and specials
- forward duck is back, hcf+k
- rose barf is now ch.b-f+p
- improved walkspeed
- reduced the dmg on his
and
- nerfed the parry a bit to increase risk of using it. PPP still
Adon
- Changed divekicks to a 2-part move. QCB+P does a backwards jump, K does a divekick. Can be done in the air, and on the ground off chains etc.
doesn't let you jumpcancel
- QCF+P is thousand jaguars. Followup is HCF+P for launcher, HCB+P for KD
- Gave him crouch out of dash
Juri
- made more ground normals delay-cancellable
- Air Pinwheels
- Air Super Pinwheels that can cancel into each other/into
is now the old fireball super with different FB arcs. QCFx2+K
does a fast dash forward and does the regular
with 0 frame startup when in range
- air
dashes down to the ground before the dash forward.
- Adjusted hitbox on cl.HP
- Divekick gives a cannon spike-like backflip on hit
- can whiffcancel into air pinwheels and air fireballs from divekick
- the backflip can cancel into air pinwheels and air fireballs
Oni
- Removed all non-dashing normal chains. He can cancel into f+MP into LP+MP/LK+MK anyway to make a chain.
- cr.HP no longer knocks upward on standing
- Gave him the good dash back and instead adjusted the cancel delay
- Changed his dashy slashy thing, (dantouzan). It now hits only in front, and hits 2 times, 2nd hit is always a low. L and M version 2nd hit hits normally with no fall, H 2nd hit causes knockdown, EX version hits once in front, then goes behind.
- LP+MP attack is almost
fast, but has a bit of recovery.
- Nerfed
damage a bit, since he can get a lot of damage after it as well
- Same with
(You can cancel into 2button normals from grounded U1)
- decreased startup a bit for both MP+HP and MK+HK attacks. MPHP no longer blows to wall on standing (Since you can use sweep to pick up and blow to wall that way)
- Decreased JP for MPHP attack
- cr.KK works as a parry for both projectiles and attacks (even ones that would normally armorbreak)
Ryu
- Gave him back regular tatsus. SFEX tatsus are qcf+K now.
- Ichigeki Hissatsu qcbx2+P is a bit faster, and does double dmg on counterhit
- shinkuu hadoken does 6 hits per fb
M.Bison
- gave him dash that goes farther, gave him jump out of dash and crouch from dash
- scissor kicks have less hitstun, only let you jumpcancel from the 2nd hit
- nerfed dmg of psycho crusher super
- charge is hold forward, back. Again
- let him go straight to st.HK/cr.HK from lights, like with
normals.
Dan
- changed his qcb+LK into the up knee thing
- removed grab super and punchies super. Made regular grab same as EX grab, EX grab same as super grab
- punchies don't travel forward
- harder punchies have more startup
- made
his
buraiken, only faster and with more juggle power
October 4, 2013 - Povertfest 2013
balrog
- fake headbutt (thanks Choco) input is mp+hk
claw
- u2 anim fix
- no mask j.lk is taco
- adjusted air control
evil ryu
- fixed seth-specific infinite
- fixed neutral jump cancel input error
- fixed pseudo superjump glitch
- adjusted stun
- ex stomp crumples
gouken
- adjusted stun
- ex tatsu connects properly after divekick
ibuki
- adjusted stun
- u1 animation fix
- fixed spin kick cancel bug
ken
- fixed 2 hit close fierce bug
makoto
- cancel forward dash to supers
sagat
- fixed sagat vs sagat infinite
- adjusted u1 juggle properties, hitboxes, animation
- stun issue
- whiff cancel jabs to tiger shot
zangief
- adjusted 88mp headbutt hitbox
- 8mk movement
- 8lk movement
yun
ryu
- made ichigeki hissatsu faster, use 2 bars, does a bit less dmg and chip
- reduced far
knockback, and made it recover fast enough to link MP/MK after.
- cl.MK is back to normal, cl.HK is back to normal.
- all hadokens have longer cancel windows during fb
- removed target combo in favor of cancelling all normals into 6MP
- 6MP raw is not cancellable. 6MP from a normal is cancellable.
- Shinkuu Hadoken only hits once
- EX hadokens only hit once but have a bit longer hitstun.
- the return of stun on all of ryu's normals and specials. Might need adjustment eventually but let's see
- Normals do slightly more dmg
is now a ranbu super ending in an invisible hadoken wallbounce. It does less dmg on airborne.
is better for AA use.
goes about 1/3rds of the screen.
- ground tatsus are now SFEX style again for both ultras.
- 2HP and cl.HK 1st hit are jumpcancellable
hakan
- oiled and unoiled cmd grab sends opponent into the air
- airthrow is now an air cmd throw. ex version knocks opponent back up
cmd throw is slower but activates on getting hit during startup
- j.HK causes wallbounce on AA
- fixed an inf involving cr.MP xx QCB+HP
hawk
- cl.HP wasn't cancellable. now it is
- removed the RESPECT THE LAND counter
- added jump and crouch out of dash like on the others
- dp+K cmd grab now connects off normal cancel KOF-style.
- 6LP is now 6MP, and works off normal cancel KOF-style
- 6MP naked is a slow overhead, linkable into LP/LK. cancel into it and it is cancellable
- old cmd grab ultra is now part of a spire super. QCBx2+P.
- can cancel into EX Dive from normal tomahawk
- nerfed dmg on all supers to account for being able to cancel into them from normals
- cancel into super combo/RC from first hit of tomahawk
- EX cmd grab also bounces the opponent. Normal cmd grabs bounce less, and has more recovery
fuerte
- here we go!
- 5MKF is now using 5MK's animation.
- 5MPF is now using 5HPF's animation. Long punch
- stole 5MKF animation for a new 5HKF
- added cancels to 5LPF, 5LKF and 5MPF. Mostly for quesadilla bomb.
- habanero dash is gone. Dash is now the run, with no specific specials. Cancels into ground attacks, jump and crouch.
- Can "link" air normals on animation end. VSAV style sort of.
- Removed all chains. (He doesn't need it with his new normals.)
- Dropkick is a chargeable unblockable attack that can be cancelled early into different attacks depending on buttons held, or into a special forward dash with slightly slower startup (to avoid dash infinites).
- Quesadilla Bomb is now QCB+P. Beats projectiles and is projectile invincible on startup. (he needs anti-fb shit)
- Can do tostada press and fajita buster in the air instead of only off the wall. no you can't TK it.
- finetuned
animation.
is now an off-the-wall jump into fajita buster style grab. Think makoto divekick super. QCBx2+K for backwards, QCFx2+K for forward.
feilong
- added backhand smash as QCB+P Works the same as the old move, except no crumple.
- can jumpcancel
on hit
oni -dash has more startup again bc of dashjab inf -dash goes farther and moves faster after startup
yang
- gave him back the slashes
- 1st hit of dp
causes standing hit
- shortened seieienbu a bit
- special-into-special cancels in seieienbu have fun
rufus
- messiah is now qcb+k on the ground
- air qcb+k is overhead kick
- dp+k got slightly reworked
- can cancel into EX overheadkick or EX snakestrike from
> snake strike > DP+K
- snake strike is more horizontal than vertical now. EX snake strike is stationary but has no pushback.
deejay
- nerfed airslasher hitstun by 2 frames to avoid an infinite
- made upkicks a bit more natural looking idk
- turned far
into f+HP
- cl.HP goes forward a bit and hits crouching, to make it easier to combo into from chain
June 26, 2013
abel
- f.mk forces stand (thanks juicebox)
blanka
- fixed input bug w/ air super
- lengthened time super can be held
chun
- removed non-ex lightning legs
- altered hazanshu arc, slight hitbox change on hk
claw
- fixed bug w/ super cost
- animations adjusted
evil ryu
- close mp range moved in line w/ other close normals
- messed with ex tatsu active frames, hopefully the randomly unsafe-on-hitness is finally finally fixed
gouken
- cancel issue fixed
sagat
- 9hp and 9hk knock down
- 8lp active frames increased
- 9mp active whole jump
- 8mp replaced by 9mp
- 2hp recovery/startup increased
- 2hk range increased, pushback increased
- all tiger knees counterhit state during active frame
- 1st hit of tiger knee changed
- ex tiger knee armor only absorbs projectile now
- hk tiger knee damage down
- hk tiger knee airborne frame 1
- hk tiger knee hitbox down
- hk tiger knee feet projectile invinc
- hk tiger knee recovery greatly reduced and blockstun decreased
- nonangryscar and nonexuppercuts hit invinc removed, but startup set to 2f/3f/3f/5f
- fireball damage up
sakura
- dash faster
- airdash faster
- cancel dash to jump
- improved light chains
yun
- stun fixes
- lights chain to 2mp
zangief
- fixed minor issues w/ chains, slight buff
- slight stun changes to prevent a certain meterless 600 stun combo
ryu
- added in SFEX style tatsu for
only
- reduced
metsu shoryu hitbox vertically
metsu shoryu is now about 2 frames startup vs 0 frame startup
adon
- Full chains with mashable lights, also in air
- Rising Jaguar is doublejump cancellable
- Aircombo is easier to get full hits with
- Air Jaguar Tooth goes straight forward, like Joe's slash kick
is now back to 3 hits, 300 dmg, overhead. Changed input to QCFx2+K
- I slapped dashjump into the special moves list so now you can jump while you punch
cody
-fixed cody 9LP infinite
-EX versions of kicks got their juggle potential bumped up
-made a bit stronger
-Knife mode criminal upper
and
versions go a bit further
fei -fixed air qcb+k airborne state -made chains better and added mashable lights
bison -8LK -can now airwarp forward/back, with air normals possible -can now frc ground warp recovery -changed ground warp to just b,f+PPP/KKK
guile
- fixed forward walkspeed
- gave him full chains
- can cancel into forward cmd normals from chains
- can dash out of held sonic boom
- qcfx2+k in any ultra is AA super * full bar
rufus
- did some stuff forgot what
fuerte
- back run has kick attacks now
- backrun jump is his
backjump
- backrun
now does his dropkick
- dp+K is back to regular throw anim, BUT
- dp+K can be cancelled on landing into run
- buffed running dropkick by 1 jugglepoint
dudley
- changed chains to be "links" All chains are cancellable at the end of the hitbox into each other (except HP/HK for obvious reasons) at all times, not just on hit
- EX thunderbolt now tracks in the air (not fullscreen)
- qcb+K now leads into rose throw with P for forward or K for upwards
- Dashes are back to normal
c.viper
- half reverted the bionic arm to the old super, but with bionic arm startup
- added electricity and more dmg and stun to 2HP (100 dmg 100 stun)
- added the same amount of damage to st.HP
- Hammers can cancel into themselves.
- EX Hammer now only hits once
- Bionic Arm (QCBx2+P) works differently. If it hits, gives you a free crumple or slow float.
- More cancel time on air chains
- EX Thunder Knuckle now just knocks away and wallbounces, and doesn't go as far.
- nerfed juggle potential of st.HP so you can't get really high damage st.HP * Thunder Knuckle loop in corner.
- Flame Upkicks (dp+k) now work a bit more like DPs. You can still cancel into burnkick from the regular ones, but with the EX version, you can cancel into an airdash.
yang
- 2HP 2nd hit launches
- Rekkas are gone, replaced by this:
- QCF+K
P is a new GG Jam-like thing idk. Have fun.
- QCF+K
K roll that dodges projectiles and goes through opponent
- QCFx2+P is more like gen's mantis super
- divekicks have rufus-like delay on them to make overheads harder to land since yang is a monster anyway. Can be done closer to the ground.
input is QCFx2+K
- Seieienbu changes:
-* Full meter version now has blue shadows -* Air normals cancel into themselves indefinitely -* Palms push opponent up less (makes cornerloops SLIGHTLY harder -* inputs are back to QCBx2+P
April 1, 2013
abel
- slight damage/stun adjustments
akuma
- 2lp hitbox changes
- cancel qcfp to demon flip
- airdash purple fireball turns to face enemy
- 5hp close forces stand
- added 2hk 2hk 6mp chain
balrog
- jump arc improved
- fixed bugs relating to getting hit out of air rushpunch
- 4kk changes
- crossup property on turnpunch
chun li
- neutral jump lights and mediums cancel to 8hk
- fixed 2hk cancel
- can turn during walljump
dhalsim
- yoga flame changes
evil ryu
- air hadoken charge time increased by 5f
gen
- punch u1 travels farther, more invincible
- ex hundred hands more juggle potential
- ex hundred hands cancels to mk+hp stance even on whiff
ibuki
- 5hpf 6hp no longer chains to itself (thanks Coren)
- 5hpf 6hp chains to 3mk
ken
- fixed audio bug with hadoken
makoto
- j.mk crossup property improved
sakura
seth
- big changes, too many to list
yun
- feet less vulnerable to projectiles during dash
- j.mk crossup improved slightly, however crossup hitbox doesn't hit
overhead
- fixed weirdness of mk upkicks
- fixed 6hp cancel window
- walk fwd speed increase
- 2hp pushback decreasef
yang
cammy
- fixed cammy sjc cannon strike infinites
deejay
- replaced all upkicks with a single upkick that cancels into double upkick in the air (dp+k
k)
- replaced dashfwd
with 9HK, dashfwd
KDs standing
- reduced recovery on cl.MP to allow for st.LK link etc
- made chains able to go L
H
- slidekick juggles against airborne (JP 3)
- new
* a counter super that works as a regular super as cancel. QCFx2+P
dan* fixed throwtech physics ryu
- fixed disgusting
miss hit damage
- mashable lights
- tatsus are back to super pre-ae style
- can air saving cancel from tatsus
- can air fb again if saving cancelled
cody
- fixed car bonus freeze
- hailstorm is now in knife mode only
- normals chain from Medium to Heavy. Can link into from Lights.
- Knife
and
hit 3 times
- QCB+P in knife mode is jumpcancellable
oni
- chains don't cancel to special moves
- press LPMP, MPHP, LKMK, MKHK, 2PP, 2KK for followups that do cancel from within chains, and are jumpcancellable
- demon is back to
LP
- qcb+P is back to old version but with SC-cancellable back hit
is faster
super can only be cancelled out of with the new PP etc moves
honda
- Now only has forward airdash (f/b+PP or b,b/f,f) and "down" airdash
- down airdash is d+pp and is similar to morrigan's down airdash
- buffed forward airdash slightly. It's faster
- Nerfed dp+P vertical hitbox (it was nuts)
- restored
super to the grabby one, instead of stomp
January 13, 2013
akuma:
- 8way airdash
- demon flip throw removed
- demon flip palm no longer hits overhead
- 92mk divekick no longer hits overhead
- non ex fireballs changed to hadou palm
- air fireball counterhit status whole time
- 9mp is now always 8mp
boxer:
- rushpunches now all start with [4]6 punch and then hold fwd and press any of the 6 buttons to followup or no buttons to feint. ex dash upper still works tho
- 5lk crumples on counterhit
- 5mp crumples on counterhit
- 5hpf hitstun changed greatly, special cancellable
- j.mk crumples on counterhit
- b + 2kicks = spin. dodges and passes through opponent
claw:
- fixed airthrow glitch
- allowed 3hk and 3mk to cancel to beam super
- roll startup decreased, stun dmg decreased
- clawless 2hp crumples on counterhit
- clawless 2mp extra hitsun on counterhit
- 5mk recovery down
chun:
dhalsim:
- removed cancel 8mp and 8hp to kick drill
- removed cancel all air normals to 82hp (mummy)
evil ryu:
- hcf kick move only possible in denjin mode
- fixed game breaking bug with throw
- damage nerfs
ken:
- shoryu ex followup weirdness fixed
sakura:
- hadou hitstop increased 4f
- very slight damage nerfs
sagat:
- 5hk no longer cancels to 6hk to prevent certain infinites
zangief:
cammy:
- increased dashspeed, added jump and crouch from dash
- added air saving airdash that you can do after dp, and in aircombos. 1bar
- backdash is no longer invincible, but hits twice with 2 LKs that juggle
- fixed spiral arrow damage
cody:
- made hailstorm more "random" and made it cover more of the blind spots
- hailstorm does not turn around
- added crouchcancel and dashjump
- can do u1 and u2 with knife
- knife super removed
- made all knife kicks the close versions, and unarmed kicks long versions
- now has kicks included in knife mode chains
- changed
super input back into QCFx2+K
guy:
- restored supercancel from slide
- added landing recovery from QCF+K
- made naruto hands cancel even faster. Can combo from
shoulder xx naruto hands
- ultra 1 and 2 are sped up and slightly nerfed dmg-wise
- replaced QCFx2+P super with shoulder super, QCBx2+P. Passes through projectiles
- changed
and
inputs to QCFx2+P
- naruto hands now teleports behind opponent on absorb. Not in the corner
dan:
- reduced startup on
and
- made
the right speed
- made QCB+P from chains startup faster
- changed physics for the QCB+HP/EX followup hit
- changed physics of R.E.D kicks
c.viper
- decreased walkspeed
- added dash crouch and dash jumps
- can do burnkick out of flame upkicks, DP+K. airdash out of EX upkicks
- fixed infinite off
fei-long
- made chains normal again
- can do backfist off rekka again
- all normals that juggled now reset instead
now does less damage but lets you ground combo, and input is changed to QCBx2+P to match
ryu
- removed special to ex move cancels
- made air saving cancel only use 1 bar
- added dash crouch and dash jump
- shinkuu hadoken can now only supercancel to U1,U2 or saving cancel
yang
- changed backward walkspeed to be a bit slower
- hopefully fixed the
animation freezing after KO, forever
dudley
- backdash is now his backward sway
- has dashjumps and crouch from dash
- changed QCB+K to uppercut
rufus
oni
- a bit faster dashes
- lower airdash
is now a bit faster and has no dark or white background
- airdash is a bit faster
- airdash backwards shoots doken, is slower
- Raging Demon input both on ground and in the air is now QCBx2+P
fireballs now don't increment the juggle potential
- MUST_BE_HIGH 0.2 on air qcb+p
- f+HP only knocks down vs air
juri
- removed taunt when executing and hitting with qcfx2+k very low to the ground
January 5, 2013
Cammy
- Removed spinning knuckle infinite
- Removed cooler looking jump infinite
- Fixed some teleport to ground bugs
Dan
- Removed infinite
Guy
- Removed infinite
Rufus
- Is slightly different
January 3, 2013
akuma:
- ex red fireball travels slow
- air fireball cancels to air ex tatsu
- kara demon works again (whoops)
- far mk changed
blanka:
- armor on hop removed
claw:
- beam super startup and recovery slowed down
- if you land after the active frames of the walldive attack you dont have landing recovery
- ex roll hits low, can_turn, recovery decreased
dhalsim:
- his normals that chip can no longer ko on chip
- counterhit drills do more hitstun
evil ryu:
- fixed armor break
- changed 2hk jump cancel to only be on hit or block because of red fireball cancel
- hcf kick move only possible in denjin mode
- evil ryu air fireball startup increased, hurtbox increased, counterhit status applied until end, charge time increased.
gouken:
- 5mk -2 frame advantage on hit, doesnt combo to fireball anymore to prevent corner infinite
- qcb qcb punch air hard drive super, only for u1 gouken
ibuki:
- cmd dash mp followup adjusted
ken:
- damage fixes
- hitstun changes on fireballs and 4hk
- fixed issue with normals not breaking armor properly
makoto:
- j2hk removed
rose:
- double jump adjustments
- ex reflects spawns satellite later
- fiddled with soul satellite startup, there is now 4 frames before projectiles form, and 5 frames of recovery after.
- soul satellite was missing counterhit status
- soul satellite invincibility removed except for projectile invinc which lasts longer now
- all her chipping normals can no longer ko on chip
- 1f blockstun removed on drill
sakura:
- 8f recovery added to hadou disruptor
yun:
- 2hk startup decreased
- far mk moves closer
- removed cancel from upkicks during genei jin
- u2 cosmetic changes
- 2mk pushes back more in genei jin
zangief:
- 360 kick range buffed
adon:
- fixed infinite
- new mp, hp, mk and hk further refined
- air jaguar kick / second jaguar kick knocks down anywhere
cammy:
- restored her u2 to normal state, as well as u1
- made hooligan super better by adding a shoryuken
- cannon strike out of hooligan works better
hawk:
- made u2 animation faster
- changed camera on double typhoon
guy:
- fixed guy infinite
ryu:
- restored older mets shoryu
- improved light attacks, restored the links
yang:
- reduced chip damage on slashes/palms
- removed air activation of seieienbu because it caused some bugs
- 2 bar seieienbu now lasts a bit longer, 4 bar runs out faster
juri:
December 24, 2012
abel:
- reduced stun on jabs
- increased meter gain on tornado throw
- moved cancel window for fierces into ex wheel kick to prevent certain combos
- damage/stun adjusted
- moved cancel window on ex wheel kick to later
- 2nd hit of air ex wheel kick no longer hits overhead to prevent some insanely messed up 50/50s
- removed some of the projectile invinc on air ex wheel kick
- qcfx2 super invinc and active frames extended. recovers 2f faster, damage increased by 50, stun increased by 300
- air wheel kick recover decreased, especially on whiff. minimum height requirement added (aka MUST_BE_HIGH)
akuma:
- added cancel window to end of lk tatsu to shoryu only on hit
- 6mp hitbox buff
- extended shoryu projectile invincibility
- ex air tatsu lands faster
- raging demon down to 2 bars
- counterhit far s.mk damage buffed
- ex red fireball does not increment juggle counter
- tatsus throw invincible on startup
balrog:
- very slight damage nerfs
- dash faster
blanka:
- ex air ball now works.
- air normals cancel to air super
- j.lp stun adjusted, strong counterhit
- removed upball cancel to airball on block, still works on hit.
- added ex cancel window to upball
- fixed hop cancel on lightning
- slight damage adjustment
- added gimmicky cancel to cannon
claw:
- chainable c.lk
- clawless j.lp and j.mp cancel windows sooner
- upkicks are hit invincible now
evil ryu:
- reduced non*denjin walkspeed
- hadoushoryu nerf
- improved dash speed, cancels to itself at end
- purple fireball *> red fireball frames changed
- purple fireball chip and meter gain decreased
- teleport only possible in denjin mode
- fixed denjin hadoushoryus
gen:
- lp roll back to normal ish
- 3rd stance starts up faster
- wall dive changes, can stay on the wall. press button to fake, can go to other wall
- c.mp *> c.lk combo easier
- jump normals can be repeated
gouken:
- hitstun on close mp altered
- far mk changed to 6mk, 5mk always does close version.
- 5mk *> 6mk chain. 6mk whiffs crouchers
- 5lk hits low
- lvl 5 (max charged) denjin hadouken is unblockable
- changed frame data on denjin
- 92mk knocks down
- light hadoken travels slower
- charged fireball recovers 2f faster
ken:
- damage adjustments
- tatsu changes
- throw super new anim
- ken 4hk startup increased by 4f
- close lp removed, always get far lp
- close mp forces stand
- you can get far mk from closer
makoto:
- reduced backthrow damage
- removed l*>m chains
- removed armor on lvl 1*3 rushpunches.
- ex rushpunch travels faster, starts up faster
- lvl 5 rushpunch crumples on counterhit
- fwd dash now has 1 hit of armor
- slight walkspeed buff
- specials do slight stun damage on block
- increased 6mp forward movement
- counterhit 6mp hitstun increased
- ex oroshi cancels to 6hk
- 2hp moves forward
- 6hk fake recovers 2f faster
- 6hk startup cancels to mode super
- extended ex axe kick armor to active frames
- ex karakusa 3 hits of armor
- new attack j2hk
- 6hp removed
- hitbox changes, startup change
sakura:
- 6f recovery added to hadoken
- airdash speeds changed
- air ex tatsu minimum height changed, momentum changed, hitbox changes
- removed 2mk *> 2hk chain
- removed stun on jabs
- nerfed chains into 6mk
- nerfed 2hk and 6mk blockstun
- nerfed divekick startup
- divekick counterhit status whole time
- aa fireball super recovers faster
- nerfed juggle into sweep
seth:
- extended tanden stream invincibility
- suck in move is super and saving cancellable
- suck in move chips
- removed chaining into medium kicks
- lights no longer stun
- damage changes
juri:
- changed air ex fb to a trap
- made traps visible, and made them stay out for like * 100 frames
- changed qcfx2+k super to air only
deejay:
- made all jackknife kicks pushback less for easier punishing
- made cancel off slide (d+HK) doable later in the animation
adon:
- did some stuff, i forget what
hawk:
- all throws and cmd throws now hit crouching
- normal throw now doesn't bounce (since cmd throw already does that)
hakan:
- made shoulder charge go through fireballs
- made u1 animation a lot shorter
dan:
- can now combo into any cmd throw
guy:
- made his dropkick look a bit better? i guess
c.viper:
- made her thunder knuckle cause lower float
- bionic arm no longer has 1f startup
December 7, 2012
Ryu:
- Removed Tatsu supers, as i felt they didn't really add anything, and did too little damage. (Also nobody used them)
- Shin Shoryu got a nerfed hitbox leading into full animation. Shoryu itself goes straight up if it misses.
- Ryu's new
launches a stream of fireballs. Input changed to QCFx2+K
Dudley:
- Made parry (PPP) the cross counter
- Dodge (QCB+K) followup excludes normals in favor of the old forward punch/uppercut followups.
Dan:
- is a completely new character. Check out his wiki for details.
Oni:
- Slash input is now QCB+P
- Tatsu is back, QCB+K
- Both of these change when done out of a dash, which makes dashing around like a doof a somewhat valid strategy.
- Dash is now a bit different. Goes farther, starts out slow and speeds up.
- Forward+LP and Forward+LK have been converted to far normals. Back+MP is now a close normal.
- 2HK now does a float knockdown
- Dashjump
Juri:
- Made any light attack reset.
M.Bison:
- Changed psycho punisher to be faster. Overhead.
Cammy:
- Fixed some air cannon stuff
Hakan:
Yang:
Guile:
- Made flashkick startup faster
Rufus:
- Divekick is now fully counterhittable
- Reduced range on some of his pushes (QCF+P)
El. Fuerte:
- Running dropkick (Forward+PPP *> HK) goes further, recovers faster.
- Has running super with followups (QCFx2+P *> P/K)
- Changed running*>jump specials to splashes/buster.
abel:
- c.mk hits low
- slight decrease in recovery on a lot of normals
- j.lp and j.lk active until landing
- fixed infinite
- 6mk jump cancellable (try tiger kneeing an ex roll and cancelling it to a normal) and backdash cancellable
- 6mk and standing light kick cancels into rekka 6lk and 6hk followups
- removed negative edge on rekka followups to prevent input overlaps
- changed kd on specials
- damage on 6lk rekka followup buffed
chun li:
- ex hazanshu can cross up
- tenshokyaku aka upkicks is dp+kick. has invinc. spinning bird kicks are gone except for the EX version.
dhalsim:
- yoga fire recover 1 frame faster
- yoga flame eats a large number of fireball hits
- slight fireball damage buff
- slight meter gain buff on blocked/hit fireball
evil ryu:
- raging demon does 300 stun (up from 0)
- new super qcbx2 kick (denjin mode). changes move properties
gouken:
- fixed denjin hadoken*related game crash
ibuki:
- can command dash cancel hashinsho on hit
- fixed minor throw tech bug
ken:
- shoryu recovery changed, new followup added: forward + any punch
- lowered stun on jabs
rose:
- removed orb from normal throw, increased meter gain from normal throw greatly
- nerf soul satellite slightly
- buffed aura soul spark (super) slightly
- removed stun on jabs
zangief:
- fixed siberian blizzard hitbox issue
- running atomic buster projectile invincibility lengthened
- neutral jump mp active until landing
- allow cancel fwd dash into back dash
- backdash invincibility extended
- allow jump from dash, some dash momentum continues into jump arc
- decreased stun on jabs
November 29, 2012
This is mostly a bugfix release. There are some experimental nerfs to characters like Rufus, Honda, Rose, Ken and T.Hawk, and minor buffs to Dhalsim, Yun, Evil Ryu, Gouken, and Abel.
November 23, 2012 - Hurricane Sandython
tons of bugfixes, Everybody gets rolls - back or forward + 2 buttons on wakeup animation
Ryu -
- Changed Ichigeki Hissatsu meter use to 1000 (full)
- New SFEX-style tatsus do not hit crouching anymore
- Added chain to
from light and medium attacks. Forces standing.
- METS hadoken does damage faster, but only goes half screen, slowly.
Honda -
- No chains, more damage on normals
- Lowered super dmg for super headbutt (300dmg - 200dmg)
- Removed meter gain from air headbutt
Dudley -
Juri -
- 2K in air, press K again before hit for fireball
- FBs are reset to the short versions
C.Viper -
- Gave her flaming upkicks from koryu. DP+K
- goes backward,
goes straight up,
goes forward
- Removed extra superfreeze from U1, made segue from ground pound to standing more natural
- Added flaming upkicks super. QCFx2+K
M.Bison -
- Full Chains
Cammy -
- More intuitive superjump, more like C.Viper's
- Can SJ Cancel all ground normals
- Decreased chain damage, and airthrow damage
- Replaced Ultra 1 with Hooligan super
quick high damage divekick
DeeJay -
- Lowered damage overall
- Made QCB+K kicks not hit overhead. Use shorthop for overhead shenanigans
- Changed Sobat Festival to a short-range large fireball attack
Cody -
- Changed zonk punch input to QCF+P, works in both modes
- Changed rock hold animation to loop better, lowered damage on the rocks a bit
- Made a knife hold, input the same as rocks hold. Throwing loses knife
- Made
a single punch mostly to avoid the long ultra anim altogether
Guy -
- Lowered damage a smidgen on his chains
- Made dash stop a single back input
- Fixed a couple infinites by making air
give hard KD, and cr.HK only have 2 juggle potential down from 127
Hakan -
- changed cmd throw input from DP+K to OITYO aka HCB+K
- changed shoulderdash input from QCB+P to QCB+K
Guile -
- Fixed sunglasses appearing when he's hit. YEEEEEEEEAEAAAAAAA
Rufus -
Fuerte -
- Changed his victory animation a bit
Hawk -
- Fixed EX Respect
Adon -
- Made supers the same, instead of different strength supers.
- Fixed doublejump. It is now neutral~Upback / Up / Upforward
Yang -
Oni -