Changelogs
January 8, 2016 - USFIV Remix 1.2
general
- USF4 KORYU EDITION ADDED (PICK KORYU IN EDITION SELECT)
- Remix mode is serious fun, koryu mode is rainbow* edition style fun!
- fixed several input bugs
- many unlisted bugfixes
akuma
- fixed counterhit 9hp not doing damage on standing opponents (thanks BEEF_SUPREEEEEME)
decapre
- fixed game* freezing bug on trade with DCM
ken
- fixed bug with shinryuken
abel
- corrected ex falling sky projectile invinc duration during on* hit animation
- corrected brainless dimension invinc duration during on* hit animation
balrog
- tweaks to rushpunch feint recovery to prevent infinites
- rushpunch feint no longer is counterhit status
blanka
- fixed close mk hitstop inconsistencies
chunli
- fixed fierces not breaking armor
- active frames increased on first hit of housenka to prevent odd juggle drops
dhalsim
- fixed 4hp not breaking armor
evil ryu
- fixed audio issues
- fixed close lp whiffing on standing opponents sometimes
- 5mpf cancel issue
guile
- fixed some heavies not breaking armor
ibuki
- fixed weird cancel off hien * > kunai situation
- fixed some other cancel issues, teleporting to the ground (thanks Kyubi)
- fixed hien * > fake kunai * > jumpin infinites by requiring higher height for fake kunai off hien
- fixed bug where ibuki floats off into space if you did hien * > fake kunai * > airthrow at a very specific timing (really sorry about this one, Charred)
- fixed first hit of 5hp not breaking armor
makoto
- fixed occasional bug with godanzuki juggles
- tosanami slight damage nerf, juggle less weird
- makoto can have meter during red mode
October 22, 2015 - USFIV Remix 1.1
- Added ingame movelists
akuma
- changes to cancels off 9hk/9hp/9mk to prevent certain loops
evil ryu
- minor bugfix
fei long
- minor bugfix
guile
- added visual effect to EX followup to 236236P super to indicate meter usage
(it's not an infinite unless you have infinite meter in training, stop reporting it as such, please.)
ken
- yeah!
makoto
- fixed pushbox during dash (thanks Eternal)
yang
- yang default stance infinite: 5LP x[N] 5HP xx heavy elbow > light command dash fixed (
elbow was not supposed to combo from 5HPF)
- c.hp > heavy elbow inf gone
hakan
- throw tech isn't physics. Fixed (meant hakan went into neutral after throw tech further away)
poison
juri
cody
- can't EX cancel Zonk or EX Criminal upper on 2nd hit Fixed
- Knife cr.MP gains no meter Fixed
guy
Overhead gains no meter Fixed
airtatsu gravity Fixed
- dash is now finite, also can cancel into bacdash, and cancel out of the run stop
deejay
cammy
- fixed a VFX bug with TK Air Spiral Arrow
- TK Spiral Arrow in the corner wasn't an infinite but juggled 6 times, should now only juggle up to 3 times
honda
- still had a hit/projectile absorb entry on his st.HK Fixed
ryu
- removed an old move remnant from first and second tatsu rekka
October 11, 2015 - USFIV Remix 1.0
It's finally here! Expect there to be a 1.1 or something way down the line with some extras but this is more or less it for us with this mod.
It's been like 5 years of work and frustration and fun and sudden new versions of SF4 itself.
People have been taking this to events and played it and recommended it, and I hope this will keep happening!
No changelog this time, idk where it went.
July 28, 2015 - RC4
akuma
- fixed gameplay freeze with super demon flip throw (thanks error1 & uberchair)
fei long
- backhands force stand on hit (thanks onesanitarium)
ibuki
- 6lk no longer chains to itself
- 9mk hitbox fiddling
- lk spinkick does 1 less frame of hitstun (thanks error1)
sagat
- high 2nd fb recovers slower
- 1 less frame of hitstun on fireballs (thanks error1)
juri
- fixed some infs did something
yang
- fixed hp elbow inf
- f+mk in other stance
vega
- ppp~qcf+pp didnt use meter. it does now
July 20, 2015 - RC3
dan
- fixed a fireball dash infinite
- did some stuff to qcb+p, ex qcb+k and ex fb
(thanks error1 for the next infs) fuerte
- fixed walkjab infinite caused by a gross oversight
gouken
- fixed dash cl.mp infinite
vega
- removed repeatable air normals from heavies only to prevent an inf~ (thanks error1)
gen -spaced out repeatable air normals
viper
elena
- did some stuff, qcb+hk now forces crouching on hit, does not let you cancel back into qcb+lk
sagat
- stand fireball recovers a few frames slower
- light fireballs move faster
- fireball pushback fiddling
- standing fireball hitbox fiddling
- bugfixes
chun li
- headstomp forces crouch on standing hit to prevent infinite on standing hugo
July 13, 2015 - RC2
c.viper (this is all to prevent infinites on big chars)
- removed sjc off normals
- j.hp does hard KD, j.hk does soft KD
- limited air chains
(this is to prevent an airchain loop)
- reduced JP on air normals
July 8, 2015 - RC1
guile
- general tweaks, damage, etc
- new super: sonic bomb, 214214p
ibuki
- bugfixes
- damage adjustments
makoto
- 5mp pushback increased
rose
- bugfixes
rolento
- damage adjustments
seth
- fixes
- unfucked many anims
- air teleport now looks like it teleports from the air instead of warping to the ground first
yun
- palm reflects fireballs
- other stuff
- fixed dash animation and some weirdness with the shadows
juri
- can no langer cancel specials into ex
- got her old 2mk back
- slowed down ex pinwheel, does 120dmg in total up from 65
ryu
- removed shinkuu hadoken
- ex shoryu increased gravity
- mets hadoken is back, qcfx2+k
- changed mets shoryu to hcb-f+p
- mets tatsu is gone
- ex hadoken has fast shinkuu hadoken projectile
deejay
- removed a thing so im adding this so i remember to include his file
elena
- gave elena invincible flashkicks
hugo
- fixed forward throw on big characters
cammy
- Removed spiral arrow cancels
yang
- air chains juggle potential lowered
viper
- fixed viper's qcbx2+lp super not using meter. (thanks DECLIMAX)
guy
- removed the bad throw off ninja flip
el fuerte
- Changed the Guacamole and Airthrow landing cancels to Super Combo
hawk
- changed overhead from f+mp to f+hp, has close hp normal anim
- gave far hp faster startup, is both close and far
- air 2mp now actually hits grounded opponent wtf
- normalized some dmg on normals
akuma
- no longer armor break on ex red fireball
guile
- 10string: THE BILL OF RIGHTS 6mp
lp
lk
mk
hk
hp
mp
lp
lk
mk
- 6lk/6hp fiddling
- sonic boom is 236p input
- flash kick is 214k input
- fixed super
- sonic boom fiddling
- removed non-ex air boom
- walk faster
- minor details
rose
- bugfixes (thanks to Rossuizan)
rolento
- bugfixes
zangief
- bugfixes
June 22, 2015
bison
- lights reset
- scissor kicks hitbox slightly later in the anim
- eased up on hcb input req
ryu
- less metergain from hitting with tatsus
- tatsus look more consistent w his air tatsu
- fooled around with his qcbx2+p super
deejay
- moved cl.mp to 4mp
- less startup on 6hp
- less gravity on dash hop, normals out of dashhop are not overhead anymore
- changed dp+p
- super and
are now hcb,f+p/k
is a quick startup reflect super, qcbx2+p
- readjusted cool kick qcb+k, diff hitbox, slightly slower
poison
- turned down 6MP damage from 110 total to 50
- improved hitboxes for 5MP, 2HP, 5HK
- Now can hit properly after poison kiss super
adon
- reduced u1 damage from 360 total to 280
viper
- bigger burnkick hitboxes
- got qcbx2+p super back
cammy
- removed cancels out of backdash due to inf (thanks Climax)
elena
- scratch wheel and rhino horn are now charge moves
- crouch for 1 cycle to start healing
- ex saving/rc heals
- nerfed dmg on mallet smash and scratch wheel
- decreased startup on both scratch wheel and rhino horn
- brave dance gone, spinning beat leads into
anim on hit
hakan
- fixed airthrow special freeze
akuma
- no longer armor break on ex red fireball
guile
- 10string: THE BILL OF RIGHTS 6mp
lp
lk
mk
hk
hp
mp
lp
lk
mk
- 6lk/6hp fiddling
- sonic boom is 236p input
- flash kick is 214k input
- fixed super
- sonic boom fiddling
- removed non-ex air boom
- walk faster
- minor details
rose
- bugfixes (thanks to Rossuizan)
rolento
- bugfixes
zangief
- bugfixes
May 31, 2015
adon
- super upkicks changed to hcb-f
- 2nd hit of 6mp no longer hits overhead, no longer cancels to specials but still to SAVING, hitbox bigger
- tk ex air jaguar still hits at lowest height
- ex air jaguar invincibility removed
- ex air jaguar now overhead
- big hitbox/hurtbox changes to air jaguars
- l/m jaguars have less juggle potential
- ex ground jaguar kick no longer overhead, no longer projectile invincible, hit properties changed greatly
- ground jaguar kicks knock down
- divekick hitbox moved, hurtbox extended, arc changed, can crossup but easier to air 2 air or antiair them
- heavies properly break armor
- jumping normals are counterhit status through active frames
- rising jaguar no longer cancels to ex rising jaguar on hit
- ex thousand jaguars cancels to dashes
- double jump inputs corrected
- meter gain slightly nerfed
- jabs pushback fiddling
- minor stuff with upkick and sleepover supers
- other stuff i forgot
- bugfixes
akuma
- minor tweaks
decapre
- damage nerfs
dhalsim
- 4lp input changed to any two punches, cancels to specials on startup
- mk slide pushback/reset velocity changed, middle part throw invinc
- fixed issues with far normals not breaking armor
- can chain into 1mk
- 4hp fiddling
el fuerte
- fixed aa throw input
- tweaked invinc on qcf k
fei long
- damage adjust
- some frame advantage changes on normals
- ex backhand 4 hits of armor instead of 5
guile
- can't chain into lights
- can't chain into fwd direction command normals
- lots of properties changed for fwd command normals
- guile is so american that he decided to be like an american fighting game and let you crouch his fireballs.
- non-ex sonic boom changed a lot, can be crouched, but big hitstun, other stuff
- ex boom duration decreased
- sonic boom dash cancel changed to be the same as his actual dash
- dash goes farther
rolento
- minor tweaks
sagat
- minor tweaks
sakura
- tweaked counterhit flags on jumpins
- aa tengyo hadouken super bigger hitbox
- replaced all neutral jump normals except hk with diagonal versions
- minor tweaks
seth
- bugfixes
zangief
- minor tweaks
- bugfixes
bison
- lights can only be repeated once in a chain
- increased 2mk recovery for no god damned reason
- increased recovery on lp crusher
- removed armor from hp and ex crusher
- hp crusher works like mp version
- removed far hp and buffed close hp
- scissor kicks hitbox starts earlier for all versions
- removed stomp
- air scissor kicks retooled a bit
- all super motions changed to hcbx2 or hcfx2, keeping with his theme of having slightly more demanding specials
- hcbx2 kick, kneepress nightmare doesn't end with slide, instead 4x scissor kicks
- hcbx2 punch goes into nightmare booster finisher
- the ground pound super is now hcfx2 punch or kick
deejay
- lights can only be repeated once in a chain
- delayed cancels from shorthop a bit
- hop mk is the 8mk version, hop mp changed to 9mp
c.viper
- air throughout flame upkicks
rufus
- removed jc from all normals except 2mp
- changed 2mp to launcher, increased hitbox horiz
- 2hp speeds changed, press 4hp on hit to pull opponent
- 2hk changed to 3mk anim, hard kd on hit
- removed messiah kick both on ground and airborne
- removed dp+k move
- qcb+k does diff specials, ex is ex messiah with soft kd at the end
- prettified the qcf+p special
- gave qcb+p more recovery on all versions, more startup on hp version
- push super input changed to qcb,hcf+p, shortened animation
- the sexy super changed to qcf,hcb+p
- symphony super changed to qcf,hcb+k, shortened animation
- decreased divekicks startup
gen
- increased recovery on lp roll
May 10, 2015
akuma
- lowered meter gain on jumping normals
el fuerte
- bugfixes
makoto
- fiddled with pushback / blockstun on a few things to prevent blockstun infinite
t hawk
- 236236 supers are now both 632146
sakura
- pushback on divekick fiddling
Oni
- Chains
- Meterburn (press PP during certain points in specials and supers)
- Dash normals don't slide
- QCB+P is stomp thing, old slashy thing is gone since too much time to hitconfirm into super
- Shungokusatsu is faster
has a gap between activation and hit
- PP/KK normals are back to cmd normals at f+MP/f+MK/f+HP/f+HK old LPMP is new
- has upward and downward airdashes with d,d/u,u
Bison
Viper
- lowered dmg on qcfx2+k super
- gave her dash normals back
- lowered gravity on air hits
Hugo
- Removed chains because of claps and throws
- dash slightly faster
- DP+K AA throw now bounces
Dudley
- Put him back on the ground
April 24, 2015
General
- updated RemixLauncher / directory structure for USF4 1.5 compatibility
akuma
- fixed a bug with a leftover move
decapre
- bugfixes
makoto
- bugfixes
- chains into 2hk removed
rose
- bugfixes
Ryu
- Changed his fierce/roundhouse normals to be slightly slower
- QCB+K is SFEX tatsus
- QCF+K sets out trap fireballs
Hakan
- made lie down super cmd d,d,d+K so you can't do it as easily on reaction
- made
spd normal armor
- removed armor from some moves
April 12, 2015
blanka
- bugfixes
- far 5mk more hitstun
el fuerte
- 236k hitstun changes
- 236p range/startup fiddling, versions more different
- you can control how fast he forward/backdashes with the stick
fei
- bugfixes
ken
- bugfixes
ibuki
- bugfixes
makoto
- bugfixes
- 2hk pushback fiddling, jump cancellable now
- some chains into 2hk removed
- 6mk jump cancellable again
- 9mp knocks down on first air 2 air hit, can cancel to axe kick on hit/block
rose
- moved some jumping normals around
- some bugfixes
ryu
- small bugfixes with air cancel
sagat
- l tiger shot moves slightly faster
- c.mk changes
- meter gain fiddling
seth
- minor tweaks, c.hp 2nd hit should whiff less
yun
- bugfixes
- some fiddling with geneijin cancels
Gouken
- removed backwards airtatsu
- added more recovery on dashpalm followups
- shin shoryu is now instant, still does a lot of dmg
- 6HP pulls in less, can now be comboed into from 5MP
- can now cancel on frame 20 of the dash properly
Gen
- infinite involving gen crane stance 5HP 1st hit fixed
- a bunch of shit with his normals mostly made them juggle instead of reset (although lights still reset)
- can mash QCB+PPPPPPPPPPPPPPPPPpppppPPpPpppPppPPpppPPPPPPPPPPPPPPPPPPPPPPPPPP
- QCBx2+P super is less cinematic, more damaging
- Ouga goes higher, less startup
Oni
- dash START earlier
- fixed some inf involving MKHK
Poison
- gave qcb+LK more recovery to avoid infs
- normal/special after poison kiss still does no damage, now opponent also gets juggled instead of ground hit
Hakan
now does dmg on the last hit, oops. 400 dmg
- super dive, ch. b-f-bf now does 300 dmg oiled, 250 regular
- fixed some cancel inconsistencies
Cody
- Knife 2HP now launches
- All P's in knife mode are now JCable ON HIT, not on block
- Knife QCB+P hitbox was expanded horiz slightly
March 19, 2015 - Final Round XVIII
general
- general reminder to run the game set to "fixed" framerate under graphics settings, otherwise errors may occur
- minor ui update
blanka
- fixed several bugs
- aa super is now also a counter super against grounded hits, hitbox fiddling
- air ball no longer breaks armor
chun li
- legs knocks back less on hit
- upkicks final hit different juggle, upkicks landing recovery cancellable on hit
- 8/9mp are always what used to be only jump 4mp
- can no longer charge kikoken
decapre
- small damage tweaks
- air spiral arrow removed
dan
- hitbox improvements on many attacks
- ex dan kicks start up faster
- decreased jump startup by 6 frames (whoops)
fei long
- fixed some attacks not having correct armor break properties
- fixed counter super animation
honda
- can't jump out of 214214p post flash anymore
- fixed a bug where it was possible to do certain removed moves still
- fixed input bugs with dash
- fixed dash pushbox
- fixed ochio throw animation not going over zangief
- ochio on hit recovery shorter
rolento
- audio fixes
sagat
- 2hp nerfs
- air tiger knee starts up faster
sakura
- some input freeze bugs should be fixed
March 1, 2015
general
- included a remixlauncher.txt for use for other modders. if you use remixlauncher for your own mod, please read that file, otherwise ignore it.
abel
- 5mp hitbox a lot bigger (should hit more crouchers now)
- 5mk active frames fiddling
- breathless anim changed (again)
akuma
- bugfixes
blanka
- minor tweaks
- 5hp active increased
decapre
- some bugfixes
- minor tweaks
- 5mp more active
- ground teleport hk followup less safe, bigger hitbox, different hit properties
chun li
- 4mk to 3hk chain
- minor tweaks to hitboxes
dhalsim
- 2mk / 2hk can hit airborne now
- fixed several bugs
evil ryu
- fixed several bugs
- removed air fireball
- can chain far hk and far hp into 6mk (on whiff too as per char mechanic)
- 6mk hit/hurt box fiddling, should be a bit stronger
fei long
- 214p cancels to 236k followup on hit/block
- several bugfixes
- cant whiff cancel rekka to throw anymore
- specifically 214hp cancels to 6mk
- reduced 5mp hitstun by 1f to prevent an infinite
- ground 623K moves forward more, increased active frames
- backdash cancels to specials or jump
- backdash has 1 hit armor on later part
- messed w air slash kick
- 6hk hitstun messing
- 214p backhand hitbox bigger
- ex 214p added, has 5 hits of armor
guile
- 6mk is better at hopping over low tiger shot
- the later part of charged sonic boom has 1 hit of armor
- fixed some issues w dashjump
- sonic booms +5 grey damage
- ex sonic boom lasts waayyy longer
- fixed issues w feet hurtbox of air sonic boom
makoto
- 9hp fiddling
- instant air axe kick should be less finnicky
sagat
- cancel 6lk on startup to 2hp & 2hk
- 5hk / 5hp no longer cancels to 6lk
- you can throw a second fireball after fireball by pressing fwd + button
- extended 2mp, 5hp active frames
- 2hp recovers slower
- 5hp recovers faster
- finally fixed throw?
rose
- minor tweaks
seth
- removed head hurtbox on fwd dash
- 2hp hitbox fiddling
- l divekick foot is proj invinc correctly
- command grab motion changed from 360 to hcf or hcb
- 8mp is now always 9mp
- "behold the glory of the" cancel w mp+mk, requires 4 meter total
yun
- 9lp
9hp chain removed, lead to many infinites, didn't add much
- 5lk always close version
- minor tweaks
zangief
- hp green hand bigger hitbox / smaller hurtbox
Ryu
- cl.HK has armorbreak on both hits
Viper
- QCB+HP is the crossup knuckle, lets you cancel into any special except itself
- QCB+PP is the AA knuckle
- removed airdash
- removed sliding normals
- Super inputs are now QCFx2
- Can now flash cancel burn kick, with KK.
- EX flashcancels don't refill meter anymore
is now QCFx2+K and does upward flaming kick thingy (this does a lot of dmg right now let's see if it proves problematic)
is now QCFx2+K in the air and it's cool because no airdash to interfere with the inputs.
- did some other stuff but it's been a while since i did them so welp forgot thems the breaks!!!!!!
Guy
- Switched QCF+HK and QCF+KK
- QCF+KK does more hits, airdashable etc
- QCBx2 needs additional inputs to finish. QCBx2+P * P * P * K * K * K (you could also mash LP+LK or something if thats how you roll)
- The last hit of the super does more damage.
December 23, 2014 * Omega update broke stuff
system
- hold f/b + two buttons to hop left or right on wakeup instead of pressing (thanks Legendary "Dustin" Zandwich!)
- roll distance increased
- roll invincibility +2 frames
abel
- fixed some stuff
- removed air wheel kick
- 5mp, 5lp, 5lk always do far version
- slidehead recovers faster
- rekka move distance increase
- rekka 2nd low sped up (mk)
- rekka shoulder (lk) sped up
- rekka shoulder (lk) followup cancels to 3rd high now (punch)
- 5hp xx ex wheel loops are back for now (maybe gone again soon)
- removed armor on 5hp, improved startup
- 6mk, 5lkf and close 5hk cancel to lk/mk/hk rekka followups now
akuma
- fixed bug with dash backjump
blanka
- fixed issue where could only getup roll 1 direction
decapre
- fixed some input lock bugs
- decreased damage on jumpins
- 236236hk hitbox improved
evil ryu
- fixed potential input lock bugs
ibuki
- 4mk is no longer possible in neutral, 5mkmk use 4mk properties
- some minor fiddling w input leniency
- 5hk hitbox fiddling
- 5hpf removed, always close version
ken
- fixed dash crouch cancel bug
rolento -you can cancel his taunt into itself now
sagat
- tiger cannon shoots 2 fireballs now
- 5hp different
Juri
- fixed f+HP inf
- hujinified 6HP/6HK
- can do 6HP->6HK if press
when leg is in the air
- can jumpcancel from 6HP
Cody
- jump lp knife thing
elena
- fixed 2HK 236HK inf
honda
- Dash is now morrigan dash, removed airdashes
- headbutt is gone!!!!
- stomps w qcf+k works like viper seismos except slower for further away attacks
vega
- make ppp and moves out of it not onrelease
- cr.HK armorbreak
- nerf dmg
poison
- nerfd some dmg
gouken
- gave palm f+P follow more recovery
fuerte
- 5HKF do the reset now
November 18, 2014
abel
- experiment: normal throw into juggle
- breathless input now 236236k to prevent input overlap w skyfall
- backdash goes farther / less recovery
balrog
- changes to 2hp, 5hp, 9hk, 9hp
dhalsim
- winpose bugfix
fei long
- mp elbow pushback increased, no more infinites please??
- some other tweaks to pushback here and there, shouldn't affect feel too much in terms of feel
ken
- minor tweaks
makoto
- back throw damage fiddled
- can't cancel regular rushpunches into non-ex overhead anymore
sakura
- backdash goes farther/slightly less recovery
Adon
- fixed air jaguar juggle infinite, please understand
Yang
- fixed yang's b+HP* palms infinite, please understand
Gen
- I think the hands infinites are gone. I hope so!!! please understand
- Roll'n'poke nerf on block increased, please understand
Oni
- QCB+MP inf is gone, please understand
Ryu
- hopefully fixed 5MK inf, please understand
Juri
- changed some normals around (cr.MK, cr.HP) please understand
- QCB,HCF is different, please understand
- QCBx2+P is a counter super that leads into the old U2, please understand
- Can now cancel out of divekick at any point, please understand
fuck Honda
- fixed 5MP inf, please understand
- removed fly cancel from jump normals for now ill see what i can do to him next version, please understand
Vega
- j.PPP does a spinny thing, acts as a modifier for air claw, please understand
- f+PPP does a crossup roll, please understand
- j.PPP
> P * air claw > QCF+P/PP, high claw > QCFx2+P, bloody high claw
- can cancel EX high claw into itself for all the EX bars
- can cancel
into PPP on HIT only
- removed clawless chains
- QCFx2+P is anti-air slash, removes both claw and mask
- QCBx2+P, the beam super, now removes claw
- QCB+P is rolling crystal flash
- QCB+K is flashkick
as always, please understand
November 2, 2014
abel
- 5mk knocks down on 1st aa hit, still resets in later combo
akuma
- 1 fireball on screen limit reintroduced (whoops)
- fireball tweaks
- fixed backwards air super from tatsu
- removed ex overhead
- reduced hitstun on 5hk
- tensho correctly 2 meters
- reduced demon travel distance/speed
- can only cancel ex fireball into demon flip now
chun li
- bye 5mk close, always 5mkf
- 5mkf recovers faster
- removed 6mk
decapre
- ex slide animation fixing
- 5mp is always 5mp close
- 5lp is always 5lp far
- did some stuff, forgot what
fei long
- 6mk special cancellable
- 5mkf slides fwd a little
- only ex upkicks cancels to air kick
guile
- fixed this https://www.youtube.com/watch?v=vTe9xuZb4hk
ibuki
- minor bugfixes
ken
- certain cancels no longer possible on whiff
- 5hk is always 5hkf now
- 4hk hitstun changes
- hadokens now pushback again
- l hadoken moves faster
- hadoken startup slower
- meter gain reduced (again asdf)
sagat
- did some stuff, forgot who
- 5mp is always close 5mp
- 9mk / 9mp knock down against airborne
sakura
- air tatsu removed
- fully charged ex fireball crumple
- 5hk is always far 5hk
- 2hp, 5hp, if hits as antiair, always knocks down, still resets in juggles.
- all command jumps airborne frame 1
- ex command jump punch followup active till landing
- ex command jump invinc frame 1-5
- removed counterhit status from ex command jump unless you press a followup
Cammy
- air spiral arrow has more landing recovery to make up for no height restriction
- spiral arrow cancel is just hold back now
- decreased active hitbox on LK/MK/HK cannon spike, and increased startup slightly
- decreased startup on 5HK,2HK, increased recov on 2HK to make linking into it less possible?
Gen
- nerfed his turds
- slightly more recov on rollnpoke
and a bit more on rollnpoke
- j.QCBx2+P is now not ultra, is knockdown doublepalm
- QCBx2+K whirlwind has more startup and has to land before doing any further attacks
- QCFx2+P does crumply
Yang
- Yang stance has blur effect to differentiate it from the main stance on stand, crouch and walk backward/forward
- his slashies are back to normal in alt stance, but can be followed up with just P. ex: qcf+P > P > P
- air stance change has no air stop
Gouken
Ryu
Dan
- made st.HP/HK reset instead of KD
October 16, 2014
ken
- removed shoryu followup from non ex shoryus
- decreased shoryu range and chip
- ex hadou blockstun/hitstun/damage changes
- 2hk techable knockdown, less blockstun, but can juggle
rolento
- fixed some potential input lock bugs (?)
- stinger inputs easier
- backhop roll no longer hits, but rolls through opponents and projectiles
- backhop cancel to 82mk
Poison
- lowered j.MK blow height by like 1 or 2
Oni
- Fixed MPHP infinite
Cody
- got new knives, also works in air
- has old QCB+P back
- fixed cr.LP/LK only accepting cancels after hit
M.Bison
- removed all remaining stun values
Fuerte
- reset
to old Giga Buster (QCFx2+P) and
to old Ultra Spark (QCFx2+K)
- changed all 5MK to 5MKF, 5HK is now a slower 5MK
- QCBx2+P super connects earlier after superflash, goes thru hits faster and also activates on block
- HCF+P is a command grab that gives bounce, can be cancelled into on hit, not delayed cancel
- HCF+K is a dropkick, completely projectile invulnerable from the hop
- Can jumpcancel any normal on hit
- Ground Tostada Press and Fajita Buster are gone, d+MP in the air is Tostada Press, d+HP in the air is Fajita Buster
Ryu
- QCF+K is now red hadoken w upward/downward(air) angled 2-hit fireballs
- QCFx2+HP shinkuu hadoken travels slightly faster
- QCB+P is solar plexus strike,
and EX versions wallbounce.
- f+HP is now an overhead hop punch
Dan
- did some stuff forgot what
Cammy
- cr.HK and st.HK now armorbreak
Gen
- less superfreeze on tornado super
- 2HP armorcrushes
Gouken
- parry has a lower priority now so it doesn't overlap EX hadou
- 6HK is his focus attack kick it knocks away! It's good please use it
- increased fb damage from like 40 or whatever the shit to 65. Baby steps
- god doesnt exist
September 23, 2014
balrog
- dirty bull motion should be slightly easier
- dirty bull crumples now
- headbutt is actually invinc now
chun li
- fixed 2hk not breaking armor
fei long
- removed command grab
- damage adjustments, shouldn't be any more touch of death combos
- should be easier to connect w/ air slashkick in combos
hugo
- j.lk and j.mk more active frames
- ex aa throw is cancellable to jumpins on the way down, and recovery cancellable to attacks
- 2hp launches slightly higher, has a 2nd hit. slightly better hitbox/active for aa
- 5hp bigger hitbox
- 9lp faster
- can move sooner after successful spd
ken
- removed mk overhead
- first hit of shinryu no longer juggles
- anim changes
- fiddled w/ shoryu recovery
- meter gain stuff fiddled
- shoryu followup a lil easier to juggle w
- ex fireball the two fireballs are closer together, should be easier to avoid now
rolento
- if you input patriot without having it reloaded now he does a fwd roll. projectile invincible and passes through characters but otherwise hittable
- did some stuff to 9hp and 9lk
- rolento knives count as hits against fireballs / opposing attacks (you can still hit them) but count as projectiles vs characters (mainly for projectile invinc / armor)
- removed jump cancels from fierces. this might be a little extreme but let's see how it goes
sakura
- srk is airborne frame 1, some changes to pushback on hit to prevent some weirdnesses
seth
- 236236 supers are now 632146
zangief
- ex hand always knocks down, regular hands dont have special properties on counterhit anymore
- can always combo off ex spd. damage decreased
Hawk
- all DPs have startup invinc
- sped up DP+K throw recovery slightly
- j.d+MP/HP now works from all jumps
Dudley
- all DPs have startup invinc
Gen
- reduced chargetimes from 34~38 to 24 frames
- can now chain from lights (can no longer chain back into lights)
- walljump special OUGA now does a shorthop and leads into the same followups. Uses buttons for followups.
Adon
- last hit of
cinematic now does damage and can KO
- removed repeatable air normals, can still do specials off whiffed air normals
Akuma
- Did some stuff forgot what
- Air FB super changed to QCFx2+P
- all kicks chain
- he got the fireballs back ok
Gouken
- he now has parries again, f+PP for high/mid, df+PP for low. f+PP in the air.
- all charges are gone bye charges cya charges maybe next life
- Denjin (QCFx2+P) is back to the normal joystick mashable one, with some changes.
- QCB+P now has an overhead KD followup (b+P) and a launcher followup (f+P) on hit or block
- EX QCB+P no longer has the 2nd hit but does 100 dmg on its own, same as the heavy version
Cammy
- airthrow now just bounds GUESS WHAT THE INF DISAPPEARED
- QCBx2+K super last hit has a more centralized and bigger hitbox so it should hit always
Poison
- All BAKE LIKE A DOG specials now have startup invinc in return for more recovery on stronger versions.
- BAKE LIKE A DOG can now cancel into specials other than BAKE LIKE A DOG
- Poison Kiss now does damage
- Increased cancel window from fireballs
Ryu
- fixed QCF+KK doing the EX overhead punch instead
September 12, 2014
Deejay
Cammy
- fixed airthrow infinite
- QCBx2+K super fixed
Elena
- fixed 2HK juggle points from 127 to 1 JP bye inf!!! bye inf
Poison
- fixed poison kiss opponent invisibility
- all dash normals are now faster sliding versions of the regular stand normals
- love storm hits 6 times with no cinematic, less startup faster recovery
- qcbx2+k, new super. Goes half screen, passes through projectiles
- qcf+k, new move, the upkick from the 4th EX whip hit. Launches opponent, travels different lengths. EX version lets you jumpcancel. Replaces old AA special
- EX whip rekka is much faster, has no 4th hit.
- Whip normals all crush projectiles, have improved hitboxes and longer active time. 2HP and 5MP especially are improved for better AA
- f+MP is now the double slap normal, f+HP is a heavier version of the elbow overhead, now with the ability to cancel into air normals and air fireballs
- qcfx2+k doesn't move forward, but is invincible throughout the hitting parts of the move
- poison kiss has longer throw range, faster superfreeze, and opponent is ground hittable after the nut kick
- all normals now juggle. lights always reset, mediums and heavies can hit twice each. Don't get AA'd
- all jump normals have a reset or juggle
Hakan
- hopefully fixed oiled mash LK/LP infinite
T. Hawk
- slowed down unchained f+MP
- chained f+MP is not overhead
- QCBx2+P super has proper superfreeze invincibility, goes across the screen a bit slower
September 8, 2014
balrog
- throw damage up
- proper lmh chains now
- headbutt super / rc cancellable
- some changes to cancellable normals
- juggle changes
- 9mp is different
- 5mp fiddling
chun li
- fastfall off walljump fixed
- removed leftover ex sbk cancels
fei long
- rekkas are now just 6p for 2nd and 3rd
- new jump arc
- did some stuff forgot what
decapre
- some fiddling with scramble mode jumpins
- divekick hits overhead
- fireball super better startup
- scrmbl feint recovery
- whiff cancel air normals to spiral arrow
- changed some stuff regarding hitstun / recoveries of various moves, 5hp xx whiff jab infinites should be gone, based on the variations i've tried.
- did some stuff forgot what
rolento
- 9mp hitbox fiddling
- 2mp no longer hits low
- fierces no longer break counters for no reason (whoops)
- damage fiddling
- did some stuff forgot what
honda
- fixed light mashing freezes
cammy
- improved dash animation, and airdash recovery
- airdashes can now be done absurdly low to the ground
- airdashes can now be done out of hooligan
- can no longer SJC off standing normals
- can no longer do air normal chains or delayed air normals
- 2HK now uses 5HKF animation
- 5HK now uses 5MKF animation
- reduced times you can juggle with grounded MP/MK
- airthrow is hooligan airthrow which leads into followups
- sped up forward throw animation
- can airdash out of hooligan
- EX spin (QCB+PP) recovers much earlier
- sped up
startup and made it cancellable from normals/specials, decreased damage from ~400 to ~250
replaced with latter part of gyrodrive smasher, input is (QCBx2+K)
hugo
poison
projectile is slower, disappears close
- all ground and air normals should now hit at any point in a combo (reset)
- can cancel whip rekka into
at any time
- all QCB+K specials are faster
elena
- fixed QCB+HK infinite
- fixed 5MP juggle infinite
- Reduced damage off supers
- 6MK is now cancellable
did some stuff forgot what
- did some stuff forgot what
August 25, 2014
chun li
- fireball hitbox slightly smaller
- fireball less blockstun
- kikosho pushes back less far, worse recovery
- upkicks are counterhit status on the way down
decapre
- fixed 2hp not breaking armor
- throw fiddling
- sting damage fiddling
- 2hk knockdown different
- fixed bugged cancelling scrambles into ex scrambles, now works properly
- 5hp 2nd hit less hitstun, less recovery (infinites should be gone?)
- 2hp less hitstun, less recovery (infinites should be gone?)
rolento
- fixed m and h supers hitting fullscreen for no reason, and audio tweaks
- fixed throw tech related bugs
sagat
- 6hk active frames slightly longer
cammy
- removed sjIAD infinite that works on hugo
poison
- fixed 2LK/2LP freezing inputs
elena
- fixed 2LK/2LP freezing inputs
- fixed alpha counter input
- fixed alpha counter not being invincible for the entire hitbox duration
- fixed roll_b/f jump height and animation
cody
- removed knife mode cr.MK st.HK QCF+LP infinite
hugo
- fixed AA throw doing no damage off juggle combos
honda
- removed all his armor
- made
super much faster, has no superfreeze
- hamburger
- slowed down light cancels
- slowed down flight
August 23, 2014 - USF4 Remix
blanka
- minor hop tweak
- sa1 doesnt stop on wall
decapre
- too many to list. motion char now try stuff
rolento
- too many to list
rose
- soul throw is airborne f1
sagat
- removed tiger genocide
- fixed some bugs with lp uppercut introduced by steamworks
- tiger destruction is 214214k
zangief
- fixed a visual bug with normal throws
Yang
Rufus
- cleaned up float (hold up during jump)
- changed dp kick to
motion, made DPs less weirdo looking
- air messiah exists now
- changed
input to qcfx2+K
- changed 2LP anim to 2HP
- 2LP now uses original anim
- 3HP is old 2HP anim
- both messiahs now stay active until landing
Gen
and EX hands now hit properly
- removed all trigger stuff, all supers now do 200 dmg
- mantis stance also has Medium * Heavy chains now, removed 5MK target combo
- 9HP doesn't stop in the air
Hugo
- Dash is a run
- Walkspeed is faster
- Has chains
- all normals and specials can combo into HCB+K walltoss or DP+K AA grab
- most normals are faster
- 6HP is now 5HP, 5HP is overhead 6HP
- Palms are slightly worse to not make the chains lead into infinites. Can combo into HCB+K
- Lariat is now QCF+P, can cancel into DP+K
- Squasher input is now HCF+K
- 5HP on juggle causes wallbounce, 9HP causes air spin
- J.2HP bodysplash is active the entire way down
- Changed hit sounds from focus hitsounds (what the fuck) to more reasonable ones.
- HAMMER MOUNTAIN is QCFx2+P, hold to feint
is 720+P and
is QCFx2+K
Elena
- HOOBOY
- Removed all the cardboard sliding sounds that are TOO LOUD for SF4 (they're the right volume in SFXT)
and replaced them with more fitting normal woosh sounds (like in 3s) (Seriously they're louder than hitsounds wtf)
- Replaced certain JAB SOUNDS with more appropriate hitsounds. (Likely because of the SFXT conversion process)
- has chains
is now QCF+P
- MALLET SMASH is now QCB+P instead of HCB+P
- RHINO HORN is now QCF+K
- QCB+K is a bunch of different special moves repurposed as rekka moves. They can all chain into each other.
do one rekka twice in a row for a launcher (LK,MK) or a knockdown (HK). Can also chain into QCB+P or QCF+P
- QCB+P can chain into QCF+P and QCF+K
- QCB+P now crosses over less on standing opponents due to hitreel changes
- Jumps are a bit lower
- SPINNINGU BEAT is QCFx2+P
- BRAVE DANCE is QCFx2+K
- HEALING is D+PPP and it swallows whatever meter it wants. This is the price you pay
Poison
- No chains
- Much improved walkspeed
- All standing attacks are the far versions, albeit faster in most cases
- Dashing leads into sliding versions of her close standing normals
- Backdash is a hop, can be cancelled with air move
- D,UB/UF inputs are hyperhops, D,U is a neutral superjump. All of these can be stick controlled
- Has air fireballs with j.QCF+P. Different angles
- Whip Rekka followups can be done by holding Back and pressing P
- Thunder Whip is QCFx2+K
- Love Storm is QCFx2+P
- Poison Kiss is QCBx2+P
August 5, 2014
abel
- 9/8mp crumples
- 8mp juggles
- lights chain late to mp
- ex aa throw changes
- 9hp and air wheel kick hitboxes bigger
akuma
- possibly fixed a very hard to replicate bug with demon flip throw super
- all normals chain to 2hk
- throw range fiddling
chun
- removed charge super
- sa1 fiddling
- sa2 fiddling
- sa2 cancels to sa2 (4 meters!)
- 8hp juggle changes
- 2/5lp/lpf moves chain to 5hk
- slight damage nerfs
- 5mk/5mkf cancel to 3hk
- 3hk uncrossup hitbox extended
- 6mk startup sped up and active frames increased
- tensyokyaku hitbox bigger
guile
- builds less meter on air sonic boom
fei long
- mediums no longer chain to fierces
- air upkick
- all upkicks more invinc
hakan
- fixed bug where char freezes from 2hp
- removed throw counter from
cmd grab
- more recovery, less armor on shoulderdashes
ibuki
- removed some dubious super cancels where she teleported to the ground
- can cancel ex upkick into ex fake kunai properly now
- air super damage decrease
juri
- fixed corner juggle loop
ryu
- qcb+p overhead punch
- first hit of qcb+k tatsu hits crouching
- fixed 5MP * 6HP infinite
sagat
- fixed dashjump (again)
- 2mk hits twice
- 2lk hits twice
- far mk recover 1f faster
- small buffer for 6lk links
- air tiger knee (yes you can tiger knee it)
yun
- fix alpha counter because steamworks broke it
yang
- has a different QCFx2+P super from alt. stance
- decheapened normal stance QCFx2+P super
- removed jumpcancel from slashes
honda
- did some stuff forgot what
August 2, 2014 - Missing miriam's files, fixed in next version
abel
- 9/8mp crumples
- 8mp juggles
- lights chain late to mp
- ex aa throw changes
- 9hp and air wheel kick hitboxes bigger
akuma
- possibly fixed a very hard to replicate bug with demon flip throw super
- all normals chain to 2hk
- throw range fiddling
chun
- removed charge super
- sa1 fiddling
- sa2 fiddling
- sa2 cancels to sa2 (4 meters!)
- 8hp juggle changes
- 2/5lp/lpf moves chain to 5hk
- slight damage nerfs
- 5mk/5mkf cancel to 3hk
- 3hk uncrossup hitbox extended
- 6mk startup sped up and active frames increased
- tensyokyaku hitbox bigger
guile
- builds less meter on air sonic boom
fei long
- mediums no longer chain to fierces
- air upkick
- all upkicks more invinc
hakan
- fixed bug where char freezes from 2hp
ibuki
- removed some dubious super cancels where she teleported to the ground
- can cancel ex upkick into ex fake kunai properly now
- air super damage decrease
juri
- fixed corner juggle loop
ryu
- reduced hitstun off 6hp to prevent loops
sagat
- fixed dashjump (again)
- 2mk hits twice
- 2lk hits twice
- far mk recover 1f faster
- small buffer for 6lk links
- air tiger knee (yes you can tiger knee it)
yun
- fix alpha counter because steamworks broke it
June 22, 2014 - Pre-Ultra preperation
system
- many supers are changing inputs because usf4 soon
abel
- fixed issues with brainless dimension
- removed 236236p
- breathless is now 236236p
balrog
- fixed more issues w/ headbutt input
- fixed freeze with 236lp
- sa2 damage up
blanka
- counterhit frames on several moves extended
- 3hp replaces 2hk, no more 3hp input.
- ball recovery on hit/block no longer cancellable to other non-ex air balls
- sa2 supers are 214214 inputs
- super armor nerfs
chun li
- sa1 is 214214k
- 4mk can be rc
- 4mk4mk doesnt hit crouchers. maybe extreme change, but we'll see how she plays and then readjust as needed
- 5hk, close 5mk force stand
evil ryu
- fixed raging demon bugs for sure this time
- shoryu super fiddling
- hado super is 214214p now
fei long
- counter super is 214214k
- can no longer hold counter super indefinitely
guile
- dash not cancellable until very end, but goes farther and goes through characters
- 2 hit booms are gone again hm
ibuki
- did something, forgot what
ken
- sa2 is 214214k
makoto
- gutpunch super is 214214k
- rushpunch charging / feint removed
rufus
- 6mk and 3mk are now super and rc cancellable
- end of space opera symphony can rc on hit
- 9mp fiddling
- ex messiah hitstop reduced
- 8lp = 9lp
- hold up at peak of the jump to float a little
- 2hp sucks in
- 2hp xx 3mk or 2hp xx 6mk chain
- back throw hitting anim recovers faster
rose
- illusion spark is 214214k
- illusion spark animation fiddling, damage increase
sakura
- fireball supers are 632146P/K
seth
- sa2 is 236236p
yun
- youhou is 214214p now
- youhou fiddling, anim changes, juggle potential changes. 2nd hit is unblockable if you're not already blocking
T.Hawk
condor spire is faster,
condor spire knocks down and travels a bit farther
condor spire goes almost fullscreen and bounces back on hit or guard, is cancellable into condor dive on hit. This version also connects off far HK. EX version goes
distance but also bounces on hit
- dp+K cmd throw can be cancelled right on groundbounce, can also be cancelled into jump now
- Four different kinds of condor dive.
version works as a crossup from right above
- jumping d+HP stays out until landing
- naked f+MP is a bit faster. No change to cancelled f+MP
QCBx2+K animation is twice as fast, slightly less damage
Adon
- QCF+P launcher followup is just P again
- overhead is back on f+MP, cancels into special
first hit only hits on standing, entire
does -20 damage.
qcbx2+K gives full animation on any hit
- can only cancel off other specials into EX specials
- Jaguar kick jumps are more sensible
- EX jaguar kick attack makes more sense!!!
Dudley
- Chains are now LP-MK-HK or LP-6MK-6HK etc
and
now only leads into punch or kick
- rose barf is HCB+P
- thunderbolt is now air only, HCB+P
is QCF,HCB+P
Honda
Gouken
Dan
Oni
Juri
C.Viper
- Can now airdash with ff, bb as well as with PP
- Changed Bionic Arm to QCB+PPP
changed to DP+PPP
changed to to D+KKK
M.Bison
Deejay
- Counter super not ultra-specific, input changed to QCBx2+P
is overhead into Sobat Festival, QCBx2+K
- QCB+K kicks are all overhead again
- shortjump startup is twice as fast
Cody
- Knife QCF+P is just a straight toss again.
version is slower than it was.
- knife QCB+P changed to saving attack anim,
and
hit mid,
and EX versions have lots of startup, hit overhead, have startup invincibility, do lots of hitstun
changed to QCFx2+P
Guy
Hakan
- Sliding is now cr.HP
- Unoiled also has chains and dash attacks
- HCB+P throw doesn't slide forward unoiled anymore
- HCB+P launched opponent comes down faster
changed to HCBx2+P
Yang
is now QCBx2+P
- QCFx2+P has more startup, can now cancel into it as other supers
- PPP changes to an alternate stance with different normals, walkspeed, dash and backdash, and some specials
Alt. Stance changes:
- backdash hits and launches
- QCF+P does slashes
Fuerte
June 8, 2014 - Steamworks compatibility update
system
- directional wakeup (direction * any 2 buttons while waking up) is 15f hit/proj invinc instead of 8f
balrog
- fixed special move input overlap
chun li
- 5lkf always does 5lk now
- 2lk hitbox reverted
- hitstun / blockstun decreased on 4mk / 4mk4mk
- random damage fiddling
- 92mk juggle changes
evil ryu
- fixed raging demon freeze
fei
- all specials do him 25 grey damage on startup
- counter super, 1inch punch super, and command throw heal back a little if they connect
- h backhand cancels to dashes on startup
sagat
- fixed dashjump
- angry scar heals a little
seth
- divekicks are now qcb to prevent overlap w/ walljump
yun
- fixed bugs with h command grab, slowed it down
zangief
- some normals air chain into 9hp and 8lp
- 2hk sped up
ryu
- gave him back shinkuu tatsumaki as a U1(qcbx2+k)
- he got full chains back
- can cancel into f+MP and f+HP from anything. f+MP from f+HP
May 23, 2014 - UFGTX
akuma
- fixed far mk xx ex hadouken cancel
- air fireball damage up
- ex overhead slowed down
- dash faster
abel
- 5mp xx 5hp chain
- always 5mkf instead of 5mk
- 5mkf hitbox bigger
- 5lk xx 5mk
balrog
- rushpunch is 236p
- rushpunch feint is [4]6k
blanka
- [4]6 inputs are now 63214
- [2]8 inputs are now 623
- damage adjustment
- air balls go downward, no longer stop on wall
- fierces knock down
- fixed counterhit frames on some moves
- ground horizontal ball no longer counts as airborne
- 5lk hitbox bigger
- 3hp fiddling to match his other moves
chun li
- legs is now qcf k, still mash k to extend
- lp counter now does backthrow animation, and no longer grabs crouching opponents
- mp counter no longer hits air, startup 18f, only absorbs physical hits
- hp counter shoots an mp fireball now
- 8lk replaced with 9lk
- 5mp, and 4mkmk chain to 3lk
- removed 5hpf xx sbk
evil ryu
- meter gain decreased
- fixed teleport bugs
- air tatsu juggle fiddling
- damage adjust
- evil trigger startup has actual recovery
- tatsus now properly super cancellable
- removed 6mp jump cancel
- fixed demon sometimes being unjumpable (thanks David Sirlin)
fei long
- ex air kick is now hit and proj invincible
- slight air kick height reduction
- air kick hits overhead
- 9lp, 9mp, 8hk, 8lp, 8lp more active
- super cancellable moves now cancel into counter too
- back hand is super cancellable
- rekkas cancel into 1 inchpunch and counter on whiff
- 5lkf, 2hp hits low
- rekka super pushback decreased, shouldn't become unsafe on hit sometimes anymore
- fixed input bug w/ shoryu motion, prevents further overlaps. inputs like 4541 should no longer count as his reverse dp motion for no reason (what the actual fuck capcom)
- upkicks uses shoryuken motion, should no longer overlap with command grab
- reduced meter gain for whiffing dp
- no height restriction on dp xx air kick cancel
- backdash invinc extended by 4f
- fwd dash recovery sped up
- 5lk hitbox bigger
- hk command grab isnt a grab, hits low
guile
- visual fixes w/ air super
- 5mp
6hp whiff cancel
- no longer a family man
- (air) ex sonic boom armors through projectiles, recovers faster
- (air) ex sonic boom moves forward a little bit
- flash kick a frame or two more invincible
- 8lk active the whole time
- 8mk
8lk chain
- fixed cancel windows on sonic boom
- 2hk 2nd hit reaches farther, shouldn't whiff when 1st hit hits
makoto
- tosanami animation fiddling, gravity fiddling too
rose
- extend ex soul spiral invinc
- 5hkf, 8hp better hitbox
- 5mpf always does 5mp, better hitbox, -1f recovery, +1f active
- 2mp no longer crumples on counterhit
- can chain into 2hk from lights
- 2hp better antiair
- mp and hp fireball startup sped up a little
sagat
- removed counterhit wallbounce on 2hp
sakura
- shoryu builds less meter on whiff
- counterhit hadoukens same type of hitstun as reg
- 2hk more recovery
- lk tatsu knocks lower, -2 blockstun, slightly more chip damage
- 5mk/5mkf knocks down on juggle
- 5mkf special cancellable
- srks juggle a little lower and farther, combos should still be the same but kd setups are worse
seth
- 2hp faster startup, bigger hitbox
- fireballs recover faster
- fiddling w/ divekick animations
zangief
- all jumpins better hitboxes
- 2mk, 5mkf cancellable
- 2lk, 5mkf hitbox bigger
- green hands are different
- makes same sound for punch and kick lariat
- forward dash ends sooner
- 5lp
5mp chain
- 720p startup visual fix
yun
- genei jin time reduced
- fixed super cancels
- meter gain greatly reduced on most stuff
- command grab can't be combo'd out of, but gives a lot of meter
- lp shoulder knocks down
gouken
- made dash go slightly further
- high jump is more like a hyperjump
- mash lights
is now far version
instead of close
- close and far
are now both close
- can cancel on whiff any normal into f+MP/HP/MK/HK and f+MP/MK into f+HP/HK
- f+HP is far
with more startup, but pulls opponent towards
- f+MK is old close
- f+HK is old close
and is now a 1-hit KD overhead
- charging hadoken all the way stores a doken for that motion
- qcfx2+p super stores a denjin fireball on qcf+p
- can cancel anything including stored fireball anim into a stored fireball
- palms are now qcb+p
- palm->shoryuken super qcbx2+p
- qcfx2+k
shin shoryuken has longer but invincible startup
- qcfx2+k
denjin hadoken works more like shinkuu hadoken
- both ultras are now 750 meter because of d m g
- lost all ground parries of any kind sorry
- lost harddrive super
- lost backdash cancel
gen
- made crane cr.MK faster
- made crane st.HK faster
- can supercancel out of roll attack roll
- upkicks roll before the actual attack like yang's upkicks
- upkick followups can be done with any kick strength
- can chain into
or
from any crane normal
- crane
2nd hit can be cancelled into shortjump, also on whiff
- crane cr.HP works like a focus attack. fully charged does 150 armor dmg and is ~*UnBlOckAbLe*~
- mashable lights into eachother except for standing
in both stances and cr.LK in crane.
- Stance switch from a normal slows down time like in the matrix except gen is old
- can cancel into air supers or bomb trigger from any upkicks followup
- new supers for U1. QCBx2+K on the ground for a OLD FUCKER TORNADO. QCBx2+P in the air for DIVE POKE
- qcfx2+P, qcbx2+P air
and qcbx2+P
does no damage in the attack, but activates a "bomb"
- to trigger a bomb, press QCF+HP+HK for QCFx2+P activated bomb and QCB+HP+HK for the other kind.
- removed crane cancels to lights for now, since his lights got upgraded
- removed gen's third stance for now
- gen's old
cody
vega
- mash lights!!!! YEEAAAAHHH
- scarlet upkick thing has lenient up motion instead of strict up.
- QCB/QCF+K does the walljump
- press up for normal walljump followup
- Press P at the wall for cross screen claw thing
- Press down from wallstick to get off wall.
- Vega can now do BLOODY HIGH CLAW in the air with qcfx2+p in
- Vega
SPLENDID CLAW motion is now charge b-f-b-f+K to prevent overlap
- df+HK now works off normals i guess
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
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
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
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
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 -