Ultra Street Fighter 4 Changes

Our friends at Shoryuken.com have posted the changes made to your favorite Street Fighter 4 character on their website. Remember these are the changes noted since the last location test.

Changes
Abel
◾Close Standing HP first hit hitbox greatly expanded downward
◾Far Standing HK start-up reduced from 14F to 13F; active frames increased from 2F to 3F; hurtbox added to attacking foot on the 1st attack frame
◾EX Falling Sky active frames increased from 2F to 3F; upper-body invincibility increased from 6-7F to 6-8F
◾Heartless (Super Combo) active frames increased by 2F
◾Soulless (UC1) pushbox greatly expanded upward, easier to connect from Crouching HP in the corner

Adon
◾Close Standing HK hitbox slightly expanded forward and upward
◾Far Standing HK changed from 2 hits to 1 hit, damage changed from 40*80 to 120
◾Jaguar Crunch (6+MP) frame advantage against standing opponents reduced from +4 to +3
◾L and M Jaguar Kick damage reduced from 140 to 130
◾H Jaguar Kick damage reduced from 130 to 120
◾All versions of Air Jaguar Kick chip reduced to half
◾EX Air Jaguar Kick 1st hit active frames 2F and later now overhead
◾L Rising Jaguar Kick 2nd hit on grounded opponents floats higher upward and slightly more forward, easier to follow in the corner
◾Jaguar Revolver (UC1) forward movement from 2nd hit and after slightly shortened, easier to connect on close opponents; damage reduced from 510 to 480

Akuma
◾Close Standing MK now forces stand on hit; start-up reduced from 5F to 4F; hitbox expanded downward
◾Crouching HK can no longer be cancelled into Wrath of the Raging Demon (UC1)
◾All versions of Back Jump Zanku Hadoken recovery increased by 2F
◾M Goshoryuken 2nd hit can no longer be EX Focus-cancelled on hit
◾H Goshoryuken 2nd and 3rd hit can no longer be EX Focus-cancelled on block; invincibility time reduced from 6F to 5F
◾L, M and H Hyakkishu now has EX Zanku Hadoken follow-up

Balrog
◾L Dash Straight changed from -2 to -1 on hit, from -3 to -1 on block
◾L Dash Swing Blow charge time reduced from 55F to 44F 35F; stun reduced from 80 to 70; changed from +10 to ±0 on hit, from -5 to -2 on block
◾M Dash Swing Blow charge time reduced from 55F to 50F 4oF; changed from +10 to +2 on hit, from -7 to -6 -3 on block
◾Turn Punch charge from Level 2-5 is ~2 second per level, later levels rise at ~4 second per level
◾Violent Buffalo (UC1) last hit changes to a straight when holding P, uppercut when holding K; 4th and 5th hits no longer unconnect during combos
◾Dirty Bull (UC2) input command changed from 63214×2+PPP to 720+PPP; recovery reduced from 58F to 48F; throw range extended from 1.09 to 1.3; damage reduced from 399 to 120

Blanka
◾Forward Dash total frames reduced from 21F to 20F
◾Close Standing MK now airborne from 3F
◾Crouching MK pushback on guard and hit increased; changed from +4 to +5 on hit
◾H Rolling Attack knocks down the opponent at all distances
◾All versions of Backstep Roll cause 2F more block stun
◾All versions of Vertical Roll can be EX Focus-cancelled on hit or block

C.Viper
◾Close Standing HP damage increased from 90 to 100
◾Far Standing HP damage increased from 90 to 100
◾Far Standing HK hurtbox slightly reduced
◾Crouching MK hitbox slightly expanded forward
◾Level 1 Focus Attack start-up reduced from 26F to 23F
◾Level 2 Focus Attack start-up reduced from 17F to 13F after button release
◾Level 3 Focus Attack start-up reduced from 70F to 68F
◾L Thunder Knuckle hitbox slightly expanded
◾M Thunder Knuckle now +4 after EX Focus-cancel → Forward Dash on hit; bug where M Thunder Knuckle → EX Level 2 Focus → Forward Dash would not work fixed; cannot be EX Red Focus-cancelled on hit
◾H Thunder Knuckle cancel recovery increased from 6F to 7F
◾Emergency Combination (Super Combo) damage increased from 330 to 350
◾Burst Time (UC1) smoke visual effects reduced
◾Burning Dance (UC2) start-up reduced from 10F to 9F, height restriction removed

Cammy
◾Close Standing HP damage reduced from 85 to 80 75; stun reduced from 150 to 120
◾Far Standing HP 1st active frame damage reduced from 80 to 70; 2nd and 3rd active frame damage reduced from 100 to 70, stun reduced from 200 to 150
◾Crouching LK start-up increased from 3F to 4F; can no longer be chain-cancelled into Crouching LK
◾Crouching HP damage reduced from 90 to 80; stun reduced from 200 to 150; changed from +7 to +6 +5 on hit
◾L, M and H Cannon Strike height restriction slightly relaxed; recovery increased from 5F to 7F 9F
◾EX Cannon Strike block stun reduced by 4F
◾Hooligan Combination now has normal Cannon Strike follow-up
◾Gyro Drive Smasher (UC1) non-cinematic last hit damage reduced from 210 to 170

Chun-Li
◾Vitality increased from 900 to 950
◾Jump total frames reduced from 41F to 35F
◾Rear Spin Kick (3+LK) hitbox expanded, start-up reduced from 12F to 10F
◾Yosokyaku (Jump 2+MK) hitbox expanded downward and horizontally
◾L, M and H Spinning Bird Kick now knock down on last hit
◾EX Spinning Bird Kick hitbox slightly expanded forward and downward; 5th hit hitbox slightly expanded upward
◾EX Kikoken now causes knockdown on hit
◾EX Hazanshu now has armor-break properties
◾Kikosho (UC2) damage increased from 330 to 365 380; invincibility increased from 8F to 9F, covering the start of active frames

Cody
◾Back Dash distance slightly increased
◾Crouching MK changed from -6 to -2 on block, from -3 to -1 on hit
◾Crack Kick (6+HK) now airborne from 8F instead 1F
◾Knife ground attacks now can be used as follow-ups, can combo after L Criminal Upper; corresponds to Standing LP, Crouching LP, Standing MP, Crouching MP, Standing HP, Crouching MP
◾Knife Throw now has armor-break properties
◾Zonk Knuckle can now be EX Focus-cancelled
◾EX Criminal Upper pushback on block reduced by half; now strike invincible until 1F before active
◾Last Dread Dust (UC2) damage reduced from 506 to 466, forward movement slightly increased

Dan
◾Far Standing LP hitbox slightly expanded upward
◾Close Standing HK input command changed to 4+HK
◾Crouching Taunt meter build increased from 0 to 40, meter build on hit reduced from 70 to 0
◾Air Taunt meter build increased from 0 to 10
◾L Dankukyaku hitbox expanded downward
◾H Koryuken 1st hit hitbox slightly expanded forward
◾Shisso Buraiken (UC1) 1st hit now has armor-break properties
◾Haoh Gadoken (UC2) now hits full on air opponents, 331 damage on air hit

Dee Jay
◾Far Standing MP start-up reduced from 7F to 6F
◾Far Standing HP late active frame hit now floats air opponents on counter-hit
◾Crouching LK start-up reduced from 5F to 4F
◾Crouching MP hitbox expanded forward
◾Crouching MK damage increased from 70 to 80
◾Crouching HP hitbox expanded forward
◾Knee Shot (2+LK during forward or back jump) hit stun increased by 3F
◾Air Slasher chip damage increased from 12 to 15
◾L Double Rolling Sobat changed from -5 to -3 on block
◾M Double Rolling Sobat 1st hit hit stun increased by 1F, changed from +6 to +7 on hit after EX Focus-cancel → Forward Dash
◾EX Machine Gun Upper changed from -5 to -8 on block, -9 to -12 on block with mash; can be EX Focus-cancelled on hit or block, with or without mash; 1st hit hitbox slightly expanded forward; floats the opponent higher on hit, with or without mash
◾Sobat Festival (UC1) forward movement increased

Dhalsim
◾Standing MP start-up reduced from 10F to 9F; hit and block stun reduced by 1F
◾Standing HP damage increased from 75 to 80; changed from ±0 to +1 on hit
◾Standing MK changed two hits, damage 40*30, stun 100*100
◾4+LK damage increased from 30 to 40
◾4+MK pushback on hit and block reduced
◾4+HK damage increased from 90 to 100
◾L Yoga Blast hurtbox reduced
◾M Yoga Blast start-up reduced from 15F to 14F
◾EX Yoga Blast damage increased from 90*50 to 90*60; causes soft knockdown instead of hard knockdown on hit; hitbox slightly expanded forward
◾EX Yoga Flame damage increased from 50*70 to 70*70; hitbox slightly expanded horizontally
◾Yoga Shangri-La (UC2) throw range slightly increased

Dudley
◾Standing HP hitbox slightly expanded forward and downward
◾Standing HK counter-hit pushback reduced
◾Crouching LP hitbox slightly expanded forward; Crouching LP → 6+LP chain-cancel no longer works, except when Crouching LP itself is chained into
◾6+HP knocks down on air hit
◾Crouching MK start-up reduced from 8F to 7F
◾Kidney Blow (6+MK) hitbox slightly expanded forward
◾All Target Combo damage increased by 10
◾Target Combo 1 (6+LP → MP) 2nd hit chip damage on block removed
◾Victory Rose (2+HP+HK) damage increased from 0 to 1; changed from +6 to +13 on hit
◾L Machinegun Blow changed from -2 to -1 on block
◾H Machinegun Blow pushback on hit reduced by half
◾L, M and H Short Swing Blow throw invincibility extended until the end of active frames
◾EX Short Swing Blow throw invincibility extended until the end of the 1st hit’s active frames

E.Honda
◾Close Standing HP hitbox expanded upward
◾Far Standing HP tip damage increased from 80 to 90
◾Far standing HK changed from -7 to -6 on block; hitbox slightly expanded forward
◾Diagonal Jump MP hurtbox slightly reduced
◾Diagonal Jump MK active frames extended by 1F
◾EX Sumo Headbutt pushback on block reduced
◾EX Oicho Throw now completely invincible from 1-5F
◾EX Hundred Hand Slap changed from +4 to +5 on hit
◾Super Killer Head Ram (Super Combo) start-up reduced from 11F to 8F
◾Orochi Breaker (UC2) start-up reduced from 2F to 1F; throw range increased from 1.16 to 1.4; input command changed to 720+PPP

El Fuerte
◾Close Standing LP hitbox expanded downward
◾Far Standing LK start-up reduced from 5F to 3F; can no longer be cancelled
◾Close Standing MK start-up reduced from 14F to 11F; recovery reduced from 14F to 13F
◾Far Standing MK recovery reduced from 15F to 14F
◾Close Standing HK start-up reduced from 12F to 10F
◾M Guacamole Leg Throw invincibility time increased from 1-5F to 1-10F
◾H Guacamole Leg Throw invincibility time increased from 1-7F to 1-16F
◾EX Guacamole Leg Throw recovery reduced from 10F to 6F; now hits grounded opponents
◾Lv1, Lv2, Lv3 and EX Quesadilla Bomb start-up reduced from 17F to 14F, recovery reduced from 18F to 14F
◾EX Quesadilla Bomb throw invincible from 1-7F
◾Fajita Buster damage increased from 150 to 180
◾Tostada Press active frames increased from 7F to 8F
◾Gordita Sobat recovery reduced from 18F to 17F

Elena
◾Standing MP upper-body hurtbox expanded
◾Standing LK start-up increased from 3F to 4F, hurtbox expanded to same extent as Yang’s Far Standing LK
◾Standing MK upper-body hurtbox expanded
◾Crouching LP start-up reduced from 4F to 3F
◾Crouching MP hitbox expanded forward
◾Crouching HP active frames increased from 2F to 3F
◾Crouching MK upper-body hurtbox expanded
◾Crouching HK hurtbox greatly expanded upward
◾Jump HP hitbox size reduced
◾Round Step command changed from Standing HP → 4+HK to Standing HP → HK; 2nd hit wind visual effect removed
◾Handstand Kick (6+MP) damage reduced from 80 to 70
◾Handstand Whip (6+MK) damage reduced from 60 to 50
◾Slide (3+HK) active frames reduced from 14F to 13F
◾All versions of Lynx Tail pushback on hit reduced, easier to use in combos
◾L Lynx Tail damage reduced from 90 to 60; changed from -4 to -9 on block
◾M Lynx Tail changed from -7 to -9 on block
◾H Lynx Tail changed from -9 to -13 on block
◾L Mallet Smash start-up increased from 20F to 21F; changed from -1 to ±0 on hit, from -11 to -5 on block
◾M Mallet Smash start-up increased from 23F to 25F; changed from ±0 to +3 on hit, from -10 to -3 on block
◾H Mallet Smash start-up increased from 25F to 27F; changed from +3 to +6 on hit, from -7 to ±0 on block
◾All versions of Rhino Horn no longer hit crouching opponents; hitbox itself expanded downward, at close range if the 1st hit connects does 3 hits total
◾L Rhino Horn changed from -10 to -6 on block
◾M Rhino Horn changed from -13 to -5 on block
◾H Rhino Horn changed from -15 to -3 on block
◾EX Rhino Horn follow-up capability improved, easier to use in air combos; recovery reduced from 22F to 19F
◾H Scratch Wheel now considered grounded until the 1st frame of attack start-up
◾EX Scratch Wheel damage reduced from 210 to 180; stun reduced from 210 to 180; number of hits reduced from 5 to 4 hits; follow-up capability improved, easier to use in air combos
◾All versions of Spin Scythe follow-up attack now causes spinning knockdown
◾EX Spin Scythe knocks the opponent higher; like normal Spin Scythe, now has secondary input for follow-up attack
◾Spinning Beat (Super Combo) start-up reduced from 20F to 3F
◾Brave Dance (UC1) now connects all hits at the tip
◾Healing (UC2) Total frames after freeze increased from 80F to 102F; cancel timing at Revenge Gauge Max is only after 150 points of healing; Revenge Gauge Max, healing amount reduced from 525 to 345 (252 with UCW at Max)

Evil Ryu
◾Vitality increased from 900 to 950
◾Crouching MK block stun extended by 1F
◾Crouching HK start-up reduced from 7F to 6F
◾Senbukyaku (6+MK) hitbox greatly expanded downward
◾Target Combo can now be done from Far Standing MP
◾L Tatsumaki Senpukyaku movement distance slightly increased; float on hit lower
◾HK Ryusokyaku start-up reduced from 26F to 25F

Fei Long
◾Crouching LK start-up increased from 3F to 4F; can no longer be chain-cancelled into Crouching LK
◾Crouching MP damage increased from 55 to 65
◾L Rekka forward movement distance reduced
◾All versions of Tenshin now do 1 damage; take counter-hit damage during the move
◾EX Tenshin start-up reduced from 12F to 10F
◾L, M and H Rekka 2nd hit hit stun reduced by 2F
◾Shienkyaku no longer activates with 464+K input
◾Rekkashingeki (UC1) non-cinematic 3rd hit floats the opponent higher, when used in air combos the last hit now connects

Gen
◾Stun increased from 900 to 950
◾1F invincibility time on neutral wake-up removed

Mantis Style
◾Close Standing HP stun distribution changed from 100*100 to 150*50
◾Focus Attack hitbox size reduced to position of hurtbox
◾H Gekiro causes soft knockdown instead of hard knockdown
◾EX Gekiro now causes hard knockdown
◾L, M and EX Hyakurenko pushback on hit and block slightly reduced
◾All versions of Hyakurenko hitbox slightly expanded downward; recovery increased by 1F
◾Shitenketsu (UC2) hitbox slightly expanded forward; stun increased to 600

Crane Style
◾Crouching LP changed from +3 to +5 on hit
◾Crouching HP floats the opponent higher on counter-hit, can follow with Super Combo and other moves
◾Crouching HK recovery reduced from 29F to 24F
◾Diagonal Jump HP hurtbox expanded downward
◾Diagonal Jump HK hurtbox expanded downward
◾L Jyasen changed from +3 to ±0 on block
◾All versions of Jyasen last hit damage increased by 10
◾Oga hitbox slightly reduced
◾Teiga (UC2) start-up reduced from 10F to 9F

Gouken
◾Far Standing LK now Special-, Super- and EX Focus-cancellable
◾Crouching LP start-up reduced from 4F to 3F
◾Crouching MP changed from +1 to +3 on hit
◾Kongoshin no longer activated with 464+P input
◾Hyakki Gosai stun reduced from 200 to 100 160
◾L Senkugoshoha forward movement slightly increased
◾EX Tatsumaki Gorasen hitbox expanded downward and forward; start-up reduced from 7F to 5F; invincibility time reduced from 8F to 6F

Guile
◾Hurtbox on wake-up reduced
◾Crouching LP changed from +4 to +5 on hit
◾Crouching MK hitbox and hurtbox expanded forward
◾Reverse Spin Kick (4 or 6+HK near the opponent) hitbox expanded downward
◾Air Throw range slightly increased
◾All versions of Flash Kick invincibility time extended by 1F
◾Flash Explosion (UC1) start-up reduced from 7F to 5F; invincibility time reduced from 1-10F to 1-7F 1-15F; damage reduced from 510 to 450; 2nd Flash Kick start-up now slower, less likely to whiff on high air opponents on hit; during activation, if opponent is behind, corrects to face the opponent
◾Sonic Hurricane (UC2) damage increased from 300 to 330 350

Guy
◾Movement speed slightly increased
◾Far Standing LK hitbox slightly expanded upward
◾Far Standing HK active frames increased from 3F to 5F; hitbox expanded forward and upward
◾Crouching MP hitbox adjusted, no longer can be used as an anti-air
◾Ninja Sickle (3+HK) start-up reduced from 11F to 9F
◾Elbow Drop (Jump 2+MP version) hitbox expanded downward
◾Target Combo second hit expanded downward, easier to hit on crouching opponents
◾H Hozanto start-up reduced from 30F to 28F
◾Sudden Stop recovery reduced from 17F to 16F
◾Neck Flip first hit slightly expanded downward
◾EX Neck Flip now knocks down on air hit
◾EX Bushin Senpukyaku hitbox slightly expanded, easier to suck in opponent; start-up increased from 4F to 6F
◾Bushin Goraisenpujin (UC1) 2nd hit movement distance slightly increased, easier to use in combos

Hakan
◾Standing HP hitbox expanded upward
◾Crouching LK recovery reduced from 9F to 8F
◾Diagonal Jump HK hitbox expanded, easier to cross-up
◾Crouching MP without oil now Special-, Super- and EX Focus (excluding EX Red Focus)-cancellable
◾Crouching MP with oil now Special-, Super- and EX Focus (including EX Red Focus)-cancellable
◾Diagonal Jump MK hitbox slightly expanded, easier to cross-up opponent
◾Hakan Tackle (6+MP) changed from -5 to -4 on block, from -2 to ±0 on hit
◾Air Throw damage increased from 140 to 150
◾L, M and H Oil Rocket (No Oil) throw range increased from 0.97 to 1.05
◾EX Oil Rocket (No Oil) throw range increased from 0.97 to 1.2
◾UC1 (Oil Coaster) animation speed increased, reducing cinematic length
◾UC2 (Oil Combination Hold) animation speed increased, reducing cinematic length

Hugo
◾Crouching HP hitbox greatly expanded to match the visuals
◾Hammer Hook (6+HP) hitbox moved upward with the arm section
◾Leap Attack (Jump 22+MK) now airborne 2F instead of 1F; from 4F now lower-body projectile invincible; knock back on air hit changed to how Jump MK hits
◾Ultra Throw no longer activates without Back input; 1st hit no longer causes stun, 2nd hit stun increased from 100 to 150
◾Meat Squasher simple command removed, without Forward or Back input → through Down inputs → ending with Up input, will not activate
◾L Monster Lariat start-up reduced from 15F to 14F
◾M Monster Lariat start-up reduced from 19F to 14F
◾H Monster Lariat start-up reduced from 24F to 18F
◾EX Monster Lariat now has two hits of armor
◾L, M and H Shootdown Backbreaker now airborne on 4F instead of 2F
◾L Giant Palm Bomber start-up reduced from 19F to 15F
◾L, M and H Giant Palm Bomber active frames increased from 2F to 4F

Ibuki
◾Guard bug where El Fuerte’s 6+MK would cross over fixed
◾Crouching LP start-up reduced from 4F to 3F
◾Backhand Punch (HP → HP far from the opponent) now jump-cancellable
◾Hammer Kick (6+MK) hitbox expanded downward; changed from +3 to +2 on block
◾Target Combo 4 (LP → MP → HP near opponent) 2nd hit hitbox expanded downward
◾L Kunai throw angle now slightly weaker
◾L, M and H Tsujigoe recovery reduced by 6F
◾L, M and H Neck Breaker now cause soft knockdown instead of hard knockdown
◾All versions of Tsumuji hitbox slightly expanded downward
◾M Tsumuji recovery increased by 1F
◾EX Kazegiri invincibility time increased from 6F to 7F; 1st hit active frames 2-3F hitbox expanded, easier to use as an anti-air

Juri
◾Close Standing LP hitbox expanded downward
◾Close Standing MP start-up speed during Feng Shui Engine now the same as normal version
◾Close Standing MK start-up speed during Feng Shui Engine now the same as normal version
◾Far Standing MP now Special-cancellable
◾Far Standing LK start-up reduced from 5F to 4F
◾Far Standing HK hitbox size during Feng Shui Engine now the same as normal version; becomes airborne on 3F instead of 6F
◾Crouching MK start-up reduced from 6F to 5F; recovery reduced from 17F to 16F
◾Diagonal Jump HP no longer causes knockdown
◾Sekku (6+MK) now airborne from 1st frame of start-up
◾EX Fuhajin (M+H) now hits grounded opponents
◾EX Fuhajin (L+H) damage increased from 50*50 to 60*60
◾Kasatushi now takes recoverable damage when absorbing attacks
◾L, M and H Shikusen no longer can be done from back jump
◾EX Shikusen now has input follow-ups like the normal version, activates with any single K button; trajectory changes with button combination: L+M is L Shikusen, M+H is M Shikusen, L+H is H Shikusen trajectory
◾Second Impact and Third Strike hitbox expanded, less likely to unconnect
◾EX Senpusha invincibility time increased from 1-6F to 1-7F; changed from -14F to -15F on block
◾Feng Shui Engine (UC1) invincibility time reduced from 1-4F to 1-2F; at max Revenge Gauge, active length reduced from 900F to 700F
◾Kaisen Dankairaku (UC2) hitbox slightly expanded forward

Ken
◾Movement speed slightly increased
◾Close Standing MK hitbox expanded downward, easier to connect on crouching opponents
◾Crouching HK start-up reduced from 8F to 7F
◾Forward Step Kick (6+MK) changed from -2 to -1 on block
◾Thunder Kick (6+HK) changed from -1* to ±0 on block *Originally -4 on block. Whether it means on hit (originally -1) or block is unclear.
◾L, M and H Hadoken damage increased from 60 to 70
◾EX Hadoken damage increased from 50*40 to 50*50
◾M Shoryuken 1st hit now knocks down
◾H Shoryuken damage increased from 70*40*30 to 70*50*30
◾EX Air Tatsumaki Senpukyaku trajectory on activation changed
◾Shinryuken (UC1) non-cinematic damage increased by 30
◾Guren Senpukyaku (UC2) movement distance of first several frames slightly increased

M.Bison
◾Far Standing MP start-up reduced from 8F to 6F; now Special-, Super- and EX Focus-cancellable
◾Crouching LP start-up reduced from 4F to 3F
◾Crouching HP start-up reduced from 12F to 10F
◾Hell Attack (MP after Jump MP) now has the same hit effect as Jump MP, when Hell Attack only hits can follow-up with normal attacks
◾Bison Warp total frames increased from 42F to 47F
◾L, M and H Psycho Crusher leg hitbox can now be used as a follow-up in air combos
◾EX Psycho Crusher damage reduced from 75*75 to 75*60
◾L Double Knee Press changed from ±0 to -1 on block; damage increased from 60*30 to 60*40
◾M Double Knee Press damage increased from 60*50 to 60*60
◾H Double Knee Press damage increased from 70*60 to 70*70
◾EX Double Knee Press damage increased from 70*70 to 70*80; projectile invincibility increased from 12F to 19F
◾L, M and H Head Press start-up reduced from 22F to 20F
◾Devil Reverse movement speed slightly increased
◾Psycho Punisher (UC2) damage reduced from 450 to 420; charge time reduced from 55F to 42F 4oF

Makoto
◾Standing HP hit stun increased by 1F on crouching opponents (now matches the hit stun time when used against standing opponents)
◾Crouching HK stun increased from 100 to 200
◾Jump MK hitbox slightly expanded, easier to cross-up
◾Forward/Neutral Throw range increased from 0.9 to 0.95
◾Back Throw range decreased from 0.9 to 0.85
◾L, M, H Karakusa recovery on whiff increased by 4F
◾All versions of Karakusa take counter-hit damage during the move
◾EX Fukiage now hits grounded opponents, jump-cancellable on hit or block; damage reduced from 120 to 80; stun reduced from 200 to 100
◾L and M Tsurugi block stun increased by 1F; at lowest height L Tsurugi is ±0 on block, M Tsurugi is -2 on block
◾Seichusen Godanzuki (UC1) damage decreased from 480 to 440
◾Abare Tosanami (UC2) after the freeze now fully projectile invincible until landing

Oni
◾6+MK start-up reduced from 13F to 11F
◾Crouching HK start-up reduced from 9F to 8F; recovery reduced from 24F to 23F 20F
◾Focus Attack hitbox expanded forward
◾All versions of Goshoryuken can now be EX Focus-cancelled on the 1st hit; without lock, EX Focus-cancellable with the exception of the 2nd hit on hit
◾H Goshoryuken complete invincibility reduced from 1-8F to 1-5F, strike invincibility changed from 9-10F to 6-7F
◾EX Goshoryuken 3rd hit EX Focus-cancellable on hit
◾L Rakan Dantojin damage reduced from 120 to 110; stun reduced from 150 to 130
◾H Rakan Dantojin changed from -8 to -6 on block
◾EX Rakan Dantojin changed from -10 to -9 -8 on block
◾L Sekisei Jiraiken changed from -7 to -6 -5 on block
◾M Sekisei Jiraiken changed from -6 to -4 on block; 1F invincibility removed
◾L Gorai Hadoken total frames reduced from 54F to 52F
◾M Gorai Hadoken total frames reduced from 61F to 59F
◾H Gorai Hadoken total frames reduced from 69F to 67F
◾Meido Gohado (Anti-ground UC1) non-cinematic damage increased from 350 to 375; start-up reduced from 11F to 9F
◾Meido Gozanku (Air UC1) start-up reduced from 14F to 11F
◾Tenchi Sokaigen (UC2) command changed from 41236 x2+PPP to 63214 x2+PPP

Poison
◾Hurtbox slightly expanded
◾Crouching HP 2nd and 3rd active frames now cancellable
◾L Aeolus Edge damage increased from 50 to 70 (matches H Aeolus Edge); now reaches opponent at the edge of the screen
◾M Aeolus Edge damage increased from 60 to 70 (matches H Aeolus Edge)
◾All versions of Whip of Love hitbox slightly expanded downward
◾L, M and H Whip of Love 1st and 2nd hits now Super-cancellable
◾EX Whip of Love 4th hit now floats the opponent higher; now jump-cancellable, on hit only
◾Kissed By A Goddess now Focus-cancellable
◾All Jump attacks can now be used as follow-ups

Rolento
◾Hurtbox size expanded
◾Close and Far Standing MP now cause air reset on counter-hit (originally causes knockdown allowing for follows)
◾Crouching MP changed from +7 to +6 on block
◾EX Patriot Circle changed from -6 to -7 on block; damage reduced from 120 to 70
◾Patriot Sweeper (UC1) start-up increased from 6F to 7F

Rose
◾Forward Dash total frames reduced from 21F to 20F
◾Close Standing MK hitbox slightly expanded downward
◾Crouching LP damage increased from 20 to 30
◾Crouching LK damage increased from 30 to 40
◾Crouching MP damage increased from 60 to 70
◾L Soul Spiral forward movement distance slightly increased
◾L, M and H Soul Spiral damage increased from 100 to 110
◾EX Soul Spiral damage increased from 120 to 130; stun increased from 100 to 200; invincibility time increased from 11F to 13F, throw invincibility removed
◾M Soul Spark start-up reduced from 22F to 20F
◾H Soul Spark start-up reduced from 29F to 27F
◾Illusion Spark (UC1) start-up reduced from 12F to 10F
◾Soul Satellite (UC1) command input changed to 214214+KKK; recovery increased from 2F to 4F

Rufus
◾Forward/Neutral Throw damage reduced from 150 to 135
◾Far Standing MP now cancellable
◾Target Combo (LK → HK near the opponent) 2nd changed from -5 to -8 on block
◾Neutral/Forward Jump Falcon Kick recovery increased by 1F
◾Messiah Kick LK now has improved follow-up capability
◾Messiah Kick MK follow-up recovery increased from 19F to 22F
◾Messiah Kick HK follow-up recovery increased from 17F to 19F
◾EX Messiah Kick less likely to cross over even when hitting low-state opponents; invincibility time reduced from 16F to 13F
◾Spectacle Romance (Super Combo) 2nd hit hitbox expanded beyond the fist
◾Space Opera Symphony (UC1) damage reduced from 460 to 420
◾Big Bang Typhoon (UC2) damage reduced from 420 to 360; knock back on air hit adjusted

Ryu
◾Crouching MK changed from -3 to -2 on block
◾Jump MP 1st hit now cancellable into all versions of Air Tatsumaki Senpukyaku
◾L, M and H Air Tatsumaki Senpukyaku can now be used as follow-ups for air combos
◾EX Air Tatsumaki Senpukyaku hitbox expanded; vacuum effect on hit increased, easier to land all hits
◾Metsu Shoryuken (UC2) invincibility time increased by 1F

Sagat
◾Close Far Standing LK 2nd hit now Special-cancellable
◾L, M and H Tiger Knee 1st hit now forces stand
◾EX Tiger Knee changed from -1 to ±0 on block
◾Tiger Destruction (UC1) forward movement reduced; when hitting an air opponent in the corner, now does full hits; air hit damage reduced from 395 to 340
◾Tiger Cannon (UC2) now does full hits on air opponents; air hit damage reduced from 384 to 312

Sakura
◾Far Standing MP hitbox slightly expanded forward
◾Diagonal Jump HP hurtbox slightly increased
◾L Shunpukyaku changed from ±0 to -1 on block
◾EX Shunpukyaku changed from +4 to +2 on block; made easier to connect on crouching opponents
◾All versions of Air Shunpukyaku trajectory changed
◾L, M and H Shouoken hitbox slightly expanded forward
◾EX Sakura Otoshi earliest timing for additional attacks reduced from 14F to 11F
◾Shinku Hadoken (UC2) rear hitbox removed

Seth
◾Triangle Jump movement distance reduced
◾Far Standing HP changed from -11 to -5 on hit, from -15 to -8 on block
◾Diagonal Jump MK now crosses up
◾Diagonal Jump HK no longer crosses up
◾Back Jump HP stretches as it did in Super; recovery on hit and block increased by 7F
◾Yosokyaku (Jump 2+MK) active frames increased from 3F to 4F
◾Tenmakujinyaku (Jump 2+HK) hurtbox slightly expanded
◾M Hyakuretsukyaku stun reduced from 150 to 100
◾H Hyakuretsukyaku stun reduced from 200 to 150
◾L Shoryuken 2nd hit no longer can be Focus-cancelled on guard
◾M and H Shoryuken now can only be EX Focus-cancelled on the 1st hit; invincibility time reduced from 7F to 5F
◾All versions of Spinning Pile Driver stun reduced from 200 to 150; takes counter-hit damage during whiff recovery
◾All versions of Tanden Engine can no longer be cancelled into from normal attacks
◾Tanden Stream (UC1) recovery reduced from 66F to 55F; hitbox expanded upward
◾Tanden Typhoon (UC2) first hit damage increased from 24 to 30; changed from -89 to -70 on block

T.Hawk
◾Movement speed slightly increased
◾Close Standing MP pushback on hit and block reduced
◾Far Standing HK hurtbox slightly expanded; changed from -7 to -5 -2 on block
◾Crouching MK now Special-, Super- and EX Focus-cancellable
◾Thrust Peak command changed from 3+P to 4+P
◾Condor Spire command changed from 421+P to 623+K, can activate with 323+K command
◾L Condor Spire start-up reduced from 20F to 11F; changed from -5 to -2 on block
◾M Condor Spire start-up reduced from 20F to 14F
◾L Tomahawk Buster start-up reduced from 5F to 4F
◾EX Tomahawk Buster now EX Focus-cancellable; bug where the move could only be cancelled on hit fixed
◾L Mexican Typhoon throw range increased from 1.5 to 1.55
◾Raging Slash (UC2) command changed from 63214 x2+PPP to 63214 x2+KKK; hitbox slightly expanded forward

Vega
◾Crouching LP frame advantage increased from +4 to +5 on hit
◾Crouching HP active frames increased from 2F to 4F
◾Cosmic Heel (3+HK) total frames reduced from 32F to 27F; +2 on hit against point-blank opponents; -4 when blocked on 2nd active frame (on active frames 3-5 block disadvantage decreases by frame)
◾L, M and H Rolling Crystal Flash changed from +2 to -8 on hit, last hit can no longer be EX Focus-cancelled
◾M Rolling Crystal Flash changed from -2 to +0 on block
◾EX Rolling Crystal Flash changed from +4 to +2 on hit
◾Mask Pick-up from ground is now a command, 2+PP when standing over the mask
◾Back Slash (PPP version) now has input priority over Mask Pick-up when pressing 2+PPP
◾EX Scarlet Terror now completely invincible from 1-4F
◾Flying Barcelona Special (Super Combo) now has an attack added during the motion to the wall, does 0 50 damage; Rolling Izuna Drop damage reduced from 100*100*200 to 100*100*100
◾Bloody High Claw (UC1) Forward charge attack’s hitbox expanded upward
◾Splendid Claw (UC2) start-up reduced from 8F to 7F 5F

Yang
◾Movement speed slightly increased
◾Close and Far Standing LK start-up reduced from 5F to 4F
◾Close Standing MK hitbox expanded downward, easier to connect on crouching opponents
◾Far Standing MP now Special-, Super Combo- and EX Focus (excluding EX Red Focus)-cancellable
◾Crouching LK damage increased from 20 to 30
◾Diagonal Jump MK hitbox size expanded, now in between the AE and Ver.2012 versions changed to same hitbox as in AE
◾L and M Torou Zan 3rd hit damage increased from 60 to 65
◾H Torou Zan 3rd hit damage increased from 60 to 70
◾L Senkyutai 1st hit hit stop increased from 8F to 12F on hit (now matches the hit stop on block)
◾All versions of Zenpo Tenshin now do 1 damage; take counter-hit damage during the move
◾Tenshin Senkyutai (UC2) start-up reduced from 7F to 6F

Yun
◾Far Standing MP damage increased from 50 to 60
◾Crouching MP damage increased from 50 to 60
◾H Nishokyaku invincibility time removed
◾Zenpo Tenshin throw range reduced from 1.1 to 1.0
◾EX Zenpo Tenshin throw range reduced from 1.3 to 1.2
◾All versions of Zenpo Tenshin now do 1 damage; take counter-hit damage during the move

Zangief
◾Close Standing LK now cancellable
◾Far Standing MP hurtbox slightly expanded; hurtbox in front sticks out 1F before active
◾Far Standing MK changed from -7 to -3 on hit, from -10 to -7 on block
◾Diagonal Jump HP hurtbox slightly expanded
◾L, M and H Banishing Flat start-up speed reduced by 2F; disadvantage on block reduced by 2F
◾L Banishing Flat changed from -5 to -2 on hit
◾M and H Banishing Flat block stun increased by 2F
◾EX Banishing Flat start-up increased from 13F to 16F; second hit causes hard knockdown
◾L Spinning Pile Driver throw range reduced from 1.75 to 1.7 1.6

Article:http://shoryuken.com/2013/12/28/ultra-street-fighter-iv-capcom-cup-build-change-list/

As always thank you for reading.

About jcphotog

I am a gamer into fighting games perferablly such as King Of Fighters and Street Fighters. Also DMC and Ninja Gaiden as well. In recent years I have become a fan of two shooters. Fear and Resistance."
This entry was posted in action, adventure, anime, Arcade, comedy, fighting game, PC, ps3, Uncategorized, xbox one and tagged , , , , , , , , , , , , , , , , , , , , , , , , , , , . Bookmark the permalink.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s