Changelogs

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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

  • 5hp 6.png 6mk chains slowed down

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

  • fixed U1.PNG poke freeze by removing the holdable part of it

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 6.png k)
  • replaced dashfwd HK.png with 9HK, dashfwd HP.png KDs standing
  • reduced recovery on cl.MP to allow for st.LK link etc
  • made chains able to go L 6.png H
  • slidekick juggles against airborne (JP 3)
  • new U1.PNG * a counter super that works as a regular super as cancel. QCFx2+P

dan* fixed throwtech physics ryu

  • fixed disgusting U2.PNG 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 MP.png and HP.png 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.png LP 6.png LK.png HP.png
  • qcb+P is back to old version but with SC-cancellable back hit
  • U2.PNG is faster
  • U1.PNG 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 U2.PNG 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:

  • kikoken charge time 40f 6.png 45f

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:

  • 2mp is now 7f instead of 8f
  • 2mp active frames 5f 6.png 10f

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 U1.PNG 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 HP.png 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 U1.PNG and U2.PNG inputs to QCFx2+P
  • naruto hands now teleports behind opponent on absorb. Not in the corner

dan:

  • reduced startup on U1.PNG and U2.PNG
  • made MK.png 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 HK.png

fei-long

  • made chains normal again
  • can do backfist off rekka again
  • all normals that juggled now reset instead
  • U2.PNG now does less damage but lets you ground combo, and input is changed to QCBx2+P to match U1.PNG

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 U1.PNG animation freezing after KO, forever

dudley

  • backdash is now his backward sway
  • has dashjumps and crouch from dash
  • changed QCB+K to uppercut

rufus

  • made U1.PNG and U2.PNG faster
  • gave more recovery to QCB+K
  • DP+K hitbox is bigger, more active frames

oni

  • a bit faster dashes
  • lower airdash
  • U2.PNG 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
  • U1.PNG 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:

  • fixed ex divekick cancel from jump forward MP, LK, MK, HK.png

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 U1.PNG 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:

  • U1.PNG launches, gives oil.
  • Runny dive grab gives oil

Yang:

  • Fixed infinite meter oversight for good on U2.PNG
  • U1.PNG is now vulnerable, as it should be

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

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 HP.png 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 -

  • Thunderbolt (QCB+P now) is a bit slower, also goes further for MP.png and HP.png versions.

Juri -

  • Gave her ranbu super. QCFx2 KICK.png
  • Changed divekicks and air fbs

- 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

- LK.png goes backward, MK.png goes straight up, HK.png 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 6.png 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 U1.PNG 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 HK.png 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 -

  • Fixed 2HK - HP.png push infinite

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 -

  • Fixed air seieienbu activation. It is now 22 2P as it should be.
  • Fixed HP.png Slash infinite hopefully.

Oni -

  • Decreased Meter gain
  • Made U2.PNG slower (Making it stay out and hit for longer)
  • Made LK.png slash faster
  • Made Raging Demon input QCFHCB P and made it use 1000 meter.