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New Version of Street Fighter 4


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Not sure why JDM would post down my post, except for the fact he's probably a fanboy, but whatever...

 

Yeah, sorry about that. That down vote was a mistake on my behalf. If I could undo it, I would.

 

You've actually been one of the more rational people in this thread.

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Yeah, sorry about that. That down vote was a mistake on my behalf. If I could undo it, I would.

 

You've actually been one of the more rational people in this thread.

Nah, it's fine man.

 

I wonder when will the USFIV PC version come out.............want to try out Decapre heh.

 

And, a new SF movie is on its way to the big screen:

http://www.youtube.com/watch?v=GYjIT-HALrY

 

The new SF movie official web site here:  http://www.streetfighteraf.com/

Can't wait, but is a web series, not a movie.

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System changes for Ultra
 
Red Focus
- Costs 2 bars to use.
- Command is MP+MK+LP.
- Does 1.5x as much damage as a regular Focus Attack.
- Level 1 will give hitstun. Level 2-3 will crumple opponent.
- Can absorb any amount of hits. Level 1 and 2 work the same as regular Focus, that you can be counter hit while you're moving in to attack. Level 3 has armor during the full attack duration.
- While being hit during a red focus, you get twice as much Ultra gauge as during regular hits.
 
EX Red Focus
- Costs 3 bars to use.
- It used by pressing MP+MK+LP to cancel a move during hit or block.
- Damage is 1.5x as much as a regular Focus Attack.
- Level 1-3 all crumple.
- No armor.
- As long as you hold the buttons, you will get double as much Ultra gauge as during regular hits.
 
Delayed Wakeup
- Is used by pressing two buttons at the same time right before you hit the ground (if it is delayed wakeup-able).
- It extends your wakeup by 11 frames.
- "Delayed Wakeup" will appear in text on the screen as a visual.
 
Ultra Combo Double
- You can choose Ultra Combo Double at the character select screen.
- You can use either Ultra Combo 1 or 2 during battle.
- Ultra Combo Double scales your ultras so they won't do 100%. Scaling is different between characters. E. Honda, Zangief, Dhalsim, Akuma, Cammy, Fei Long, Rose, T. Hawk, Makoto, Hakan and Hugo each do 60%, while all other characters will do 75%. There's a little more that needs to be noted, which can be found below.
 
More character Ultra Combo Double notes
- Gouken's Denjin Hadouken does 75% damage, but only 65% stun. 
- Balrog's Dirty Bull and Gen's Shitenketsu (Mantis U2) does 75% damage and stun.
- Juri's Feng Shui Engine lasts for 900 frames if used with 100% gauge and Ultra Combo 1 selected. With 100% gauge and Ultra Combo Double selected, it lasts for 630 frames.
- Elena's Healing will heal 75% as much as usual when using Ultra Combo Double.
 
 
Abel
 
- Close standing heavy punch has had its downward hitbox expanded on the first hit.
- Far standing heavy kick now has 13 frames of startup instead of 14. Now has 3 active frames instead of 2. Now has 18 frames of recovery instead of 19.
- EX Skyfall now has 3 active frames instead of 2. Now has upper body invincibility during frames 6-8 instead of 6-7.
- Heartless (Super) now has 2 more active frames.
- Soulless (Ultra 1) now has an expanded hitbox upwards. Due to this, the phenomenon where he would do crouching heavy punch and then his Ultra 1 would go under the opponent has been fixed.
 
 
Adon
 
- Close Hard Kick: Hit box expanded to the side and upwards
- Forward+MP: Frame advantage on hit reduced (+4F->+3F)
- Light Kick Rising Jaguar: Opponents float a little higher and travel a little further to the side after the second hit, allowing for another light kick Rising Jaguar to be comboed into more consistently near the corner
- Light/Medium/Hard Rising Jaguar: Now less advantageous after focus cancel against a guarding opponent (-5 on block)
- Light and Medium Jaguar Kick: Damage has been changed from 140-> 130
- Light/Medium Jaguar Kick: Block damage changed to 33
- Hard Kick Jaguar Kick: Damage has been changed from 130->120
- Hard Jaguar Kick: Block damage changed to 30
- Light/Medium/Hard/EX Airborne Jaguar Kick: block damage cut by half (20->10)
- EX Airborne Jaguar Kick: 2nd hit in this move is an overhead (this is new)
- Jaguar Revolver: Distance traveled from second kick onwards reduced, so that it's easier for all hits to connect when done close
- Jaguar Revolver: Damage reduced slightly (510->480)
- Jaguar Revolver: First hit's start-up changed from 7F to 6F (this is new)
 
 
Akuma
 
- Close standing medium kick now forces enemy to stand on hit. It now has 4 frames startup instead of 5. It now has a larger hitbox downwards.
- Crouching heavy kick can no longer be canceled into Raging Demon.
- Light, Medium, Heavy and EX Back Jump Hadouken now each have 2 frames more recovery.
- During Hyakkishu (Demon Flip) you can now use EX Hadouken, similar to how EX Hyakkishu has been since previous versions. - Medium Gosoryuken can no longer be Focus canceled on second hit during block.
- Heavy Goshoryuken can no longer be Focus canceled on second or third hit during block. Now has 5 frames of invincibility instead of 6.
- Light, Medium, Heavy Goshoryuken -> FADC -> Forward dash is now -5 frames.
 
 
Balrog
 
- Light dash straight is now -1 on hit instead of -2.
- Light Dash Swing Blow now does 80 damage instead of 70. Stun is now 70 instead of 100. It is now ±0 on hit instead of +10. It is now -2 on block instead of -5. Now only requires 45 frames of charge time instead of 55.
- Medium Dash Swing Blow now only requires 50 frames of charge time instead of 55. It is now -6 on block instead of -7. It is now +2 on hit instead of +10.
- Turn Punch Level 2-4 now each require 2 seconds less of charge time to reach.
- Turn Punch Level 1 is now ±0 on block instead of -2.
- Turn Punch Level 2 is now -1 on block instead of -5. It is now +1 on hit instead of -1.
- Turn Punch Level 3 is now -2 on block instead of -8. It is now -1 on hit instead of -4.
- Turn Punch Level 4 is now -4 on block instead of -12. It is now -2 on hit instead of -8.
- For the last hit of Crazy Buffalo, you can now hold Punch and it will become a Straight. Hold Kick and it'll become a Upper.
- Dirty Bull's (Ultra 2's) motion is now 720+3 punches. Recovery reduced to 48 frames from 58. Throw range increased to 1.3 from 1.09. Damage reduced to 250 from 399.
 
 
Blanka
 
- Blanka's forward dash is now 20 frames instead of 21 frames.
- Close standing medium kick is now considered airborne from frame 3.
- Crouching medium kick is now +5 on hit instead of +4. It now pushes back more on hit and block.
- Heavy Rolling Attack knockdowns opponents at all distances now.
- Light, Medium, Heavy and EX Backstep Rolling Attack now all have 2 more frames of blockstun.
- Light, Medium, Heavy and EX Vertical Rolling are now FADC'able if they hit or are blocked right after activation.
 
 
Cammy
 
- Close standing heavy punch now does 80 damage instead of 85. Stun is now 120 instead of 150.
- Far standing heavy punch now does 70 damage instead of 80, and is active from the first frame.
- Crouching light kick now has 4 frame startup instead of 3.
- Crouching heavy punch now does 80 damage instead of 90. Stun is now 150 instead of 200. It is now +6 on hit instead of 7. It is now ±0 on block instead of +2.
- Light, Medium, Heavy Cannon Strike height restriction has become slightly less strict. They now have 7 frames of recovery instead of 5.
- EX Cannon Strike now has 5 frames less blockstun against opponents.
- Cammy can now do light, medium and heavy Cannon Strike out of Hooligan Combination.
- Light, Medium and Heavy Cannon Spike -> FADC -> Forward dash is now -5 frames.
- Non-animation Gyro Drive Smasher now does 170 damage instead of 210.
 
 
Chun-Li
 
- Stamina increased to 950.
- Down-Toward + Light Kick now has a bigger hitbox. Startup reduced to 10 frames from 12 frames. Active frames reduced to 3 frames from 4 frames. Recovery increased to 16 frames from 15 frames.
- Yosokyaku (head stomp) hitbox increased slightly, both towards the side and downwards.
- While performing Light, Medium, Heavy Spinning Bird Kick Chun-Li will now be knocked down if hit.
- EX Spinning Bird Kick's fifth hit now has a slightly larger hitbox upwards. The move overall has a slightly bigger hurtbox towards the front and back.
- EX Kikouken (Fireball) will now knockdown the opponent on hit.
- EX Hazanshu (Overhead Flip Kick) is now armor breaking.
- Kikosho (Ultra 2) now has 9 frames of invincibility instead of 8 frames, so that the invincibility continues until the move starts. Damage has been increased to 365 from 330.
 
 
Cody
 
- Back Step: Distance traveled increased
- Crouching middle kick: Disadvantage after hit increased (-3F->-1F)
- Crouching middle kick: Disadvantage when guarded decreased (-6F->-2F)
- Back+middle punch: When Cody is hit as this move is coming out, it will be treated as a counter-hit (this is new)
- Crack Kick: Considered airborne during attack (airborne from 8F)
- Crack Kick: Start-up changed from 14F to 15F
- Knife throw: Armor break effect added
- Knife attacks: Some of the knife attack normals on the ground now has the "pursuit" property, allowing you to use them as follow-up combo attacks after moves like Light Criminal Upper (puts opponent in juggle state). The knife moves that have this property are: standing light punch, crouching light punch, standing medium punch, crouching medium punch, standing heay punch, crouching heavy punch
- Zonk Knuckle: Can be focus cancelled
- Bad Stone: Stone is immediately thrown when punch button is released
- EX Criminal Uppercut: Hit Invincibility increased to frame before it becomes active
- EX Criminal Uppercut: Opponent pushback after block reduced by half
- Heavy Dead End Irony: The way the opponent floats on hit has been changed (this is new)
- Last Dread Dust: Damage reduced (506->466)
- Last Dread Dust: Distance traveled moving forward increased
 
 
C. Viper
 
- Close standing heavy punch now does 100 damage instead of 90.
- Far standing heavy kick hurtbox decreased.
- Crouching medium kick hitbox increased.
- Level 1 Focus Attacks of all kinds (regular, EX, red, EX red) have had their startup reduced to 23 frames instead of 26 frames.
- Level 2 Focus Attacks of all kinds (regular, EX, red, EX red) have had their charge time reduced to 14 frames from 17 frames.
- Level 3 Focus Attacks of all kinds (regular, EX, red, EX red) now take 68 frames to do instead of 70 frames.
- Light Thunder Knuckle hitbox slightly increased.
- Medium Thunder Knuckle is now focus-cancelable on hit. If you dash forward after it, you are +4.
- Light, Medium, Heavy, EX Thunder Knuckle now have 7 frames of recovery when cancelled, instead of 6 frames.
- Emergency Combination now does 350 damage instead of 330.
- Burst Time dust cloud has been reduced.
- Burning Dance now has 9 frame startup instead of 10. Height limit restriction removed.
 
 
Dan
 
- Crouching taunt now gives +40 meter instead of 0. Now gives 0 instead of 70 on hit.
- Jumping taunt now gives +10 meter instead of 0.
- Close standing heavy kick command has been changed to back+heavy kick.
- Far standing heavy kick will now come out regardless of distance.
- Far standing heavy punch upwards hitbox increased.
- Light Dankukyaku hitbox downwards increased.
- Heavy Koryuken first hit hitbox slightly increased.
- Light, Medium, Heavy and EX Gadouken hurtbox now decreased to around where Dan's hand is.
- First hit of Shisso Buraiken is now armor breaking.
- Haoh Gadouken will now always get full hits against airborne opponents. Damage against airborne opponents changed to 331.
 
 
Dee Jay
 
- Far standing medium punch startup reduced to 6 frames from 7 frames.
- Far standing heavy punch will put an airborne opponent in a juggle state when it hits as a counter-hit on any active frame (as opposed to only on the first active frame)
- Crouching light kick startup reduced to 4 frames from 5. 
- Crouching medium punch hitbox increased forward.
- Crouching medium kick damage increased to 80 from 70.
- Crouching heavy punch hitbox increased forward.
- Knee Shot has 3 more frames of hitstun.
- Air Slasher chip damage increased to 15 from 12.
- Light Double Rolling Sobat is now -3 frames on block instead of -5.
- Medium Double Rolling Sobat 2 more frames of hitstun, can be focus canceled on hit and is now +8 instead of +6 when doing so.
- EX Machinegun Upper startup reduced to 6 frames from 12. Is now -8 on block instead of -5. Now has a better hitbox forward. Opponents who are hit will fly higher than in AE v2012. Can be focus canceled on any of its hits, whether on block or hit. Invincibility time has been changed like this:
 
Frames 1-2 have full invincibility (previously 1-4).
Frames 3-4 have partial invincibility (previously 5-9.
Frames 5-25 have upper-body invincibility (previously 10-31).
Is now throw invincible during frames 1-7.
 
 
Dhalsim
 
- Standing medium punch startup is now 9 frames instead of 10 frames. Now has 1 less frame of both hitstun and blockstun.
- Standing medium kick now hits twice. Damage has been changed to 40+30 from 60. Meter gain changed to 50+50 from 100.
- Standing heavy punch damage increased to 80 from 75. Is now +1 on hit instead of ±0.
- Back+light kick now does 40 damage instead of 30.
- Back+medium kick now gives less pushback on both hit and block.
- Back+heavy kick now does 100 damage instead of 90.
- Light Yoga Blast hurtbox decreased.
- Medium Yoga Blast now has 14 frames of startup instead of 15.
- EX Yoga Blast now does 90+60 damage instead of 90+50. Now gives soft knockdown. Now has a larger hitbox.
- EX Yoga Flame now does 70+70 damage instead of 50+70. Hitbox slightly increased.
- Yoga Shangri-La (Ultra 2) hitbox increased. Command has been changed to airborne QCFQCF+ 3x Kicks instead of Punches.
 
 
Dudley
 
- Standing hard punch: Hitbox extended downward.
- Standing hard kick: counter hit pushes the opponent back less.
- Crouching light punch: hits from further out.
- Crouching light punch: the ability to chain crouching light punch into standing Toward + light punch has been removed.
- Crouching middle kick: starts up faster (8F->7F).
- Toward + Middle kick: hits from further out.
- Toward + Heavy punch: opponent is knocked down when hit out the air.
- Target Combos: damage increased for all combos (by 10).
- Target Combo 1: block damage from second hit has been removed.
- Rose: Causes damage (0->1).
- Rose: Advantage on hit increased (6F->13F).
- Light machine gun blow: Disadvantage on block reduced (-2F->-1F).
- Heavy machine gun blow: Pushback on hit reduced by half.
- Light/Medium/Heavy Shortswing Blow: Throw invincible throughout attack.
- EX Shortswing Blow: Throw invincible until first hit.
 
 
E. Honda
 
- Close standing heavy punch now has a larger hitbox upwards.
- Far standing heavy punch's first part now does 90 damage instead of 80. 
- Far standing heavy kick is now -2 frames on hit instead of -3 frames. -6 frames on block instead of -7 frames. Hurtbox in front of Honda has been slightly increased.
- Angled jump medium punch now has a smaller hurtbox.
- Angled jump medium kick now has 1 more active frame.
- EX Headbutt doesn't fly as far away on block as before.
- EX Hundred Hand Slap is now +5 on hit instead of +4.
- EX Oicho Throw is now throw invincible during frames 1 to 5.
- Ultra 1 now has 10 frames startup instead of 11 frames.
- Ultra 2 now has 1 frame startup. Range increased to 1.4 from 1.16. The command has been changed to 720+triple punch.
 
 
El Fuerte
 
- Close standing light punch now has a larger downward hitbox.
- Close standing light kick now has 3 frame startup instead of 5. It now has 2 active frames instead of 1. It is now +2 on block instead of +3. It is no longer super cancelable.
- Close standing medium kick now has 11 frame startup instead of 14. It now has 13 frames of recovery instead of 14.
- Far standing light kick now has 3 frame startup instead of 5. It now has 2 active frames instead of 1. It is now +6 on hit instead of +5. It is no longer super cancelable.
- Far standing medium kick now has 14 frames of recovery instead of 15.
- Close standing heavy kick now has 10 frame startup instead of 12.
- EX Guacamole Leg Throw now has 6 frames of recovery instead of 10.
- Level 1, 2, 3 and EX Quesadilla Bomb now have 14 frame startup instead of 17. They now have 14 frames of recovery instead of 18.
- EX Quesadilla Bomb is now throw invincible during frames 1-7.
- Fajita Buster now does 180 damage instead of 150.
- Tostada Press now has 19 frames startup instead of 20. It now has 8 active frames instead of 7.
- Gordita Sobat now has 17 frames of recovery instead of 18.
 
 
Evil Ryu
 
- Vitality: Life increased (900->950)
- Crouching middle kick: Disadvantage on guard reduced from -4F to -3F
- Crouching hard kick: Starts up faster (7F->6F)
- Target Combo: Can be performed off of far standing middle punch
- Toward + Middle Kick: Hitbox extended to hit crouching opponents
- Heavy Axe Kick: Starts up faster (26F->25F)
- Light/Medium/Heavy Shoryuken: More disadvantageous when dashing forward after a focus cancel (-5F) 
 
 
Fei Long
 
- Crouching light kick now has 4 frame startup instead of 3 frames. Can no longer be canceled into itself.
- Crouching medium punch now does 65 damage instead of 55.
- Light Rekkaken forward moving distance has been decreased.
- The second hit of his Light, Medium and Heavy Rekkakens have two less frames of hit stun.
- Shienkyaku (Flame Kick) no longer comes out by doing the back-forward-back motion.
- Light, Medium and Heavy Shienkyaku (Flame Kick) -> FADC -> Forward dash is now -5 frames.
- Light, Medium, Heavy and EX Tenshin (Flip Grab) now do 1 damage to their opponent.
- EX Tenshin (Flip Grab) now has 10 frames startup instead of 12.
- Non-animation Rekka Shingeki's (Ultra 1's) third hit now hits higher, allowing for combos against airborne opponents where the final hit will land.
 
 
Gen
 
Mantis
- Fixed a problem where he would have 1 frame of invincibility during wakeup. 
- Fixed an issue where it was hard to do his focus attack on wakeup as a reversal.
- Now has 950 stun instead of 900.
- Close standing heavy punch now does 150+50 damage instead of 100+100.
- Range of his focus attacks decreased to be more in line with his Focus hurtbox.
- Light, Medium and Heavy Hyakurenko (Hands) have a larger downwards hitbox. Now have 1 frame more recovery.
- Light and Medium Hyakurenko (Hands) pushback on hit and block reduced.
- EX Hyakurenko (Hands) pushback on hit and block reduced.
- Heavy Gekiro (Dragon Kick) now gives soft knockdown. The button timing on his followup is now the same as his EX version was in AE v2012.
- EX Gekiro (Dragon Kick) is now -20 frames on block instead of -35. Now gives hard knockdown. Can no longer do followup if blocked. Timing on his followup has been changed to the same as his Heavy version was in AE v2012.
- Zetsuei (Ultra 1) can now be combo'd into against airborne opponents.
- Shitenketsu (Ultra 2) hitbox has been slightly increased forward. Now does 600 stun.
 
Crane
- Fixed a problem where he would have 1 frame of invincibility during wakeup. 
- Fixed an issue where it was hard to do his focus attack on wakeup as a reversal.
- Now has 950 stun instead of 900.
- Crouching light punch is now +5 on hit instead of +3.
- Crouching heavy punch now sends opponents higher on counterhit.
- Crouching heavy kick now has 24 frames of recovery instead of 29.
- Angled jump heavy punch hurtbox increased downwards.
- Angled jump heavy kick hurtbox increased downwards.
- Light and Medium Jyasen are now ±0 frames on block instead of -3.
- Light, Medium, Heavy and EX Jasen now have 10 more damage on their last hit.
- Teiga (Ultra 2) hitbox slightly reduced.
 
 
Gouken
 
- Far standing light kick is now special, super, focus and red focus cancelable.
- Crouching light punch now has 3 frame startup instead of 4 frames.
- Crouching medium punch is now +3 frames on hit instead of +1.
- Back throw can now be properly teched (this apparently fixes the late teching thing you had to do with Gouken's throw to properly tech it)
- Kongoshin (Counter) is no longer activated by the back+forward+back motion.
- Hyakki Gosai now does 160 stun instead of 200.
- Light Senku Goshoha (Running Palm) now has a slightly bigger forward hitbox.
- EX Tatsumaki Gorasen (Hurricane Kick) now has 5 frames startup instead of 7. It is now invincible during frames 1-6 instead of 1-8. Hitbox has been increased downwards and forwards.
 
 
Guile
 
- Hurtbox on wakeup has been reduced.
- Air grab hitbox increased.
- Crouching light punch is now +5 on hit instead of +4.
- Crouching medium kick now has a bigger hitbox and a bigger hurtbox.
- Reverse Spin Kick (Toward + Heavy Kick when close) now has a larger hitbox downwards.
- Light, Medium, Heavy and EX Flash Kicks now all have 1 more frame of invincibility.
- Light, Medium, Heavy and EX Sonic Booms are now counter-hittable between frames 1-20.
- Flash Explosion (Ultra 1) startup is now 5 frames instead of 7 frames. Damage is now 450 instead of 510. If your opponent ends up behind you, it will autocorrect. The second kick is now slightly slower, making it easy to hit against airborne opponents. Invincibility is now during frame 1-6 instead of 1-10.
- Sonic Hurricane (Ultra 2) now does 330 damage instead of 300. It will now hit all of its hits if used against an airborne opponent within a combo.
 
 
Guy
 
- Walk speed slightly increased. 
- Far standing light kick now has a larger hitbox upwards.
- Far standing heavy kick now has 7 frames of startup instead of 8. Now has 5 active frames instead of 3. Now has 16 frames of recovery instead of 17. Now has a larger hitbox.
- Crouching medium punch can no longer be used as an anti-air.
- Izuna Otoshi (Elbow Drop) now has a larger downwards hitbox.
- Sickle Kick now has 9 frames of startup instead of 11.
- Target Combo's second hit now has a larger downwards hitbox.
- Heavy Hozanto (Shoulder Slam) now has 28 frame startup instead of 30. 
- Run->Sudden Stop now has 16 frames recovery instead of 17.
- Run->Neck Flip now has a larger downwards hitbox.
- EX Run->Neck Flip will now knock down airborne opponents.
- EX Bushin Senpukyaku (Hurricane Kick) startup changed to 2 frames from 4. The 2 frame start up might be a typo in the patch notes. Hitbox increased, easier to pull opponent in.
- Bushin Goraisenpujin (Ultra 1) second hit's range increased, will now be easier to combo to.
 
 
Hakan
 
- Standing hard punch: Hitbox increased above his head to increase anti-air capabilities
- Crouching light kick: Recovers faster (9F->8F)
- Crouching middle punch: Can special cancel, super cancel, and focus cancel out of this attack
- Jumping middle kick: Hitbox increased to cross up much more consistently
- Toward + Middle Punch: Disadvantage after block reduced (-5F->-4F) and disadvantage after hit reduced (-2->0)
- Airthrow: Damage increased (140->150)
- Light/Medium/Hard Oil Rocket (unoiled): Throw distance increased (0.97->1.05)
- EX Oil Rocket (unoiled): Throw distance increased (0.97->1.2)
 
 
Ibuki
 
- Guard: El Fuerte bug that resulted her in not being able to block his Toward + MK has been fixed.
- Crouching light punch: Start up is faster (4F->3F).
- Target Combo 4: Hitbox extended downward on second hit to hit crouching opponents more consistently.
- Hammer Kick: Hitbox extended downward to hit crouching opponents more consistently.
- Hammer Kick: Advantage on block reduced (3F->2F).
- Backhand Punch: Second hit can be canceled into specials, high jump, focus attack and red focus attacks.
- Light, Medium, Heavy Tsujigoe (Command Jump): Recovery reduced by 6F.
- Light, Medium, Heavy, EX Tsumuji (Spin Kicks): Hitbox extended downward to hit crouching opponents better.
- Medium Tsumuji (Spin Kicks): Recovery increased by 1F (3F->4F).
- EX Kazegiri (Dragon Kick): Invincibility increased (6F->7F).
- EX Kazegiri (Dragon Kick): Hitbox increased to hit airborne character more consistently (on frames 2~3).
 
 
Juri
 
- Close standing light punch: Hitbox increased to hit crouching opponents more consistently
- Close standing medium punch: Feng Shui version has been adjusted to match non Feng Shui version
- Close standing middle kick: Feng Shui version has been adjusted to match non Feng Shui version
- Far standing middle punch: Can cancel into special moves
- Far standing light kick: Start up reduced (5F->4F)
- Far Hard Kick: Feng Shui version has been adjusted to match non Feng Shui version
- Crouching middle kick: Starts up faster (6F->5F)
- Crouching middle kick: Reduced recovery (17F->16F)
- Kasatsuchi (counter): Takes white damage when opponent’s attack is countered
- Light, Medium, Heavy Shikusen (Dive Kick): Cannot be performed when jumping backwards
- Shikusen (Dive Kick): 2nd and 3rd attack hitboxes have been enlarged and adjusted to hit more consistently
- EX Shikusen (Dive Kick): Follow up attacks only come out if one of the K buttons is pressed
- EX Shikusen (Dive Kick): Attack trajectory affected by which two buttons are pressed to perform the attack (LK+MK = close, MK+HK = Middle, LK+HK = far)
- EX Fuhaijin (Fireball Kick) : MK+HK version can now hit crouching opponents
- EX Fuhaijin (Fireball Kick) : LK+HK version damage has been increased (50*50->60*60)
- EX Senpusha (Pinwheel Kick) : Invincibility increased (1F~6F->1F~7F)
- EX Senpusha (Pinwheel Kick) : Disadvantage after guard increased (-14F->-15F)
- Feng Shui Engine (Ultra 1): Invincibility on start up reduced (1~4F->1~2F)
- Kaisen Dankairaku (Ultra 2): Hitbox has been extended horizontally
 
 
Ken
 
- Movement speed slightly increased.
- Close standing medium kick has had its downward hitbox increased, and is now easier to hit crouching opponents with.
- Crouching medium kick recovery has been reduced from 16 frames to 13 frames. Hitstun changed to +2 frames from -1 frame. Blockstun changed to -1 frame from -4 frames.
- Crouching heavy kick startup changed to 7 frames from 8 frames. Recovery changed to 19 frames from 21 frames.
- Lightning Kick (Back + Medium Kick) changed to ±0 frames on block, from -1 frame.
- Light, Medium and Heavy Fireball damage increased to 70 from 60.
- EX Fireball damage increased to 50+50, from 50+40.
- If Medium Shoryuken trades on the first hit, Ken will now be considered airborne when hit.
- Heavy Shoryuken can now be FADC'd on second hit during opponent's block.
- Light, Medium and Heavy Shoryuken are all now -5 frames on block when FADC'd into a forward dash.
- Heavy Hurricane Kick now has 6 frames startup instead of 7 frames.
- Light, Medium and Heavy Airborne Hurricane Kick trajectory changed when done while jump is heading upwards.
- EX Airborne Hurricane Kick trajectory changed.
- Shinryuken (Ultra 1) non-animation damage increased by 60.
- Guren Senpukyaku (Ultra 2) has slightly better range when activated.
 
 
Makoto
 
- Forward/Neutral throw: Throw range increased (0.9->0.95)
- Back throw: Throw range decreased (0.9->0.85)
- Standing hard punch: Hit stun increased on crouching opponents by 1F to match hit stun on standing opponents
- Crouching heavy kick: Stun damage increased (100->200)
- Jumping middle kick: Hitbox increased to increase cross up ability
- Light/Medium/Heavy Karakusa (Grab and Choke): increased recovery when it misses (4 frames added)
- EX Fukiage (Upwards Punch): Can now hit standing opponents
- EX Fukiage (Upwards Punch): Now jump cancellable on hit (and only on hit)
- EX Fukiage (Upwards Punch): Damage decreased (120->80)
- EX Fukiage (Upwards Punch): Stun damage decreased (200->100)
- Light/Medium Tsurugi (Axe Kick): Disadvantage after block increased by 2F (when performed at the lowest point in the air, the minimum frame disadvantage is -3F)
- Seichusen Godzansuki (Ultra 1): Damage decreased (480->440)
- Abare Tosanami (Ultra 2): Projectile invincibility added from jumping off the wall to upon landing back onto the ground
 
 
M. Bison
 
- Far standing medium punch startup is now 6 frames, instead of 8 frames. It is now +2 on hit instead of ±0. It is now -1 on block instead of -3. It now has 12 frames recovery instead of 11. It is now special, super and focus cancellable.
- Crouching heavy punch now has 10 frame startup instead of 12.
- Hell Attack (j.MP) can now be combo'd from even if the jumping medium punch does not hit, but only the Hell Attack. 
- Teleport now has 47 frames recovery instead of 42.
- Light Double Knee Press is now -1 instead of ±0 frames on block. Now does 60+40 damage instead of 60+30.
- Medium Double Knee Press now does 60+60 damage instead of 60+50.
- Heavy Double Knee Press now does 70+70 damage instead of 70+60.
- EX Double Knee Press now does 70+80 damage instead of 70+70. Is now projectile invincible during frames 1-19 instead of 1-12.
- Head Press now has 20 frames startup instead of 22.
- EX Devil's Reverse now moves slightly faster.
- Light, Medium, Heavy Psycho Crusher are now able to combo into against airborne opponents.
- EX Psycho Crusher now does 75+60 damage instead of 75+75.
- Psycho Punisher (Ultra 2) now does 420 damage instead of 450 damage. Now only requires 40 frames of charge instead of 55.
 
 
Oni
 
- Crouching heavy kick: Starts up faster (9F->8F) and recovers faster (24F->23F).
- Toward + Medium Kick: Attack comes out faster. (Startup changed 13F->11F)
- Focus attack: Hitbox extended horizontally.
- Light Gouhadou: recovers faster (54F->52F).
- Medium Gouhadou: recovers faster (61F->59F).
- Heavy Gouhadou: recovers faster (69F->67F).
- Light Sekisei (Demon Palm): Disadvantage after block reduced (-7F->-6F).
- Medium Sekisei (Demon Palm): Disadvantage after block reduced (-6F->-4F).
- Medium Sekisei (Demon Palm): Removed invincibility frame.
- Heavy Goushoryu: Full and hit invincibility reduced (1~8F->1~5F and 9~10F->6~7F).
- Light/Medium/Heavy/EX Goushoryu: Focus attack cancel possible on first hit on hit/block (previously it was up to two hits on hit, and up to one hit on block).
- Light/Medium/Heavy Goshoryu: Disadvantage on guard after a focus dash cancel forward increased (-5F on block).
- Light Rankan (Demon Slash): Damage reduced (120->110).
- Light Rankan (Demon Slash): Stun reduced (150->130).
- EX Rankan (Demon Slash): Disadvantage after block reduced (-10F->-9F).
- Heavy and EX Rankan (Demon Slash): Hurtbox before the attack becomes active has been shrunk to the same size as the throw-hurtbox.
- Meido Gohadou (Ultra 1): Damage increased on non animation version (350->375).
- Meido Gohadou (ground Ultra 1): Starts up faster (11F->9F).
- Meido Gohadou (air Ultra 1): Starts up faster (14F->11F).
- Tenchi Sokaigen (Ultra 2): command change (41236x2+PPP->63214x2+PPP).
 
 
Rose
 
- Forward Dash is now 20 frames instead of 21.
- Close standing medium kick now has a larger downward hitbox.
- Crouching light punch now does 30 damage instead of 20.
- Crouching light kick now does 40 damage instead of 30.
- Crouching medium punch now does 70 damage instead of 60.
- Light Soul Spiral now has a slightly larger hitbox forward.
- Light, Medium and Heavy Soul Spiral now do 110 damage instead of 100.
- EX Soul Spiral now does 130 damage instead of 120. Now does 200 stun instead of 100. Is now strike and projectile invincible during frames 1-13 instead of 1-11. Is no longer throw invincible.
- Medium Soul Spark now has 20 frame startup instead of 22.
- Heavy Soul Spark now has 27 frame startup instead of 29.
- Illusion Spark now has 10 frame startup instead of 12.
- Ultra 2 command is now QCB QCB+3 kicks instead of punches. Recovery increased to 4 frames from 2.
 
 
Rufus
 
- Forward throw damage reduced to 135 from 150.
- Far standing medium punch is now special, super, focus and red focus cancelable.
- Far standing medium kick now has 2 active frames instead of 1.
- Target Combo is now -8 frames instead of -5 after the second hit.
- Light Messiah Kick can now connect with airborne combos.
- Messiah Kick (Medium Followup) now has 22 frames recovery instead of 19.
- Messiah Kick (Heavy followup) now has 19 frames of recovery instead of 17.
- EX Messiah Kick will not fly over the opponent's head anymore. It now has 13 frames of invincibility instead of 16.
- Spectacle Romance (Super) now has a bigger hitbox in front of Rufus' fist from the second hit.
- Space Opera Symphony now does 420 damage instead of 460.
- Big Bang Typhoon now does 360 damage instead of 420. The way it sends airborne opponents flying has been adjusted.
 
 
Ryu
 
- Crouching Medium Kick is now -2 instead -3 on block.
- The first hit of Jumping Medium Punch is now cancellable into Airborne Tatsu (EX as well)
- Light, Medium and Heavy Airborne Tatsu can now be used in combos
- EX Airborne Tatsu: Hitbox, as well as "vacuum effect" increased. Easier to land all hits now.
- Light, Medium Shoryuuken are now -5f frames on block when FADC'd into a forward dash.
- When you do "EX Shoryuken (first hit), Focus Attack Dash Cancel," you can combo into anything except a throw.
- Metsu Shoryuken (Ultra 2): One more frame of invincibility added
 
 
Sagat
 
- Close standing light kick is now special, focus, red focus and super cancellable on the second hit.
- Tiger Knee now makes the opponent stand when it hits.
- EX Tiger Knee is now ±0 frames on block instead of -1.
- Light, Medium, Heavy Tiger Uppercut are now all -5 after doing a FADC->forward dash.
- Tiger Destruction (Ultra 1) now does 340 damage instead of 395. Its forward distance has been decreased. If it hits an airborne opponent in the corner it will give full hits.
- Tiger Cannon (Ultra 2) will now give full hits against airborne opponents. Damage against airborne opponents is now 309 instead of 384.
 
 
Sakura
 
- Far standing medium punch now has a larger hitbox.
- Angled jump heavy punch now has a larger hurtbox.
- Light, Medium, Heavy and EX Airborne Shunpukyaku (Hurricane Kick) have had their falling trajectory changed.
- EX Shunpukyaku (Hurricane Kick) is now +2 on block instead of +4. It is now easier to hit crouching opponents with it.
- Light, Medium, Heavy and EX Sakura Otoshi now have a larger hitbox.
- EX Sakura Otoshi timing for followup attacks changed to 12 frames from 15.
- Shinku Hadouken can no longer hit opponents behind Sakura.
 
 
Seth
 
- Triangle jump distance traveled has been lowered.
- Far standing heavy punch is now -5 on hit instead of -11. It is now -8 on block instead of -15. 
- Angled jump medium kick can now crossup.
- Angled jump heavy kick can no longer crossup.
- Yosokyaku (head stomp) now has 4 active frames instead of 3.
- Tenmakujinkyaku (Dive Kick) hurtbox slightly increased.
- Medium Hyakuretsukyaku (Spin Kicks) now does 100 stun instead of 150.
- Heavy Hyakuretsukyaku (Spin Kicks) now does 150 stun instead of 200.
- Light, Medium, Heavy and EX Piledrivers now all do 150 stun instead of 200.
- Light, Medium and Heavy Shoryuken can no longer be focus cancelled during 2nd hit if opponent blocks. Shoryuken->FADC->Forward dash is now -5 frames.
- Medium and Heavy Shoryuken invincibility duration reduced to 5 frames from 7.
- Light, Medium and Heavy Tanden Engine can no longer be cancelled into from regular moves.
- Tanden Stream now has 55 frames of recovery instead of 66. Its pushback on block has been increased.
- Tanden Typhoon now easier gets full hits on airborne opponents. It now has 70 frames of recovery on block instead of 89.
 
 
T. Hawk
 
- Walk speed slightly increased.
- Close standing medium punch pushback on hit and block slightly reduced.
- Far standing heavy kick hurtbox slightly increased. Is now -5 frames on block instead of -7.
- Crouching medium kick is now special, super, focus and red focus cancelable.
- Thrust Peak command changed to b+light punch instead of df+light punch.
- Condor Spire command changed to DP+Kick instead of Reverse DP+Punch.
- Light Condor Spire is now -2 on hit instead of -5. Now has 11 frame startup instead of 20.
- Medium Condor Spire now has 14 frame startup intsead of 20.
- EX Condor Spire forward hitbox slightly increased.
- Light Tomahawk Buster now has 4 frames of startup instead of 5. Recovery is now 27 frames instead of 28.
- EX Tomahawk Buster can now be focus canceled.
- Light Mexican Typhoon range increased to 1.55 from 1.5.
- Raging Slash command changed to HCBHCB+Kicks from HCBHCB+Punches. Hitbox slightly increased.
 
 
Vega
 
- Crouching Heavy Punch now has 4 active frames instead of 2. 
- Pick up the mask command is now down+2 punches.
- Light, Heavy and EX Rolling Crystal Flash FADC is now +5 instead of ± 0 when opponent blocks.
- Medium Rolling Crystal Flash FADC is now +3 instead of ±0 when opponent blocks.
- Bloody High Claw (Ultra 1) upwards hitbox (during activation) increased.
- Splendid Claw (Ultra 2) now has 7 frames startup instead of 8 frames.
- Flying Barcelona Special (Super) now hits while jumping up towards the wall (but does 0 damage). The damage on the move has been changed to 100+100+100 from 100+100+200. Vega now only loses the Super gauge once the move is activated from the wall, instead of when he starts jumping towards the wall.
 
 
Yang
 
- Movement: Yang walks faster
- Close standing light kick: Starts up faster (5F->4F)
- Close standing middle kick: Hitbox increased to hit crouching opponents more consistently
- Far standing middle punch: Can be special, super, focus cancelled
- Far standing light kick: Starts up faster (5F->4F)
- Crouching light kick: damage increased (20->30)
- Forward/back jumping middle kick: hitbox has been adjusted to be a middleground between the AE and AE2012 versions of this move
- Light/Medium Mantis Slash: Damage increased on third hit (60->65)
- Heavy Mantis Slash: Damage increased on third hit (60->70)
- Light Kick Senkyutai: Hitstop increased on first hit only (8F->12F) (Note: this is so that the move's first hit hitstop properteries are consistent on hit and on block at 12F)
- Light/Medium/Heavy/EX Command grab: Does one point of damage
- Tenshin Senkyutai: Starts up faster (7F->6F)
 
 
Yun
 
- Far standing middle punch: damage increased (50->60)
- Crouching middle punch: damage increased (50->60)
- Heavy Nishikyaku (Dragon Kicks): On 1~7F, the move's invincibility properties have been changed to lower-body invincibility
- Heavy Nishikyaku (Dragon Kicks): Yun is considered airborne from 7F of this move
- Command grab: Throw distance decreased (1.1->1.0)
- EX Command grab: Throw distance decreased (1.3->1.2)
- Light/Medium/Heavy/EX Command grab: Does one point of damage
 
 
Zangief
 
- Close standing light kick is now special, focus, red focus and super cancellable.
- Far standing medium punch hurtbox increased. Hurtbox now appears in front of him from the first frame.
- Far standing medium kick is now -3 frames on hit, instead of -7 frames. -7 frames on block, instead of -10 frames.
- Angled jump heavy punch hurtbox slightly increased.
- Light Spinning Piledriver range changed to 1.70 from 1.75.
- Light Banishing Flat now has 8 frames startup instead of 11 frames. Hit advantage is now -3 frames instead of -5 frames. It is now -8 frames on block instead of -7 frames.
- Medium Banishing Flat now has 11 frame startup instead of 13 frames. It is now -6 on block instead of -8.
- Heavy Banishing Flat now has 14 frames startup instead of 16 frames. it is now -6 on hit instead of -7, and -7 on block instead of -9.
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  • 5 weeks later...

You know, when SNK ripped characters right out of Neo Geo Battle Closseum and put them in King of Fighters XI as bonus characters, it felt pretty nice. I didn't care much for the characters myself since I always stick with my mains, but it felt like a nice gesture on SNK's part. Kinda like a sort of gift.

 

This on the other hand...Now I'm really glad I never bought any of the Street Fighter IV games. This is either a genius business move, or just outright theft on the consumer :redcard:

 

I gave up on Street Fighter ever since Super. I knew what they were doing. Even though I wasn't alive for 2 & it's spin-offs, emuparadise has told me the tale.

KOF is the only fighting game I play as of late (besides Mugen)

Just downloaded 2001, let's leave my opinion as.....Fuck Igniz

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I gave up on Street Fighter ever since Super. I knew what they were doing. Even though I wasn't alive for 2 & it's spin-offs, emuparadise has told me the tale.

KOF is the only fighting game I play as of late (besides Mugen)

Just downloaded 2001, let's leave my opinion as.....Fuck Igniz

 

I am a Capcom fan more than a SNK fan.  Yet I admit some KOF bosses are just more @#!*% than SF bosses.

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