Super Street Fighter 4: Arcade Edition Version 2012 date, change log
Details of all 39 characters' alterations.
All Super Street Fighter 4: Arcade Edition fighters will be altered via a Version 2012 update coming 13th December, Capcom has announced.
This update is free, and will happen on all three game platforms - PC, PS3 and Xbox 360 - at the same time.
The entire, gargantuan list of changes is below. My advice is to control-f find your favourite character and peruse their alterations that way.
Most changes have been made to the newer characters, although no fighter has been left untouched.
Symbols and Terminology
- Stick - The lever used to control the character's direction of movement. This means the analog stick when referring to a standard PS3 or Xbox 360 controller.
- 1,2,3,4,5,6,7,8,9 - Indicates the stick displacement direction, as for a standard numeric keypad.
- Light, medium, heavy - Refers to the light, medium, and heavy buttons
- S.C. - Super Combo
- U.C. - Ultra Combo
- Projectile invincibility - Projectile hurtboxes have no effect
- Strike invincibility - Strike hurtboxes have no effect
- Throw invincibility - Throw hurtboxes have no effect
- Hitbox Area - from which the character's move is effective
- Hurtbox Area - where the character is vulnerable
- Total invincibility - Hurtboxes have no effect whatsoever
- Landing stun - Number of frames after landing on the ground from mid-air before another action can take place
- Active period - The frames during which attack hitboxes are in effect
- +1F Advantage / -1F / (Dis)advantage / Equal - Used mainly to describe frame advantage / disadvantage for the attacker
- Startup - The frame in which the attack hitbox(es) appears
- Start - The opening portion of a move
- Stun Number - of frames after attack hitbox disappears before another action can take place
- Near / Far - Used to denote short-distance / long-distance
- F - Abbreviation of frame. 1F is 1/60th sec.
Ryu
- U.C. - Metsu Shoryuken - Extended hitbox upward in 3rd active frame.
- Special - Hadoken - Changed light/medium/heavy version damage from 60 to 70. Chip damage is the same as SSFIV AE, at 15.
- Special - Hadoken - Changed follow-up restrictions when a counter-hit is landed with the EX version so that follow-up is possible with any move.
- Special - Airborne Tatsumaki Senpukyaku - Adjusted timing of trajectory break-point to be 3F behind the previous point when initiated with an angled forward jump.
- Unique - Solar Plexus Strike - Changed damage from 40 + 50 (90 total) to 40 + 60 (100 total).
- Normal - Near Standing Heavy Kick - Equalized normal hit and counter-hit frame advantage.
- Special - Heavy Shoryuken - Made this a 1-hit move.
- Special - Heavy Shoryuken - Set damage in 1st and 2nd active frames to 160, and in 3rd to 14th active frames to 60.
- Special - Heavy Shoryuken - Made from start to 4th frame totally invincible.
- Special - Heavy Shoryuken - Made mid-air follow-up impossible.
- Special - Heavy Shoryuken - Removed possibility for EX Focus Attack and super canceling.
- Normal - Crouching Medium Kick - Hit detection extended from 3F to 5F.
Ken
- Unique - Target Combo - Expanded hitbox for second hit downward to facilitate connecting with crouching targets.
- Unique - Target Combo -Increased startup of near standing medium punch from 8F to 20F to allow a delay when canceling into a Target Combo.
- Special - EX Shoryuken - Changed damage from 70 + 30 + 30 + 50 (180 total) to 80 + 30 + 30 + 60 (200 total).
- Normal - Crouching Heavy Kick - Total frame count unchanged, but startup altered from 7F to 8F.
- Normal - Far Standing Heavy Kick - Changed startup from 12F to 11F.
- Normal - Far Standing Heavy Kick - Shortened attack recovery by 4F, giving a +1F advantage on a hit and a -3F (dis)advantage when blocked.
- Unique - Thunder Kick - Overall length of feint move changed from 27F to 24F.
Chun-Li
- Unique - Yosokyaku - Made accessible from stick diagonally forward-down + medium kick as well as from stick down + medium kick.
- Special - Heavy Spinning Bird Kick - Changed damage from 30 * 9 (270 total) to 40 + 20 * 8 (200 total).
- Special - Heavy Spinning Bird Kick - Made the move hit fully when canceled into from a near standing heavy punch.
- U.C. - Kikoken - Changed startup from 10F to 9F.
- U.C. - Hosenka - Made hitboxes match SSFIV.
- Unique - Kintekishu - Lengthened opponent's stun when counter-hit by 3F, giving the attacker a +3F advantage on a counter-hit.
- Unique - Tenkukyaku - Expanded hitbox downward to make it easier to hit crouching targets.
- Normal - Crouching Heavy Kick - Increased stun from 100 to 150.
- Special - EX Hyakuretsukyaku - Increased amount of movement directly following the move's opening and extended attack reach.
- Normal - Near Standing Heavy Punch - Lengthened hit stun by 1F, leaving the attacker with a -2F (dis)advantage on a hit.
- Normal - Near Standing Heavy Punch - Shortened hitback distance.
- Normal - Crouching Light Kick - Expanded strike hitbox for deep hit.
E. Honda
- Special - Sumo Headbutt - Made upper body totally invincible from start until 14th frame for light version.
- Special - Sumo Headbutt - Changed damage until 2nd active frame from 130 to 100 for light version.
- Special - Sumo Headbutt - Made medium version from start until 10th frame projectile-invincible and totally invincible around the foot.
- Special - Heavy Hundred Hand Slap - Expanded final hit's hitbox forward, making it easier to connect with all characters.
- U.C. - Orochi Breaker - Changed easy command.
- U.C. - Ultimate Killer Head Ram - Made KO possible even when the move's first hit is double hit.
- Special - EX Oicho Throw - Changed EX version's stun from 50 + 50 (100 total) to 75 + 75 (150 total).
Blanka
- Special - Rolling Attack - Changed damage from 100 to 110 for light, 110 to 120 for medium, 120 to 130 for heavy, and 110 to 120 for EX version.
- Special - Rolling Attack - Made opponent get knocked down when hit connects within 2F of heavy or EX version's active period.
- Special - Rolling Attack - Made follow-up possible when hit connects within 2F of EX version's active period.
- Unique - Rock Crusher - Lengthened hit stun by 3F on a max. focus hit, giving the attacker a possible +5F advantage on a hit.
- Unique - Rock Crusher - Shortened hitback distance on a hit and on a block.
- Unique - Jungle Wheel - Extended total frame count of Blanka's move by 1F on a hit.
- Special - EX Vertical Roll - Made opponent get knocked down on a hit, and made landing point closer to opponent when blocked.
- Special - EX Vertical Roll - Lengthened landing stun on a block by 5F from 7F to 12F.
Zangief
- Special - Heavy Spinning Piledriver - Increased stun from 100 to 150.
- Special - EX Banishing Flat - Changed damage from 80 + 50 (130 total) to 90 + 50 (140 total).
- Special - EX Banishing Flat - Increased stun from 50 + 50 (100 total) to 100 + 50 (150 total).
- Normal - Crouching Heavy Kick - Shrunk mid-move hurtbox.
- Normal - Crouching Light Punch - Expanded strike hitbox for deep hit.
- Normal - Far Standing Heavy Punch - Made opponent get knocked down on a hit.
Guile
- Special - Sonic Boom - Abolished counter-hit hurtbox in place from projectile discharge to end of move for all versions. Hurtbox now exists until point of discharge.
- Special - Flash Kick - Changed deep hit damage from 100 to 110 for light, 120 to 130 for medium, and 130 to 140 for heavy version.
- Unique - Flying Mare - Changed startup from 4F to 3F.
- Unique - Flying Buster - Drop Changed startup from 4F to 3F.
- Unique - Spinning Back Knuckle - Changed damage from 90 to 100.
- Unique - Reverse Spin Kick - Made throw-invincible from 6th frame after start until landing.
- Unique - Reverse Spin Kick - Increased hit stun by 1F, giving the attacker a possible +5F advantage on a hit.
- U.C. - Sonic Hurricane - Changed damage distribution to 90 + 30 * 4 + 90 and increased damage potential of follow-up. No change to overall damage.
Dhalsim
- Normal - Standing Light Punch - Increased hit detection period from 1F to 4F.
- Normal - Standing Light Punch - Increased hit stun by 1F, giving the attacker a possible +2F advantage on a hit.
- S.C. - Yoga Inferno - Changed damage from 60 * 5 (300 total) to 75 * 2 + 60 * 3 (330 total).
- Special - Yoga Blast - Changed EX version's damage distribution to 90 + 50. No change to overall damage.
- Special - Yoga Blast - Shrunk mid-move hurtbox for medium and heavy versions.
- Special - Yoga Blast - Made follow-up with any move possible after a heavy version hit.
- Special - Yoga Blast - Shortened post-hit recovery by 10F for light and medium versions.
- Special - Yoga Blast - Shortened post-hit recovery by 5F for heavy version.
- Special - Yoga Blast - Made quick-stand impossible on a hit for all versions.
- Special - Yoga Blast - Made release-triggering impossible for light, medium, and heavy versions.
Balrog
- Special - Buffalo Head - Increased damage from 100 to 120 for medium, 100 to 140 for heavy, and 100 to 150 for EX version.
- U.C. - Dirty Bull - Increased damage from 300 to 399.
- U.C. - Dirty Bull - Made easy command mode input the same as SSF4.
- Special - Dash Swing Blow - Shortened hitback distance when hitting opponents on the ground, and eased linking with crouching medium punch, etc.
- Normal - Near Standing Heavy Punch - Expanded hitbox downward, enabling contact at close range with Ryu, etc. when crouching.
Vega
- Unique - Crouching Heavy Kick - Increased damage from 90 to 110.
- Unique - Cosmic Heel - Lengthened block stun by 1F, leaving attacker with a -3F (dis)advantage when blocked.
- U.C. - Bloody High Claw - Expanded hitbox after knee connects in the first part of the attack to avoid unexpected drop-out.
- U.C. - Bloody High Claw - Allowed combos to link with a Cosmic Smart hit.
- U.C. - Splendid Claw - Changed startup from 9F to 8F.
- Special - Sky High Claw - Made opponent get knocked down on a hit for all versions.
- Special - Sky High Claw - Expanded EX version hitbox downward, making it possible to hit Chun-Li, etc. when crouching.
- Unique - Focus Attack - Expanded strike hitbox for deep hit.
Sagat
- Unique - Angry Charge - Changed Tiger Uppercut damage during an Angry Charge from 140 to 150 for light, 160 to 170 for medium, and 240 to 250 for EX version.
- Normal - Crouching Medium Punch - Expanded strike hitbox for deep hit.
M. Bison
- Special - Double Knee Press - Changed light/medium/heavy stun from 50 + 50 (100 total) to 100 + 50 (150 total).
- Special - Double Knee Press - Lengthened hit stun by 1F on first hit for all versions, giving the attacker a possible +5F advantage when completing the fastest possible Double Knee Press - EX, Focus, Dash.
- Normal - Near Standing Heavy Kick/Far Standing Heavy Kick - Changed shallow hit damage from 80 to 90.
C. Viper
- U.C. - Burst Time - Changed damage from 480 to 441.
- U.C. - Burst Time - Moved position of hitbox to make the move easier to hook in combos.
- U.C. - Burning Dance - Changed damage from 380 to 410.
- Special - Thunder Knuckle - Changed EX version's startup from 27F to 25F.
- Special - Thunder Knuckle - Lengthened Viper's stun by 2F on an EX version hit.
- Special - Thunder Knuckle - Changed medium version damage from 120 to 110.
- Special - Thunder Knuckle - Made throw-invincible until first active frame for heavy version.
- Special - EX Seismic Hammer - Changed damage from 120 to 100.
- Special - EX Seismic Hammer - Eliminated throw invincibility.
- Special - Aerial Burning Kick - Changed normal damage from 100 to 90.
- Special - Aerial Burning Kick - Made follow-ups with Heavy Thunder Knuckle or Burst Time possible after EX version fully hits.
Rufus
- U.C. - Big Bang Typhoon - Adjusted number of hits against airborne opponents to a maximum of 10.
- Special - Messiah Kick - Made light derivation combo on a medium hit.
- Unique - Target Combo - Expanded second hit's hitbox downward to facilitate connecting with Blanka, etc. when crouching.
- Special - EX Galactic Tornado - Increased opponent's stun by 7F when hit by the suction part of the move. Gives attacker a possible +8F advantage when completing EX Focus - Dash in shortest possible time.
El Fuerte
- Special - Propeller Tortilla - Made strike- and projectile-invincible from start until 13th frame.
- Special - Quesadilla Bomb - Made EX version's counter-hits lead to wall bounce damage.
- Special - Quesadilla Bomb - Reduced EX version's charge time from 390 to 210F.
- Special - Quesadilla Bomb - Shortened recovery by 10F when EX version or normal move hits at full charge.
- Special - Calamari Slide - Fixed issue whereby using a Heavy Punch-Calamari Slide combo against a crouching Balrog, etc. wasn't hitting the opponent.
- Normal - Crouching Light Punch - Made all light version attacks rapid-fire cancelable.
- Special - Guacamole Leg Throw - Reduced landing stun from 13F to 10F.
Abel
- Normal - Crouching Heavy Punch - Expanded hitbox upward to ease use as an anti-air move.
- Special - Tornado Throw - Changed damage from 150 to 160 for light, 170 to 180 for medium, and 190 to 200 for heavy/EX versions.
- U.C. - Breathless - Made strike-invincible from start of dash to just before hit detection.
- U.C. - Breathless - Eliminated throw invincibility after start of dash.
- Special - Second Low - Extended hit stun by 2F, giving a possible +9F advantage when completing EX Focus-Dash in the shortest possible time.
Seth
- Normal - Jumping Heavy Punch - Changed hitbox active time from 2F to 4F.
- Normal - Forward Jumping Medium Kick - Made foot region invincible to projectiles from end of active period to landing.
- Special - Shoryuken - Shortened block stun by 2F on second normal Shoryuken hit, leaving the attacker with a -3F (dis)advantage on EX Focus-Dash. No change to first hit's block stun.
- U.C. - Tandem Stream - Made Seth become totally invincible at a certain point in the attack.
- U.C. - Tandem Stream - Made fully hit when combo launched from crouching heavy punch.
- U.C. - Tandem Stream - Changed damage from 380 to 340.
Akuma
- Unique - Forward Throw - Increased Akuma's total frame count on a hit by 2F.
- U.C. - Demon Armageddon - Changed hit damage when canceling out of Ashura Senku from 400 to 421.
- Special - Hyakki Gosho - Changed from an overhead attack to a mid attack.
- Normal - Far Standing Heavy Kick - Changed damage from 60 + 40 (100 total) to 50 + 30 (80 total).
- Normal - Far Standing Heavy Kick - Shortened block stun by 2F on second block, giving the attacker a -2F (dis)advantage when blocked.
- Special - EX Hyakkishu - Made EX Zanku Hadoken cancelable from immediately after start of move.
Gouken
- Special - Senkugoshoh - Expanded light version's hitbox forward.
- Special - Senkugoshoh - Changed medium version's characteristics to match SSF4's light version.
- Special - Senkugoshoh - Changed heavy version's characteristics to match SSF4's medium version.
- Normal - Crouching Heavy Punch - Lengthened hit stun by 1F.
- U.C. - Denjin Hadoken - Made fireball speed variable by 3 steps by shaking the stick before start of hit detection.
- U.C. - Denjin Hadoken - Increased final damage by 45 for all charge levels.
- U.C. - Denjin Hadoken - Unified charge time required to launch all versions of attack, regardless of Ultra Meter level.
- Special - Kongoshin - Expanded counter hitbox for medium and heavy versions.
- Special - Kongoshin - Set stun to 200 for all versions.
- Normal - Near Standing Medium Kick - Fixed issue whereby simultaneous near standing medium kicks in Gouken-Gouken attacks would miss each other.
- Unique - Sakotsukudaki - Expanded hitbox downward.
- Unique - Sakotsukudaki - Changed hitbox active period from 2F to 4F.
- Unique - Sakotsukudaki - nique Shrunk hurtbox on upper arm.
- Unique - Sakotsukudaki - Aligned hit stop time with length of heavy attack.
- Normal - Near Standing Heavy Kick - Changed first hit active period from 2F to 5F.
- S.C. - Forbidden Shoryuken - Changed startup from 11F to 3F.
- Normal - Far Standing Medium Punch - Made Special Move cancelable.
- Normal - Far Standing Medium Punch - Lengthened hit stun by 1F, giving the attacker a possible +5F advantage on a hit.
- Normal - Far Standing Heavy Punch - Changed hitbox active period from 3F to 5F.
Cammy
- Special - Heavy Spiral Arrow - Changed active periods from (first hit) 2F + 17F to 7F + 12F. (Overall active period unchanged.)
- Special - Quick Spin Knuckle - Decreased distance all versions push back when blocked.
Fei Long
- Special - Rekkaken - Set chip damage from first and second hits to 6 for light version.
- Special - Rekkaken - Set chip damage from first and second hits to 7 for medium version.
- Special - Rekkaken - Decreased distance of block push for second light/medium/heavy hit.
- Special - Rekkaken - Reduced block stun for second light/medium/heavy hit, giving the attacker a frame (dis)advantage of -8F for light, -10F for medium, and -12F for heavy hits.
- Special - Shienkyaku - Changed light version deep hit damage from 120 to 110.
- Special - Shienkyaku - Changed medium version deep hit damage from 140 to 120.
- Special - Shienkyaku - Changed heavy version damage from 100 + 60 (160 total) to 100 + 50 (150 total).
- Special - Shienkyaku - Changed EX version damage from 100 + 50 + 50 (200 total) to 100 + 50 + 40 (190 total).
- Special - Shienkyaku - Shortened first hit block stun by 1F for all versions.
- Special - Rekkukyaku - Changed heavy version damage from 40 + 40 + 60 (140 total) to 35 + 35 + 30 (100 total).
- Special - Rekkukyaku - Stopped hit connecting after cross up for all versions.
- Normal - Crouching Medium Punch - Changed damage from 65 to 55.
- Normal - Near Standing Medium Punch - Prevented first (Heavy/EX) Rekkukyaku canceled from near standing medium punch from hitting.
- Normal - Near Standing Light Punch/Far Standing Light Punch - Shortened hit stun by 1F, giving the attacker a possible +5F advantage on a hit.
- Unique - Chokkarakusho - Changed damage from 60 to 70.
- Unique - Engekish - Changed damage from 90 + 60 (150 total) to 80 + 50 (130 total).
- Unique - Engekish - Made second hit super-cancelable.
Sakura
- Special - EX Hadoken - Changed level 1 damage from 40 + 60 (100 total) to 60 + 60 (120 total).
- Special - EX Hadoken - Changed level 2 damage from 50 + 70 (120 total) to 60 + 70 (130 total).
- Special - EX Shunpukyaku - Fixed issue whereby opponent could be passed through when hit in standing position after certain combos.
- Special - Sakura Otoshi - Increased command input difficulty, and made release-triggering impossible.
Rose
- U.C. - Soul Satellite - Changed startup from 7F to 5F.
- U.C. - Soul Satellite - Fixed issue whereby EX Soul Reflect could be triggered accidentally.
- Normal - Near Standing Medium Kick - Extended hit stun by 1F, giving the attacker a possible +4F advantage on a hit.
- Special - Soul Spark - Changed Super Meter build-up from 20 to 30 for light, medium, and heavy versions.
- Unique - Soul Piede - Changed total action frames from 33F to 29F.
- Unique - Soul Piede - Increased reach by moving hitbox forward.
- Unique - Soul Piede - Shrunk active period hurtbox.
- Normal - Crouching Medium Kick - Fixed issue whereby counter-hit damage was taken when attacked in any frame after hit detection started.
- Special - EX Soul Reflect - Made invincible to projectiles from start until 7th frame.
- Special - EX Soul Reflect - Activated projectile return hitbox from 5th frame onward.
- Special - EX Soul Spiral - Changed damage from 100 to 120.
Gen
- Normal - (Crane) Crouching Heavy Punch - Changed counter-hit damage to be the standard 1.25 times normal damage.
- Normal - (Crane) Crouching Heavy Kick - Changed hitbox active period from 3F to 5F.
- U.C. - Shitenketsu - Changed startup from 9F to 7F.
- Special - Gekiro - Given Super Meter a +10 bonus when medium or heavy versions make it to the final hit.
- Special - Gekiro - Made quick-stand impossible on final hit of heavy version.
- Special - Jyasen - Varied number of hits when using EX version depending on punch button combination (light + medium or medium + heavy or light + heavy).
- Special - Jyasen - Made EX version projectile-invincible until end of active period.
- Special - Jyasen - Increased opponent's stun by 4F on the penultimate hit or block of the rolling portion of the attack for light/medium/heavy version. Following the fastest possible EX Focus-Dash, this gives the attacker a +6F advantage on a hit, or a +2F advantage when blocked.
- Special - Jyasen - Increased hit stun by 5F and block stun by 4F on the penultimate hit of the rolling portion of the attack for the EX version. Following the fastest possible EX Focus-Dash, this gives the attacker a +8F advantage on a hit, or a +2F advantage when blocked.
- Unique - (Mantis) Focus Attack - Lengthened hit stun by 3F on a level 1 hit, giving equal frame advantage/disadvantage on a hit after completing the fastest possible Dash.
- Unique - (Crane) Focus Attack - Lengthened block stun by 3F on a level 1 block, giving equal frame advantage/disadvantage on a block after completing the fastest possible Dash.
- Normal - (Crane) Crouching Medium Kick - Made +1F advantage on a hit and -1F (dis)advantage when blocked.
- Normal - (Crane) Crouching Medium Kick - Shrunk mid-move leg hurtbox.
- Special - EX Oga - Changed damage from 100 to 150.
- Special - EX Oga - Increased movement speed.
- Special - EX Oga (Far Kick) - Changed startup after wall bounce from 12F to 7F.
- Special - EX Oga (Far Kick) - Made follow-up possible on a hit.
Dan
- Special - Airborne Dankukyak - Made EX Airborne Dankukyaku fully hit after EX Focus canceling a Koryuken.
- Special - Airborne Dankukyak - Changed heavy version's damage from 50 + 40 + 30 (120 total) to 50 * 3 (150 total).
- Special - Airborne Dankukyak - Changed EX version's height restrictions, allowing it to be activated 1F earlier.
- Special - Airborne Dankukyak - Changed EX version's stun from 100 * 3 (300 total) to 100 + 75 + 75 (250 total).
- Special - Dankukyaku - Changed heavy version's damage from 50 + 40 + 30 (120 total) to 50 + 40 + 40 (130 total).
- S.C. - Hissho Buraiken - Adjusted to fully hit when used up close against any character.
- Unique - Ducking Taunt, Jumping Taunt - Made Super Meter bonus +70 on a hit and +30 on a block.
- Normal - Close Standing Medium Punch - Changed startup from 6F to 5F. Takes the total frame count to 23F.
- Normal - Close Standing Heavy Kick - Shortened hitback distance on standing or crouching hit.
- Normal - Crouching Heavy Kick - Changed startup from 12F to 10F. Takes the total frame count to 33F.
T. Hawk
- Normal - Crouching Heavy Kick - Adjusted block stun to be 2F longer when first hit is blocked.
- Normal - Crouching Heavy Kick - Made hurtbox (only) near head invincible to projectiles during the move. As a result, Sagat's High Tiger Shot and similar moves can now be avoided.
- Special - Medium Tomahawk - Buster Made throw-invincible from the start of the move until airborne.
- Unique - Heavy Body Press - Allowed activation from vertical jump.
- Unique - Heavy Shoulder - Allowed activation from vertical jump.
- Unique - Thrust Peak - Increased hit stun by 1F, leaving attacker with a -4F (dis)advantage on a hit.
- Special - EX Condor Dive - Made projectile invincibility last until the end of the move on a hit. As before on a block.
- Normal - Close Standing Heavy Kick - Changed startup from 8F to 7F, making the move's total frame count 1F shorter at 23F.
- Normal - Close Standing Heavy Kick - Changed to inflict knockdown damage on a hit, and made EX Tomahawk Buster the only move that can hit the knocked down opponent in that case.
- U.C. - Raging Slash - Made easy command mode input the same as SSF4.
Dee Jay
- Special - Air Slasher - Abolished counter-hit hurtbox in place from projectile discharge to end of move for all versions. Hurtbox now exists until point of discharge.
- Normal - Far Standing Medium Punch - Expanded hitbox to end of glove, and made cancelable into a special move.
- U.C. - Sobat Festival - Made canceling into this move possible on penultimate hit of Sobat Carnival Super Combo.
- Special - Double Rolling Sobat - Expanded hitbox along attacking foot for medium version's second hit only when first hit connected.
- Special - Double Rolling Sobat - Changed damage from 80 to 90 for light, 100 to 110 for medium, and 120 to 130 for heavy version.
- Normal - Close Standing Heavy Kick - Made first hit do forcible stand-up damage when it connects with opponents on the ground.
- Normal - Close Standing Heavy Kick - Expanded second hit's hitbox downward.
- Normal - Close Standing Heavy Kick - Made attacker have a -2F (dis)advantage when second hit is blocked.
- Normal - Close Standing Heavy Kick - Made second hit super-cancelable.
Guy
- Misc - Retreat - Increased speed of retreat.
- Special - EX Bushin Senpukyaku - Expanded first hit's hitbox and increased active period from 1F to 2F to make the move easier to land.
- Special - Elbow Drop - Made attack activate not only from stick down + medium punch, but also from stick down-forward + medium punch or stick down-back + medium punch.
- Special - Bushin Izuna Otoshi - Reduced landing stun for all versions when additional button input was missed.
- Unique - Grab Throw / Shoulder Throw - Expanded hitbox forward slightly.
- Normal - Vertical Jump Heavy Punch - Expanded hitbox up and down.
- Normal - Angled Jump Heavy Kick - Expanded hitbox up, down, and to the front, and expanded hurtbox accordingly.
- Normal - Angled Jump Medium Punch - Expanded hitbox up, down, and to the front, and expanded hurtbox accordingly.
- U.C. - Bushin Goraisenpujin - Slightly increased movement amount prior to first hit.
- U.C. - Bushin Muso Renge - Expanded hitbox to the front.
- U.C. - Bushin Muso Renge - Made easy command mode input the same as SSF4.
- Special - Neck Flip - Prevented cross up over E. Honda, Chun-Li, Vega, Rufus, Cammy, Sakura, Adon, and Juri when executed close up and opponent is crouching.
- Unique - Wall Jump - Sped up timing of follow-up input after kicking the wall.
- S.C. - Bushin Hasoken - Expanded the final hit's hitbox, making it easier to fully hit.
Cody
- Misc - Advance - Increased speed when moving forward.
- Misc - Retreat - Increased speed of retreat.
- Unique - Hammer Hook (Stick Forward + Heavy Punch) - Increased hit and block stun by 2F.
- Unique - Hammer Hook (Stick Forward + Heavy Punch) - This gives the attacker a +3F advantage on a hit against a standing opponent, a -1F (dis)advantage against a crouching opponent, and a -4F (dis)advantage when blocked.
- Unique - Hammer Hook (Stick Forward + Heavy Punch) - Enabled execution even when holding a knife.
- Unique - Standing Light Punch (With Knife) - Lengthened hit stun, giving the attacker a possible +6F advantage on a hit.
- Unique - Standing Medium Punch (With Knife) - Changed from a 1-hit to a 2-hit attack. No change to action or damage.
- Unique - Standing Heavy Punch (With Knife) - Lengthened hit stun, giving the attacker a possible +3F advantage on a hit.
- Unique - Crouching Medium Punch (With Knife) - Shrunk hurtbox on attacking arm. Also set hitbox active period to 4F. No change to overall frame count.
- Unique - Crouching Heavy Punch (With Knife) - Startup changed from 9F to 7F. Changes total frame count from 24F to 22F.
- Unique - Jumping Light Punch (With Knife) - Increased length of hit detection.
- Unique - Jumping Medium Punch (With Knife) - Expanded hitbox up and down.
- Unique - Pick up Knife - Made transition to block possible during move.
- Unique - Bad Spray - Changed from a 1-hit to a 2-hit attack. No change to overall damage. Also made second hit super-cancelable.
- Special - EX Zonk Knuckle - Increased forward knockdown distance somewhat.
- Special - Ruffian Kick - Expanded medium kick's hitbox forward slightly.
- Normal - Angled Jumping Medium Punch - Expanded hitbox up and down.
Ibuki
- Unique - Hammer Kick (Stick Forward + Medium Kick) - Changed startup from 26F to 25F. Changes move's total frame count from 37F to 36F.
- Unique - Hammer Kick (Stick Forward + Medium Kick) - Accordingly, Target Combo 7's startup is 25F.
- Unique - Bonsho Kick (Stick Forward + Heavy Kick) - Adjusted trajectory to facilitate hitting crouching opponents.
- Unique - Bonsho Kick (Stick Forward + Heavy Kick) - Enabled a +1F advantage on a hit and a -3F (dis)advantage on a block.
- Unique - Bonsho Kick (Stick Forward + Heavy Kick) - Enabled a possible +5F advantage for the attacker on a counter-hit.
- U.C. - Hashinsho - Made all hits connect with airborne opponents until locked animation sequence.
- U.C. - Hashinsho - Made first hit do forcible stand-up damage when it connects with crouching opponents.
- U.C.- Yoroitoshi - Made projectiles fully hit against airborne opponents.
- U.C.- Yoroitoshi - Made easy command mode input the same as SSF4.
- Special - Tsuijigoe - Made move throw-invincible from start until 7th frame.
- Special - Tsuijigoe - Removed all hurtboxes apart from that over the head region from start until 12th frame.
- Special - Tsuijigoe - Made move super-cancelable from 10th frame after start onward.
Makoto
- Misc - Health - Adjusted from 1000 to 950.
- Special - Fukiage - Adjusted all damage from 100 to 90 when executing light, medium, and heavy versions, and from 140 to 120 for EX version.
- S.C. - Tanden Renki - Made attack last 3 seconds longer than previously.
- Normal - Standing Heavy Kick - Extended hitbox downward.
- Unique - Target Combo 1 - Made the standing medium kick second hit super-cancelable.
- Normal - Vertical Jump Medium Punch - Extended hitbox and hurtbox forward.
- Special - EX Karakusa - Adjusted size of hitbox to match that of the light version.
- Special - Hayate - [Light Punch Version] Lengthened attack distance at level 3. Adjusted characteristics at level 4 to match level 4 heavy punch. Added armor break property when charged to level 5. Made same follow-up conditions the same as the EX version when charged to level 5. Changed damage at level 5 to 190, and added voice hint to mark being charged to that level. Lengthened distance of travel at level 5.
- Special - Hayate - [Medium Punch Version] Adjusted characteristics at level 4 to match level 4 heavy punch. Unified characteristics at level 5 across light, medium, and heavy punches.
- Special - Hayate - [Heavy Punch Version] Adjusted block stun at level 4 to give a -2F (dis)advantage. Unified characteristics at level 5 across light, medium, and heavy punches.
Dudley
- Unique - Victory Rose - Made EX Focus Attack possible.
- Unique - Victory Rose - Added light attack hit/block effects and sound effects.
- Special - Thunderbolt - Made it easier to fully hit airborne opponents for all versions of the attack.
- Special - Thunderbolt - Prevented quick-stand even when hitting airborne opponents for all versions.
- Special - Thunderbolt - Shortened horizontal travel when jumping without changing final total horizontal travel.
- Special - Thunderbolt - Delayed thunderbolt discharge and sound effect timing for EX version.
- U.C. - Rolling Thunder - Made second and subsequent hits also connect with airborne opponents.
- Special - Short Swing Blow - Shrunk size of lower-body hurtbox after throw-invincibility expires in medium and heavy versions.
- Special - Short Swing Blow - Lengthened hit stun by 2F for medium and heavy versions, giving attacker a possible +2F advantage on a hit.
- Normal - Vertical Jumping Light Punch - Changed hitbox active period from 3F to 5F, and expanded its size.
- Normal - Vertical Jumping Light Punch - Changed startup from 8F to 6F, hit detection from 3F to 4F, and expanded hitbox size.
- Normal - Angled Jumping Light Punch - Changed hitbox active period from 5F to 8F.
- Normal - Angled Jumping Medium Punch - Changed hitbox active period from 3F to 5F.
- Normal - Standing Heavy Kick - Lengthened hit stun by 3F on a counter-hit, giving the attacker a possible +7F advantage on a hit.
- Unique - Focus Attack - Lengthened block stun by 1F for hits charged to level 1. With the fastest possible Dash, this leaves the attacker with a -2F (dis)advantage on a hit or block.
- Normal - Crouching Medium Kick - Changed startup from 10F to 8F, hit detection from 5F to 6F. Takes move's total frame count from 29F to 28F.
- Special - Jet Upper - Changed light and medium version's startup from 6F to 5F, and heavy version's startup from 4F to 3F.
Adon
- Unique - Focus Attack - Adjusted position of hitbox to ease hitting of short opponents.
- Normal - Close Standing Medium Punch - Shortened hitback and block push distances. Also made attacker have a -4F (dis)advantage when blocked.
- U.C. - Jaguar Revolver - Fixed issue whereby the move could slip around to the back of an opponent on the ground when hit up close.
- U.C. - Jaguar Revolver - Increased the 3rd hit's knockdown distance when fighting airborne opponents.
- Special - Rising Jaguar - Made super-canceling possible on 2nd active frame of first hit for strong version.
- Special - Rising Jaguar - Slightly increased forward knockdown distance on first hit for the light, medium, and heavy versions to fix Adon facing the wrong way on EX Focus-Dash.
- Special - Jaguar Kick - Expanded body hurtbox downward to toe of lowered leg for light and medium versions. Made expanded part of hurtbox invincible to projectiles.
- Special - Jaguar Kick - Changed heavy version's damage from 140 to 130.
Hakan
- Misc - Applying Oil - Made it possible to get oiled from start of round. Effect lasts approximately 10 seconds.
- Normal - Vertical Jumping Light Punch - Changed hitbox active period from 3F to 8F.
- Normal - Vertical Jumping Medium Punch - Changed hitbox active period from 2F to 4F.
- Normal - Vertical Jumping Light Kick - Changed hitbox active period from 7F to 11F. Expanded hitbox and moved it upward.
- Normal - Angled Jumping Light Punch - Changed hitbox active period from 6F to 8F.
- Unique - Guard Position - Made move slide when executed from a dash or backstep while oiled.
- Special - Oil Dive - Adjusted trajectory and reach of hitbox to bolster heavy and EX versions.
- Special - Oil Dive - Changed to fly over crouching opponents (not all characters) when the medium or heavy version is executed at close range.
- Special - Oil Dive - Changed light version's startup from 14F to 9F, EX version's startup from 22F to 19F, and reduced max. power stun.
- Special - Oil Dive - Expanded hitbox downward for all versions.
- Normal - Crouching Heavy Punch - Changed to a 2-hit attack. Also altered the total frame count, leaving the attacker with a -3F (dis)advantage on a hit, and a -6F (dis)advantage when blocked.
- Normal - Standing Light Punch Changed to a +4F advantage when blocked.
- S.C. - Flying Oil Spin - Adjusted light version's startup from 18F to 9F, and medium version's startup from 18F to 12F.
- S.C. - Flying Oil Spin - Changed to fly over crouching opponents (not all characters) when the medium or heavy version is executed at close range.
- S.C. - Flying Oil Spin - Removed hurtbox around arm at startup.
- Unique - Hakan Tackle - Contracted upper hurtbox downward at start of hit detection to match the rest of the active period.
- Unique - Hakan Tackle - Contracted active period front hurtbox backward to match the situation immediately after detection starts.
- Special - Oil Slide - Changed to do 100 points of stun when the slide originates from an Oil Shower move.
- Special - Oil Slide - Made Super Meter bonus 30 when the slide originates from an Oil Shower move.
- Special - Oil Slide - Made effect of oil when the slide originates from an Oil Shower move last for 450F (approx. 7.5 seconds).
Juri
- Normal - Close Standing Medium Kick - Expanded 2nd hit's hitbox forward to end of leg.
- Special - Fuhajin - Changed damage from 30 to 50 for all versions when upward kick connects.
- Special - Senpusha - Extended hit stun by 3F on first hit of light kick. Results in a possible +6F advantage for the attacker after the fastest possible EX Focus-Dash.
- Special - Senpusha - Extended hit stun by 3F on first and second hit of medium or heavy kick. Results in a possible +6F advantage for the attacker after the fastest possible EX Focus-Dash.
- Special - Senpusha - Extended hit stun by 5F on second hit of EX version. Results in a possible +7F advantage for the attacker after the fastest possible EX Focus-Dash.
- Special - Senpusha - Extended invincibility of EX version during Feng Shui Engine to cover the period when the first hit's hitbox is up.
- U.C. - Feng Shui Engine - Enabled Super Meter to build up at 1/3 the normal rate for various attacks.
- Unique - Focus Attack - Expanded hitbox downward.
- Special - EX Shikusen - Enabled change of trajectory with special kick button combinations (light + medium, medium + heavy, or light + heavy), but only during a Feng Shui Engine.
- Normal - (Unspecified) - Adjusted startup to 3F. Takes move's total frame count from 22F to 20F.
- Misc - Dash - Increased travel during a Feng Shui Engine. Overall frame count is unchanged.
Yun
- Unique - Target Combo 2 - Changed damage from 60 + 40 + 50 (150 total) to 50 + 30 + 40 (120 total).
- Unique - Target Combo 3 - Changed damage from 80 + 70 (150 total) to 65 + 55 (120 total).
- Unique - Target Combo 3 - Made super-cancelable off second hit.
- Unique - Target Combo 4 - Changed damage from 50 + 50 + 60 (160 total) to 50 + 35 + 48 (133 total) when executed from a far standing medium punch.
- Unique - Target Combo 4 - Increased 2nd hit recovery by 2F, leaving attacker with a -6F (dis)advantage on a block.
- Unique - Target Combo 5 - Changed damage from 20 + 30 + 40 (90 total) to 20 + 20 + 32 (72 total).
- Normal - Crouching Light Kick - Expanded hurtbox upward after hitbox becomes active.
- Normal - Crouching Medium Punch - Changed damage from 60 to 50.
- Special - Zenpou Tenshin - Changed EX version's startup from 5F to 8F, and removed throw-invincibility.
- Special - Zenpou Tenshin - Increased startup from 7F to 10F for light, medium, and heavy versions.
- Special - EX Zesshou Hohou - Changed division of hit detection period from 7F + 2F to 3F + 6F.
- Special - EX Zesshou Hohou - Shortened block stun by 2F. This leaves the attacker with a -1F (dis)advantage when blocked at close range.
- Unique - Raigeki Shu - Increased command input height restriction.
- Unique - Raigeki Shu - landing stun from 4F to 6F.
- Unique - Raigeki Shu - Lengthened hit stun and block stun by 2F.
- Special - Kobokushi - Changed Super Meter build-up from 30 to 20 when medium or heavy version is executed. No change to Super Meter build-up when attack connects.
- Special - Kobokushi - Extended total frame count for light, medium, and heavy versions by 2F, taking the light version to 25F, and the medium and heavy versions to 45F.
- Special - Kobokushi - Changed damage from 160 to 140, and stun from 250 to 200 for medium and heavy versions.
- Special - Kobokushi - Changed chip damage from 40 to 30 for medium and heavy versions.
- Special - Kobokushi - Changed hitbox active period from 15F to 10F for medium and heavy versions.
- Special - Nishokyaku - Eliminated invincibility from light version at 6th frame after start.
- Special - Nishokyaku - Shortened distance medium, heavy, and EX versions jump forward.
- Special - Nishokyaku - Lengthened landing stun by 3F only for light and EX versions when attack whiffs.
- Special - Nishokyaku - Changed medium version's damage from 70 + 60 (130 total) to 70 + 40 (110 total).
- Special - Tetsuzanko - Changed heavy version's damage from 140 to 100.
- Special - Tetsuzanko - Added mid-move strike hurtbox on all versions.
- Special - Tetsuzanko - Changed timing of projectile invincibility for the heavy version from 6th to 18th frame after the start of the move.
- Special - Tetsuzanko - Changed EX version's damage from 80 + 70 (150 total) to 90 + 40 (130 total).
- S.C. - Genei Jin - Shortened length of effect by 1 second.
- S.C. - Genei Jin - Changed damage during Senpukyaku from 85 to 80.
- Misc - Stun - Changed from 1000 to 950.
- Normal - Near Standing Light Kick / Far Standing Light Kick - Lengthened block stun by 1F, giving the attacker a possible +2F advantage when blocked.
Yang
- Normal - Crouching Light Kick - Changed damage from 30 to 20.
- Normal - Crouching Light Kick - Expanded hurtbox upward after hit detection starts.
- Normal - Crouching Punch - Changed damage from 80 to 70. Changed to 60 during a Seiei Enbu.
- Normal - Far Standing Medium Punch - Shrunk hitbox.
- Normal - Forward Jumping Medium Kick - Shrunk hitbox.
- Special - EX Zenpou Tenshin - Shrunk throw hitbox.
- Special - EX Zenpou Tenshin - Changed startup from 7F to 8F.
- Special - EX Zenpou Tenshin - Removed throw-invincibility.
- Special - Tourouzan - Changed light/medium version's final hit damage from 75 to 60.
- Special - Tourouzan - Changed heavy version's final hit damage from 80 to 60.
- Special - Tourouzan - Made block string to final hit possible for EX version.
- Special - Tourouzan - EX version only changed so as not to trigger on button release.
- Special - Byakko Soshoda - Changed meter build-up from 20 to 10 for medium and heavy versions.
- Special - Byakko Soshoda - Changed total frame count to 26F for light, 41F for medium, and 45F for heavy version. No change to total frame count during a Seiei Enbu.
- Special - Byakko Soshoda - Changed heavy version's damage from 150 to 140, chip damage from 38 to 30, and stun from 250 to 200.
- Special - Byakko Soshoda - Shortened hitbox active period from 13F to 9F for medium and heavy versions.
- Unique - Target Combo 2 - Changed damage from 150 to 130 when fully hits.
- Unique - Target Combo 2 - Shortened distance 2nd hit pushes back when blocked.
- Unique - Target Combo 2 - Lengthened 2nd hit's recovery by 4F, giving a -7F (dis)advantage when blocked.
- Unique - Raigeki Shu - Changed stun from 100 to 50.
- Unique - Raigeki Shu - Changed landing stun from 4F to 6F.
- Unique - Raigeki Shu - Added hurtbox to foot area as soon as the move starts.
- Special - Senkyutai - Removed projectile invincibility from start to 5th frame of heavy version.
- Special - Senkyutai - Removed projectile invincibility from medium version.
- Special - Senkyutai - Shrunk hitboxes across all versions.
- Special - Senkyutai - Given attacker a -4F (dis)advantage with EX Focus-Dash on a block for all versions.
- S.C. - Seiei Enbu - Shortened length of effect by 1 second.
- S.C. - Seiei Enbu - Set chip damage to 1/8 normal damage.
- U.C. - Tenshin Senkyutai - Changed startup at close range from 4F to 7F.
- U.C. - Tenshin Senkyutai - Changed final hit damage to 90 when not locked.
- Misc - Stun - Changed stun from 1000 to 950.
- Normal - Near Standing Light Kick/Far Standing Light Kick - Changed startup from 3F to 5F. No change to startup during a Seiei Enbu.
- Unique - Target Combo 3 - Made 3rd hit super-cancelable.
- Unique - Target Combo 3 - Made opponent get knocked down when 3rd hit connects.
- Misc - Up From Prone - Removed total invincibility from all frames after action becomes possible.
- Misc - Back Dash - Prevented special canceling between 24th and 25th frame of backward dash.
Evil Ryu
- Misc - Health - Adjusted from 850 to 900.
- Misc - Stun - Adjusted from 850 to 900.
- Special - Airborne Tatsumaki Senpukyaku - Adjusted timing of trajectory break-point to be 3F behind the previous point when initiated with an angled forward jump.
- Special - Airborne Tatsumaki Senpukyaku - Enabled Airborne Tatsumaki Senpukyaku to be canceled out of a Senbukyaku at all strengths, and changed the characteristics from normal use.
- Special - Airborne Tatsumaki Senpukyaku - Set stun to 100 for light and medium versions when canceled into from a Senbukyaku.
- Special - Ryusokyaku - Increased hit stun by 1F for light version, giving the attacker a possible +1F advantage on a hit.
- Special - Ryusokyaku - Changed heavy version's startup from 27F to 26F, damage from 140 to 130, and stun from 200 to 150. Also enabled follow-up against opponents that have been knocked back, as with the medium version.
- Special - Ryusokyaku - Inhibited quick-stand after a medium or heavy version hit against an airborne opponent.
- Special - Ryusokyaku - Changed EX version's startup from 22F to 21F.
- Special - Ryusokyaku - Enabled further follow-up from a Senbukyaku-EX Airborne Tatsumaki Senpukyaku combo with the medium version when at the edge of the screen.
- Normal - Far Standing Heavy Kick - Adjusted size and position of hitbox to match Ryu's.
- Unique - Crouching Heavy Kick - Changed damage from 90 to 100, and lengthened active hitbox period from 2F to 3F.
- S.C. - Raging Demon - Changed damage from 350 to 370.
- Normal - Far Standing Medium Kick - Slightly expanded hitbox forward. Also slightly increased amount of forward motion during startup.
- Normal - Far Standing Medium Kick - Reduced recovery by 1F, taking the total frame count from 26F to 25F.
- Unique - Target Combo - Made 2nd hit a knockdown.
- Normal - Far Standing Heavy Punch - Made this move cause a knockdown on a counter-hit.
- U.C. - Metsu Hadoken - Time taken the charge the attack by holding down the button has been cut compared to before. This makes it easier to land repeated knee-crippling hits in a Focus Attack.
- U.C. - Metsu Hadoken - Expanded hitbox downward in 1st active frame when executed as a charged attack at close range to an opponent.
- Special - Shoryuken - Extended invincibility of medium version by 1F, making first 5F totally invincible.
- Special - Shoryuken - Changed heavy version's damage from 90 + 60 (150 total) to 100 + 60 (160 total).
Oni
- Misc - Health - Adjusted from 950 to 1000.
- Special - Goshoryuken - Slightly increased forward knockdown distance on final hit to fix the character facing the wrong way on EX Focus-Dash.
- Special - Goshoryuken - Made quick-stand impossible following the first hit of the EX version.
- U.C. - Messatsu-Gotenha - Changed active period from 10F to 9F, and made the attack totally invincible until after the first active frame.
- U.C. - Messatsu-Gozanku - Made Messatsu-Gozanku cancelable on a Zanku Hadosho hit.
- U.C. - Tenchi Sokaigen - Reduced damaged party's horizontal knockdown distance in order to increase ease of subsequent hitbox connection following a successful first hit.
- S.C. - Raging Demon - Changed damage from 350 to 370 when executed on the ground.
- S.C. - Raging Demon - Changed from a throw hitbox to a strike hitbox that can only hit airborne opponents when the move is carried out in the air.
- Special - EX Tatsumaki Zankukyaku - Made additional adjustments to allow the move to fully hit.
- Special - Airborne Tatsumaki Zankukyaku - Changed EX version to make a sudden, vertical dive, only when canceled into from a Zanku Hadosho.
- Special - Airborne Tatsumaki Zankukyaku - Made EX version a 1-hit move, with damage of 140 and stun of 200 that does tailspin knockdown damage, only when canceled into from a Zanku Hadosho.
- Special - Airborne Tatsumaki Zankukyaku - Changed EX version landing stun to 22F, only when canceled into from a Zanku Hadosho.
- Unique - Gankauchi (Stick Back + Medium Punch) - Changed damage motion when hitting crouching opponents, making it easier to land a hit when canceling a special or other move from a Gankauchi.
- Normal - Angled Jumping Heavy Punch - Changed active period from 4F to 5F.
- Special - Zanku Hadosho - Expanded hitbox for light and heavy versions.
- Special - Rakan Dantojin - Added hitbox for deep hit to light version.
- Special - Rakan Dantojin - Extended projectile-invincible frames by 3F for medium version.