Ultra Street Fighter IV

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    • ich hab ein problem, welches hier noch nicht gelöst(?) wurde: hab mir das digi upgrade geholt und auch das ultra challenge pack 2014 (sollen wohl kostüme sein)

      nur leider kann ich bei den neuen keine alt.kostüme auswählen...würd so gern mal gladiator 12 sehen!
    • Es gibt kein ultra challenge pack 2014... was meinst du? Ultra Challengers Pack 1 & 2?
      Das wären nur:
      Hakan, Makoto, Guy, Dudley and Dee Jay
      Juri, Ibuki, Cody, Adon and T.Hawk

      2014 Challengers Pack gibt es nur für PSN gratis dazu.
      "cant believe this, only grand finals should be on start page, the raiden player healing care is mvc3 player and known mk9 hater.. obvious troll XDDD cant be more troll, i lol,d very very hard"
    • Ist die Frage ob er mit "Gladiator 12" das SFXT Kostüm oder das Alt 1 meint.
      "cant believe this, only grand finals should be on start page, the raiden player healing care is mvc3 player and known mk9 hater.. obvious troll XDDD cant be more troll, i lol,d very very hard"
    • gibt es ne möglichkeit die slots für offline replays zu vergrößern, oder wenn der platz voll ist iwo anders zu speicher und weiter aufzunehmen?
      Weil Capcom, geile Idee und so. Nur wenn ich mehr als 10 matches speichern könnte wäre das von vorteil gewesen. Turniere und so....
      Team Rookie, B

      Sheva - YouGenius - Carloz - Mac - Maruko - Nani - Halibel

      "Hear Me Roar"
    • Also seit USFIV habe ich extreme Probleme mit Lag.
      Egal gegen wen ich spiele (Ger,UK,F,....) es fängt meist super an und wird dann laggy wie sau. Hatte bei AE2k12 noch keine Probleme.

      Hat sonst noch jemand Probleme damit? Bei anderen Spielen (auch Xbox Live, PC und PS3) habe ich keine Probleme.
    • ALTAAAA! Erster Sieg mit Elena.
      War aber zu 60% neuer Char Bonus, obwohl mein Gegner die EX-Overheads gut geblockt hat. Nur hatte er tierische Problem Elenas Sprung richtig einzuschätzen, aber das wird sich sicher sehr bald verabschieden. Jedes Mal wenn ich "ausversehen" mit ihr vorwärts springe, zucke ich innerlich zusammen und schicke Stoßgebete los.
      Egal, hauptsache endlich mal nicht auf die Fresse bekommen.


      EEEHHHH CAPOEIRA!
      Insert Game - Retro & Arcade Gaming Community

      "Joa, dann nomma en bischen in der Turnhalle jeübt, ne? Aber ich mein, im Endeffekt macht et mir keinen Spass zu üben, ne? Ich will welche kaputt hauen, nix üben, ne?"

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von Robbes ()

    • sry, dass ich mich jetzt erst melde:

      meine mit gladiator 12 das ALT von decambre (weiss aber nicht OB es auch das alt ist) ich spiele auf der PS3 und meine deswegen auch das 2014 Challengers Pack

      dachte, wie ein poster über mir, dass somit auch die ps3 leute an die neuen alts kommen, weil sie ja nicht vorbestellen konnten.

      wie gesagt, hab ja das 2014 pack geladen und installiert...kann nur keine anderen kostüme für die neuen auswählen. wäre cool, wenn einer mehr weiss
    • Ich hab mir jetzt anlässlich Ultra Street Fighter auch mal ne Xbox360 gegönnt. Seh ich es richtig, das ich mir jetzt die Arcade Edition (ohne Kostüme) und das Upgrade (ohne Kostüme/ Preorder?) holen muss für Ultra. Oder gibt es irgendeine Version mit Kostümen, die ich upgraden kann? Ich hab da nicht wirklich den Überblick.


      gruß Schoko
    • OFFICIAL ULTRA CONSOLE EDITION CHANGELOG

      Abel

      Close Standing HP first hit hitbox greatly expanded downward
      Hitbox on the 2nd hit of C.HP extended lower
      Far Standing HK start-up reduced by 1 frame (14F → 13F); active frames increased by (2F → 3F); recovery reduced by 1 frame (19F → 18F)
      Falling Sky active frames increased by 1 frame (2F → 3F); upper-body invincibility frames increased by 1 (1F → 2F)
      EX Change of Direction starts up 3 frames faster (16F → 13F)
      2nd low hit advantage increased by 4 frames (+1F → +5F)
      Finish slow startup reduced by 5 frames (22F→ 17F)
      Heartless (Super Combo) active frames increased by 2 (2F→ 4F)
      Soulless (UC1) pushbox greatly expanded upward, less likely to cross under after Crouching HP in the corner


      Adon

      Crouching LP advantage on hit increased by 1 frame (+5F → +6F)
      Close Standing HK hitbox slightly expanded horizontally and upward
      Jaguar Crunch (6+MP) frame advantage against standing opponents reduced by 1 frame (+4F → +3F)
      L Rising Jaguar 2nd hit on grounded opponents floats higher upward and slightly more forward, easier to follow in the corner
      L, M and H Rising Jaguar → EX Focus Cancel → Forward Dash is now -5F on block
      L Jaguar Kick damage reduced by 50 against airborne opponents (140 → 90)
      M Jaguar Kick damage reduced by 10 on standing opponents (140 → 130); damage against airborne opponents reduced by 50 (140 → 90); chip damage changed to 33
      H Jaguar Kick damage reduced by 10 on standing opponents (130 → 120); damage against airborne opponents reduced by 40 (130 → 90); chip damage changed to 30; top side of the hitbox has been reduced slightly
      M and H Air Jaguar disadvantage on block increased (-2F when done from the lowest height)
      All versions of Air Jaguar Kick chip reduced by half
      EX Air Jaguar Kick 2nd hit now overhead
      Jaguar Revolver (UC1) forward movement from 2nd hit and after slightly shortened, easier to connect all hits on close opponents; damage reduced by 30 (510 → 480); Active frames on the first kick reduced by 1F (7F → 6F)
      Crouch lp has one more frame of hitstun added (+5F → +6F)


      Akuma

      Close Standing MK now forces stand on hit; start-up reduced by 1 frame (5F → 4F); hitbox expanded downward; recognition range increased
      Far stand heavy punch now EX Red Focus/Special/EX Focus Cancellable; damage reduced by 30 (120 → 90)
      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
      L, M and H Hyakkishu now have the same EX Zanku Hadoken follow-up as EX Hyakkishu
      M Goshoryuken 2nd hit can no longer be EX Focus-cancelled on block
      H Goshoryuken 2nd and 3rd hit can no longer be EX Focus-cancelled on block; invincibility time reduced by 1 frame (6F → 5F)
      L, M and H Goshoryuken → EX Focus Cancel → Forward Dash is now -5 on block
      EX Shakuretsu starts up 6 frames faster (25F → 19F)
      L Hurricane hitbox increased downward slightly


      Balrog

      L Dash Straight advantage on hit increased by 1 frame (-2F → -1F)
      M Dash Straight pushback on hit has been reduced
      L Dash Swing Blow damage reduced by 10 (80 → 70); stun reduced by 30 (100 → 70); advantage on hit reduced by 10 frames (+10F → 0F); disadvantage on block reduced by 3 frames (-5F → -2F); charge time reduced by 10 frames (55F → 45F)
      M Dash Swing Blow advantage on hit reduced by 8F (+10F → +2F); disadvantage on block reduced by 1 frame (-7F → -6F); charge time reduced by 5 frames (55F → 50F)
      Turn Punch charge from Level 2-4 has been adjusted to 2 seconds per level
      Turn Punch Lv2 disadvantage after block reduced by 1 frame ( -5F → -4F)
      Turn Punch Lv3 disadvantage after block reduced by 1 frame (-8F → -7F); disadvantage after hit reduced by 1 frame (-4F → -3F)
      Turn Punch Lv4 disadvantage after block reduced by 3 frames (-12F → -9F); disadvantage after hit reduced by 3 frames (-8F → -5F)
      Crazy Buffalo (Super Combo) last hit can be changed to a straight when holding P or an uppercut when holding K
      Dirty Bull (UC2) input command changed from 63214 x2+PPP to 720+PPP; recovery reduced by 10 frames (58F → 48F) after a successful Ultra; throw range extended from 1.09 to 1.30; damage reduced by 149 (399 → 250)


      Blanka

      Forward Dash total frames reduced by 1 frame (21F → 20F)
      Close Standing MK now airborne 1 frame sooner (from 4F→ 3F)
      Crouching MK advantage on hit increased by 1 frame (+4F → +5F); pushback on guard and hit increased
      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
      Shout of Earth (P version) now has a larger hitbox on the 1st active frame; no longer hits standing opponents


      C.Viper

      Far Standing HK hurtbox slightly reduced; can now be performed with 3+HK
      Crouching MK hitbox slightly expanded forward
      Crouching HP hurtbox added to the 2nd active frame; stun reduced by 50 (200 → 150)
      Level 1 Focus Attack start-up reduced by 3 frames (26F → 23F)
      Level 2 Focus Attack start-up reduced by 3 frames (17F → 14F)
      Level 3 Focus Attack start-up reduced by 2 frames (70F → 68F)
      Focus attack range has been reduced to her elbow
      L Thunder Knuckle hitbox slightly expanded; stun damage increased by 50 (150 → 200)
      M Thunder Knuckle now +4 after EX Focus-cancel → Forward Dash on hit; damage increased by 10 (110 → 120); stun reduced by 50 (200 → 150)
      H Thunder Knuckle cancel recovery increased by 1 frame (6F → 7F); H Thunder Knuckle → EX Focus Cancel → Forward Dash is now -5 on block
      Emergency Combination (Super Combo) damage increased by 20 (330 → 350); command changed to 214214+P
      Burst Time (UC1) smoke visual effects reduced
      Burning Dance (UC2) start-up reduced by 1 frame (10F → 9F); height restriction removed


      Cammy

      Close Standing HP damage reduced by 5 (85 → 80); stun reduced by 30 (150 → 120)
      Far Standing HP 1st active frame damage reduced by 10 (80 → 70)
      Crouching LK start-up increased by 1 frame (3F → 4F)
      Crouching HP damage reduced by 10 (90 → 80); stun reduced by 50 (200 → 150); advantage on hit decreased by 1 frame (+7F → +6F)
      H Spiral Arrow first hit now has one more frame of hit stun (+3F → +4F)
      L, M and H Cannon Strike height restriction slightly reduced; recovery increased by 2F (5F → 7F)
      EX Cannon Strike block-stun reduced by 5F
      Hooligan Combination now has L, M and H Cannon Strike follow-up
      L, M and H Cannon Spike → EX Focus Cancel → Forward Dash is now -5 on block
      Gyro Drive Smasher (UC1) non-cinematic last hit damage reduced by 40 (210 → 170)


      Chun-Li

      Vitality increased by 50 (900 → 950)
      Rear Spin Kick (3+LK) hitbox expanded; start-up reduced by 2 frames (12F → 10F); active frames reduced by 1 frame (4F → 3F); recovery increased by 1 frame (15F → 16F)
      Yosokyaku (Jump 2+MK, all 3 hits) hitbox expanded downward and horizontally
      Light spinning bird kick now causes knockdown; damage reduced by 60 (160 → 100); recovery reduced by 2F (12F → 10F); stun reduced by 80 (180 → 100)
      Heavy spinning bird kick total damage increased by 10 (200 → 210); now causes knockdown on hit; (recovery increased by 4F (12F → 16F)
      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
      UC1 now floats lower on hits 2-7; damage reduced on hits 2-9 by 10 each (30 → 20)
      Kikosho (UC2) invincibility increased by 1 frame (8F → 9F), damage increased by 35 (330 → 365)


      Cody

      Back Dash distance slightly increased
      Walk speed slightly increased
      Crouching MK disadvantage on hit reduced by 2 frames (-3F → -1F); disadvantage on block reduced by 3 frames (-6F → -3F)
      When Jaw Crusher (4+MP) is beaten during start-up, is now treated as a counter-hit
      Crack Kick (6+HK) now airborne beginning from the 8th frame
      Can now pick up the knife during the same attacks where the rock cancel is possible
      Knife Throw now has armor-break properties
      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
      Zonk Knuckle can now be EX Focus-cancelled
      When Bad Stone is held, the stone is thrown immediately at button release
      Light Criminal Upper has less disadvantage on block by 1 frame (-5F → -4F)
      EX Criminal Upper pushback on block reduced by half; hit invincibility increased by 2F (4F → 6F); can now be thrown
      H Dead End Irony (Super Combo) float of opponent on hit changed
      Last Dread Dust (UC2) damage reduced by 40 (506 → 466); forward movement slightly increased


      Dan

      Crouching Taunt meter build increased by 40 (0 → 40); meter build on hit reduced by 70 (70 → 0)
      Air Taunt meter build increased by 10 (0 → 10)
      Close Standing HK input command changed to 4+HK
      Far Standing HK now activates regardless of distance from the opponent
      Far Standing LP hitbox slightly expanded upward
      L Dankukyaku hitbox expanded downward
      H Koryuken 1st hit hitbox slightly expanded forward
      Koryuken → EX Focus Cancel → Forward Dash is now -5 on block
      All versions of Gadoken hurtbox on arm reduced to the wrist area
      Shisso Buraiken (UC1) 1st hit now has armor-break properties
      Haoh Gadoken (UC2) now connects all hits on air opponents; changed to 331 damage on air hit


      Dee Jay

      Far Standing MP start-up reduced by 1 frame (7F → 6F)
      Far Standing HP late active frame hit now floats air opponents on counter-hit
      Crouching LK start-up reduced by 1 frame (5F → 4F)
      Crouching MP hitbox expanded forward
      Crouching MK damage increased by 10 (70 → 80)
      Crouching HP hitbox expanded forward
      Knee Shot (2+LK during forward or back jump) hit-stun increased by 3F; damage reduced by 20 (50 → 30)
      Air Slasher chip damage increased by 3 (12 → 15)
      L Double Rolling Sobat disadvantage on block reduced by 2 frames (-5F → -3F); low invulnerability removed
      M Double Rolling Sobat 1st hit hit-stun increased by 2 frames (+6F → +8F) on hit after EX Focus-cancel → Forward Dash
      EX Machine Gun Upper start-up reduced by 6 frames (12F → 6F); full invincibility reduced by 2F (4F → 2F); all-but-midsection invincibility changed from frames 5-9 to 3-4, above-the-chest invincibility changed from frames 10-31F to 5-25F, now throw invincible from 1-7F; disadvantage on block increased by 3 frames (-5F → -8F, -9 → -12 with mash); 1st hit hitbox slightly expanded forward; floats the opponent higher on hit with or without mash; all hits can be EX Focus-cancelled on hit or block with or without mash; less pushback when the attack is blocked
      Sobat Festival travels further during the first two kicks
      Climax Beat damage reduced (501 → 460); recovery after animation version reduced by 11F (-29F → -18F)


      Dhalsim

      Standing MP start-up reduced by 1 frame (10F → 9F); advantage on hit reduced by 1 frame (0F → -1F); advantage after block reduced by 1frame (-3F → -4F)
      Standing HP damage increased by 5 (75 → 80); advantage on hit increased by 1 frame (0F → +1F)
      4+HP start-up reduced by 2F (7F → 5F)
      4+MK pushback on hit and block reduced
      4+HK damage by 10 (90 → 100)
      L Yoga Blast hurtbox reduced
      M Yoga Blast start-up reduced by 1 frame (15F → 14F)
      EX Yoga Blast damage increased by 10 (90*50 → 90*60); hitbox slightly expanded forward
      EX Yoga Flame damage decreased by 20 (50*70 → 50*50); hitbox slightly expanded horizontally; recovers 3 frames faster (16F → 13F); can juggle the opponent afterward
      Yoga Shangri-La (UC2) throw range slightly increased; command changed from 236236+PPP in air to 236236+KKK in air


      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
      Crouching MK start-up reduced by 1 frame (8F → 7F)
      Neutral jump heavy punch is now the same as forward or back jump heavy punch
      Kidney Blow (6+MK) hitbox slightly expanded forward
      Step Straight (6+HP) now knocks down on air hit
      All Target Combo damage increased by 10
      Dart shot can now hit airborne opponents during combos
      Target Combo 1 (6+LP → MP) 2nd hit chip damage on block removed (7 → 0)
      Victory Rose (2+HP+HK) damage increased 1 (0 → 1); advantage on hit increased by 7 frames (+6 → +13); Recovery reduced by 18 frames (78F → 60F)
      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; start up has been reduced by 4 frames (24 → 20); causes untechable knockdown
      Rolling Thunder travel distance increased


      E. Honda

      Close Standing HP hitbox expanded upward
      Far Standing HP tip damage increased by 10 (80 → 90)
      Far standing HK disadvantage on hit increased by 1 frame (-3F → -2F); disadvantage on block decreased by 1 frame (-7F → -6F); hurtbox slightly expanded forward
      Diagonal Jump MP hurtbox slightly reduced
      Diagonal Jump MK active frames extended by 1 frame (8F → 9F)
      EX Sumo Headbutt pushback on block reduced
      EX Hundred Hand Slap advantage on hit increased by 1F (+4F → +5F); damage reduced by 20 (140 → 120)
      EX Oicho Throw now throw invincible from frames 1 – 5
      Super Head Ram now armor breaks
      Super Killer Head Ram (UC1) start-up reduced by 1 frame (11F → 10F)
      Orochi Breaker (UC2) throw range increased by .24 (1.16 → 1.40); input command changed to 720+PPP
      Ultra Combo W classification changed to 75% tier


      El Fuerte

      Close Standing LP hitbox expanded downward
      Close Standing MK start-up reduced by 3 frames (14F → 11F); recovery reduced by 1 frame (14F → 13F)
      Far Stand LK active frames increased by 1 (1F → 2F); advantage on hit increased (+5F → +6)
      Far Standing MK recovery reduced by 1F (15F → 14F)
      Close Standing HK start-up reduced by 2 frames (12F → 10F)
      EX Guacamole Leg Throw recovery reduced by 4 frames (10F → 6F)
      Lv1, Lv2, Lv3 and EX Quesadilla Bomb start-up reduced by 3 frames (17F → 14F); recovery reduced by 4 frames (18F → 14F)
      Quesadilla Bomb Lvl 1 damage increased by 30 (50 → 80); charge time reduced by 60 frames (120F → 60F)
      Quesadilla Bomb Lvl 2 damage increased by 20 (100 → 120); charge time reduced by 110 frames (210F → 120F); keeps the opponent standing on hit
      Quesadilla Bomb Lvl 3 charge time reduced by 120 frames (300F → 180F)
      EX Quesadilla Bomb now fully invincible from frames 1 - 15
      Fajita Buster damage increased by 30 (150 → 180)
      Tostada Press start-up reduced by 1 frame (20F → 19F); active frames increased by 1 frame (7F → 8F)
      Gordita Sobat recovery reduced by 1 frame (18F → 17F)


      Evil Ryu

      Vitality increased by 50 (900 → 950)
      Crouching MK disadvantage on block reduced by 1 frame (-4F → -3F)
      Crouching HK start-up reduced by 1 frame (7F → 6F)
      Target Combo 1 (Close Standing MP → HP) can now be done from Far Standing MP
      Senbukyaku (6+MK) hitbox greatly expanded downward
      HK Ryusokyaku start-up reduced by 1 frame (26F → 25F)
      L, M and H Shoryuken → EX Focus Cancel → Forward Dash is now -5 on block


      Fei Long

      Crouching LK start-up increased by 1 frame (3F → 4F); can no longer be chain-cancelled into Crouching LK; advantage on hit increased by 1 frame (+3F → +4F)
      Crouching MP damage increased by 10 (55 → 65)
      Close Stand HP recognition range increased
      6+HK pushback on hit reduced
      Focus attack hitbox area reduced to his palm area
      L Rekkaken forward movement distance reduced
      L, M and H Rekkaken 2nd hit hit-stun reduced by 2F; each version now has one more frame of recovery
      MK flip kick hitbox expanded to hit on all opponents
      Shienkyaku no longer activates with 464+K input
      L, M and H Shienkyaku → EX Focus Cancel → Forward Dash is now -5 on block
      All versions of Tenshin now do 1 damage (0 → 1)
      EX Tenshin start-up reduced by 2 frames (12F → 10F)
      Rekkashingeki (UC1) non-cinematic 3rd hit floats the opponent higher, when used in air combos the last hit now connects


      Gen

      1F invincibility time on neutral wake-up removed
      Bug that made reversal Focus Attack more difficult to perform fixed
      Stun increased by 50 (900 → 950)
      Mantis Style

      Focus Attack hitbox size reduced to position of hurtbox
      Crouching MP damage reduced by 10 (70 → 60)
      L, M and H Hyakurenko hitbox slightly expanded downward; recovery increased by 1F (17F → 18F)
      L, M and EX Hyakurenko pushback on hit and block slightly reduced
      L Gekiro invincibility on frames 1 - 3 removed
      H Gekiro causes soft knockdown instead of hard knockdown; button input timing now the same as Ver.2012 EX Gekiro
      EX Gekiro disadvantage on block decreased by 15 frames (-35F → -20F); now causes hard knockdown; follow-up inputs no longer possible on block; Button input timing now the same as Ver.2012 H Gekiro
      ****nketsu (UC2) hitbox slightly expanded forward; 450 stun value added
      Crane Style

      Crouching LP advantage on hit increased by 2 frames (+3F → +5F)
      Crouching HK recovery reduced by 5 frames (29F → 24F)
      Diagonal Jump HP hurtbox expanded downward
      Diagonal Jump HK hurtbox expanded downward
      L Jyasen advantage on hit increased by 1 frame (+1F → +2F)
      L and M Jyasen disadvantage on block reduced by 2F (-3F → -1F)
      L, M, H and EX Jyasen charge time reduced by 10 frames (60F → 50F); last hit damage increased by 10


      Gouken

      Far Standing LK now Special- and EX Focus-, EX Red Focus- and Super Combo-cancellable
      Crouching LP start-up reduced by 1 frame (4F → 3F)
      Crouching MP advantage on hit increased by 2 frames (+1F → +3F)
      Back Throw untechable timing period now techable
      Kongoshin no longer activated with 464+P input
      Hyakki Gosai stun damage reduced by 40 (200 → 160)
      L Senkugoshoha forward movement slightly increased
      EX Tatsumaki Gorasen start-up reduced by 2 frames (7F → 5F); invincibility time reduced by 2 frames (8F → 6F); hitbox expanded downward and forward


      Guile

      Vitality decreased by 50 (1000 → 950)
      Hurtbox on wake-up reduced
      Air Throw range slightly increased
      Crouching LP advantage on hit increased by 1 frame (+4F → +5F)
      Crouching MK hitbox and hurtbox expanded forward
      Reverse Spin Kick (4 or 6+HK near the opponent) hitbox expanded downward
      Guile high kick hitbox increased downward
      All versions of Flash Kick invincibility time extended by 1 frame
      L,M and H FlashkickàFADCàForward Dash now -5F against a blocking opponent
      All versions of Sonic Boom take counter-hit damage frames 1 - 20
      Flash Explosion (UC1) start-up reduced by 1 frame (7F → 6F); damage reduced by 60 (510 → 450); 2nd Flash Kick start-up now slower, less likely to whiff opponents who float high; invincibility frames reduced by 4 frames (10F → 6F)
      Sonic Hurricane (UC2) damage increased by 30 (300 → 330)


      Guy

      Movement speed slightly increased
      Close Standing LK recognition range reduced
      Far Standing LK hitbox slightly expanded upward; active frames increased by 1 frame (2F → 3F); Start-up reduced by 2 frames (6F → 4F); Recovery reduced by 1 frame (9F → 8F)
      Far Standing HK start-up reduced by 1 frame (8F → 7F); active frames increased by 2 frames (3F → 5F); recovery reduced by 1 frame (16F → 15F); hitbox expanded forward and upward
      Crouching MP hitbox adjusted, no longer can be used as an anti-air
      Diagonal Jump MK hitbox extended forward slightly
      Elbow Drop (Jump 2+MP version) hitbox expanded downward
      Ninja Sickle (3+HK) start-up reduced by 4 frames (11F → 7F); Recovery reduced by 1 frame (13F → 12F); Pushback on block reduced
      Target Combo 2nd hit expanded downward and horizontally
      H Hozanto start-up reduced by 2 frames (30F → 28F)
      Run-Sudden Stop recovery reduced by 1F (17F → 16F)
      Run-Neck Flip first hit slightly expanded downward
      EX Run-Neck Flip now knocks down on air hit
      EX Bushin Senpukyaku hitbox slightly expanded, easier to pull in opponent
      Bushin Goraisenpujin (UC1) 2nd hit movement distance slightly increased, easier to use in combos


      Hakan

      Stand MP advantage on hit increased by 1 frame (+4F → +5F); block stun increased by 1 frame (+1F → +2F); Recovery reduced by 1F (10F → 9F)
      Standing HP hitbox expanded upward
      Crouching LK recovery reduced by 1 frame (9F → 8F)
      Crouching MP now Special-, Super Combo- and EX Focus-cancellable
      6+HK (No Oil) knocks down the opponent
      Neutral Jump MP knocks down like Diagonal Jump MP
      Diagonal Jump MK hitbox expanded, easier to cross-up
      Hakan Tackle (6+MP) disadvantage on block reduced by 1 frame (-5F → -4F); advantage on hit increased by 2 frames (-2F → 0F)
      Air Throw damage increased by 10 (140 → 150)
      L, M and H Oil Rocket (No Oil) throw range increased by .08 (0.97 → 1.05)
      EX Oil Rocket (No Oil) throw range increased by .23 (0.97 → 1.20)


      Ibuki

      Guard bug where El Fuerte’s 6+MK would cross over fixed
      Walk speed has been increased
      Crouching LP start-up reduced by 1 frame (4F → 3F)
      Target combo 10 no longer hits opponents who are crouch blocking
      Target Combo 4 (LP → MP → HP near opponent) 2nd hit hitbox expanded downward
      Target combos 6 and 8 cause airborne juggle state
      Hammer Kick (6+MK) hitbox expanded downward; advantage on block reduced by 1 frame (+3F → +2F)
      Backhand Punch (HP → HP far from the opponent) now Special-, EX Focus-, EX Red Focus- and Jump-cancellable
      L, M and H Tsujigoe can now be cancelled into any attack immediately upon landing
      All versions of Tsumuji hitbox slightly expanded downward
      M Tsumuji recovery increased by 1 frame (14F → 15F)
      EX Kazegiri invincibility time increased by 1 frame (6F → 7F); hitbox on active frames 2-3 expanded, easier to use as an anti-air
      L, M, H and EX Raida has one more hit of juggle potential


      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; considered airborne from the 2nd frame; unthrowable from the first frame
      Far Standing MP now Special-cancellable
      Far Standing LK start-up reduced by 1 frame (5F → 4F)
      Far Standing HK hitbox size during Feng Shui Engine now the same as normal version
      Kasatushi now takes recoverable damage when absorbing attacks
      L, M and H Shikusen no longer can be done from back jump
      Second Impact and Third Strike hitbox expanded, less likely to miss
      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; advantage on guard reduced by 3 frames
      EX Fuhajin (M+H) now hits grounded opponents
      EX Fuhajin (L+H) damage increased 20 (50*50 → 60*60)
      EX Senpusha invincibility time increased by 1 frame (6F → 7F); disadvantage on block increased by 1 frames (-14F → -15F); pulls opponent in closer when blocked
      Feng Shui Engine (UC1) invincibility time reduced by 2 frames (4F → 2F)
      Kaisen Dankairaku (UC2) hitbox slightly expanded horizontally


      Ken

      Movement speed slightly increased
      Close Standing MK hitbox expanded downward, easier to connect on crouching opponents
      Crouching HK start-up reduced by 1 frame (8F → 7F); recovery increased by 2F (6F → 8F)
      Thunder Kick (6+HK) advantage on block increased bv 1 frame (-1F → 0F)
      L, M and H Hadoken damage increased by 10 (60 → 70)
      EX Hadoken damage increased by 10 (50*40 → 50*50)
      M Shoryuken 1st hit now knocks down
      H Shoryuken can be cancelled on the 2nd hit; damage increased by 10 (70*40*30 → 70*50*30); 2nd hit → EX Focus Cancel → Forward Dash is -7F on block
      L, M and H Shoryuken → EX Focus Cancel → Forward Dash is now -5 on block
      L, M and H Air Tatsumaki Senpukyaku rising trajectory changed
      EX Air Tatsumaki Senpukyaku trajectory on activation changed
      Shinryuken (UC1) non-cinematic damage increased by 30 (330 → 360)
      Guren Senpukyaku (UC2) movement distance of first several frames slightly increased


      M. Bison

      Far Standing MP start-up reduced by 2 frames (8F → 6F); recovery increased by 1 frame 11F → 12F; now Special/Super/and EX Focus-cancellable; damage reduced by 20 (90 → 70)
      Crouching HP start-up reduced by 2 frames (12F → 10F)
      Hell Attack (MP after Jump MP) now has the same hit effect as Jump MP, when Hell Attack only hits, can follow with normal attacks
      Bison Warp total frames increased by 5 frames (42F → 47F)
      L Double Knee Press advantage on block reduced by 1 frame (0F → -1F)
      L, M, H, EX Double Knee Press damage increased by 10
      EX Double Knee Press projectile invincibility increased by 7F (12F → 19F)
      L, M and H Head Press start-up reduced 2 frames (22F → 20F)
      EX Devil Reverse movement speed slightly increased
      L, M and H Psycho Crusher leg hitbox can now be used in air combos
      EX Psycho Crusher damage reduced by 15 (75*75 → 75*60)
      Nightmare Booster startup reduced by 2 frames (12F → 10F)
      Psycho Punisher (UC2) damage reduced by 30 (450 → 420); charge time reduced by 15 frames (55F → 40F)


      Makoto

      Forward/Neutral Throw range increased by .05 (0.90 → 0.95)
      Back Throw range decreased by .05 (0.90 → 0.85)
      Standing HP hit-stun increased by 1 frame on crouching opponents (now matches the hit-stun time when used against standing opponents)
      Crouching HK stun increased by 100 (100 → 200)
      Jump MK hitbox slightly expanded, easier to cross-up
      L, M, H Karakusa recovery on whiff increased by 4 frames (47F → 51F)
      EX Oroshi can now connect in combos against airborne opponents
      EX Fukiage now hits grounded opponents; now jump-cancellable on hit only; damage reduced by 40 (120 → 80); stun reduced by 100 (200 → 100)
      L and M Tsurugi advantage on block reduced by 2 frames; now -3 at the lowest height against a blocking opponent.
      Seichusen Godanzuki (UC1) damage decreased by 40 (480 → 440)
      Abare Tosanami (UC2) only projectile invincible and throw invincible
      Ultra Combo W classification changed to 75% tier


      Oni

      Vitality reduced by 50 (1000 → 950)
      Crouching HK start-up reduced by 1 frame (9F → 8F); recovery reduced by 1 frame (24F → 23F)
      6+MK start-up reduced by 2 frames (13F → 11F)
      Focus Attack hitbox expanded forward
      L Gorai Hadoken total frames reduced by 2 (54F → 52F)
      M Gorai Hadoken total frames reduced by 2 (61F → 59F)
      H Gorai Hadoken total frames reduced by 2 (69F → 67F)
      L Sekisei Jiraiken no longer airborne on 1st frame; throw invincible from 1st frame
      M Sekisei Jiraiken 1F invincibility removed
      H Goshoryuken complete invincibility reduced by 3 frames (8F → 5F); strike invincibility frames changed from 9-10F to 6-7F
      All versions of Goshoryuken can now be EX Focus-cancelled on the 1st hit, on hit or block
      L, M and H Goshoryuken → EX Focus Cancel → Forward Dash is now -5 on block; First hit causes hard knockdown
      L Rakan Dantojin damage reduced by 10 (120 → 110); stun damage reduced by 20 (150 → 130)
      EX Rakan Dantojin disadvantage on block reduced (-10F → -9F)
      H and EX Rakan Dantojin rear hurtbox just before the attack starts reduced to throwbox area
      Meido Gohado (Anti-ground UC1) non-cinematic damage increased by 25 (350 → 375); start-up reduced by 2 frames (11F → 9F)
      Meido Gozanku (Air UC1) start-up reduced by 3 frames (14F → 11F)
      Tenchi Sokaigen (UC2) command changed from 41236 x2+PPP to 63214 x2+PPP


      Rose

      Forward Dash total frames reduced by 1 frame (21F → 20F)
      Close Standing MK hitbox slightly expanded downward
      Crouching LP damage increased by 10 (20 → 30)
      Crouching LK damage increased by 10 (30 → 40)
      Crouching MP damage increased by 10 (60 → 70)
      L Soul Spiral forward movement distance slightly increased
      L, M and H Soul Spiral damage increased by 10 (100 → 110)
      EX Soul Spiral damage increased by 10 (120 → 130); stun increased by 100 (100 → 200); invincibility time increased by 2 frames (11F → 13F); throw invincibility removed
      L, M, H and EX Soul Spiral can now be used in air combos
      M Soul Spark start-up reduced by 2 frames (22F → 20F)
      H Soul Spark start-up reduced by 2 frames (29F → 27F)
      Illusion Spark (UC1) start-up reduced by 2 frames (12F → 10F)
      Soul Satellite (UC1) command input changed from 214214+PPP to 214214+KKK; recovery increased by 2 frames (2F → 4F)


      Rufus

      Forward/Neutral Throw damage reduced by 15 (150 → 135)
      Far Standing MP now Special-, EX Focus-, EX Red Focus- and Super Combo-cancellable
      Far Standing MK active frames increased by 1 frame (1F → 2F)
      Close Standing HP hitbox expanded downward
      Target Combo (LK → HK near the opponent) disadvantage on block increased by 3 frames (-5F → -8F)
      Messiah Kick LK follow-up can now be used in air combos
      Messiah Kick MK follow-up recovery increased by 3 frames (19F → 22F)
      Messiah Kick HK follow-up recovery increased 2 frames (17F → 19F)
      EX Messiah Kick less likely to cross over even when hitting low-state opponents; invincibility time reduced by 3 frames (16F → 13F); all hits connect against airborne opponents; floats opponents differently on hit
      Spectacle Romance (Super Combo) 2nd hit hitbox expanded to the tip of the fist
      Space Opera Symphony (UC1) damage reduced by 40 (460 → 420)
      Big Bang Typhoon (UC2) damage reduced by 60 (420 → 360); knock back on air hit adjusted


      Ryu

      Crouching MK disadvantage on block reduced by 1 frame (-3F → -2F 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 in air combos
      EX Hadoken Start-up decreased by 1 frame (12F → 11F)
      EX Air Tatsumaki Senpukyaku hitbox expanded and vacuum effect on hit increased, easier to land all hits
      L and M Shoryuken → EX Focus Cancel → Forward Dash is now -5 on block
      EX Shoryuken (1 hit) →EX Focus Cancel → Forward Dash can be followed by all strikes except throws
      Metsu Shoryuken (UC2) invincibility time increased by 1 frame (8F → 9F)


      Sagat

      Close Standing LK 2nd hit now Special-, EX Focus-, EX Red Focus- and Super Combo-cancellable
      Step Low pushback on block reduced
      Step High Kick damage reduced by 20 (100 → 80)
      Tiger Shot recovery increased by 3 frames (39F → 42F)
      L, M and H Tiger Knee 1st hit now forces stand
      L, M and H Tiger Uppercut→ EX Focus Cancel → Forward Dash is now -5 on block *Also applies to Tiger Uppercuts with Angry Charge
      Tiger Destruction (UC1) air hit damage reduced by 55 (395 → 340); forward movement reduced; when hitting air opponents in the corner, now does full hits
      Tiger Cannon (UC2) now does full hits on air opponents; air hit damage reduced by 129 (384 → 255); damage on standing opponents reduced by 27 (384 → 357)


      Sakura

      Distance traveled by opponent travels after a back throw has been reduced
      Far Standing MP hitbox slightly expanded forward
      Far standing HP now Special-, EX Focus-, EX Red Focus- and Super Combo-cancellable
      Diagonal Jump HP hurtbox slightly increased
      All versions of Air Shunpukyaku trajectory changed on activation
      EX Shunpukyaku advantage on block reduced by 2 frames (+4F → +2F); made easier to connect on crouching opponents
      All versions of Shouoken hitbox slightly expanded forward
      EX Sakura Otoshi earliest timing for additional attacks reduced by 3 frames (15F → 12F)
      Shinku Hadoken (UC2) rear hitbox removed


      Seth

      Triangle Jump movement distance reduced
      Crouch MP advantage on hit increased by 2 frames (+3F → +5F); advantage on block increased by 2 frames (-1F → +1F)
      Far Standing HP advantage on hit increased by 6 frames (-11F → -5F), disadvantage on block reduced from 7 frames (-15F → -8F)
      Diagonal Jump MK now crosses up; hitbox matches jump HK version in AE 2012
      Diagonal Jump HK no longer crosses up
      Yosokyaku (Jump 2+MK) active frames increased by 1 (3F → 4F); hitbox increased downward
      Tenmakujinyaku (Jump 2+HK) hurtbox slightly expanded; advantage on hit increased by 1 frame
      M Hyakuretsukyaku stun reduced by 50 (150 → 100)
      H Hyakuretsukyaku stun reduced by 50 (200 → 150)
      L,M,H and EX Hyakuretsukyaku does 10 more damage
      All versions of Spinning Pile Driver stun reduced by 50 (200 → 150)
      L, M and H Shoryuken 2nd hit no longer can be Focus-cancelled on guard; EX Focus Cancel → Forward Dash is now -5 on block
      M and H Shoryuken invincibility time reduced by 2 frames (7F → 5F)
      L, M and H Tanden Engine can no longer be cancelled into from normal attacks
      Tanden Stream (UC1) recovery reduced by 10 frames (66F → 55F); pushback on block reduced
      Tanden Typhoon (UC2) now easier to land all hits on air opponents; disadvantage on block reduced by 19 frames (-89 → -70)


      T. Hawk

      Movement speed slightly increased
      Close Standing MP pushback on hit and block reduced
      Far Standing HK hurtbox slightly expanded; disadvantage on block reduced (-7F → -5F)
      Crouching MK now Special-, Super Combo- and EX Focus- and EX Red Focus-cancellable
      Condor Spire command changed from 421+P to 623+K
      L Condor Spire disadvantage on hit decreased by 3 frames (-5F → -2F); start-up reduced by 9 frames (20F → 11F)
      M Condor Spire start-up reduced by 6 frames (20F → 14F)
      EX Condor Spire forward movement slightly increased; Damage reduced by 30 (150 → 120)
      L Tomahawk Buster start-up reduced by 1 frame (5F → 4F); recovery reduced by 1 frame (28F → 27F)
      EX Tomahawk Buster now EX Focus-cancellable
      L Mexican Typhoon throw range increased by .5 (1.50 → 1.55)
      Raging Slash (UC2) command changed from 63214 x2+PPP to 63214 x2+KKK; hitbox slightly expanded horizontally


      Vega

      Crouching HP active frames increased by 2 (2F → 4F)
      Close Stand MK hitstun increased by 3 frames (+2F → +5F)
      Diagonal Jump LK can cross up the opponents
      Mask Pick-up from ground is now a command, 2+PP when standing over the mask
      L, M, H and EX Rolling Crystal Flash charge time reduced by 10 frames (60F → 50F)
      M Rolling Crystal Flash → EX Focus Cancel → Forward Dash advantage on block increased by 3 frames (0F → +3F)
      Flying Barcelona Special (Super Combo) now has an attack added during the motion to the wall, does 100 damage; Rolling Izuna Drop damage 100*100*100; gauge consumption timing changed from when Vega reaches the wall to at the time of activation
      Bloody High Claw (UC1) forward charge attack’s hitbox expanded to match the EX Barcelona drop
      Splendid Claw (UC2) start-up reduced by 1 frame (8F → 7F)


      Yang

      Movement speed slightly increased
      Close Standing LK start-up reduced by 1 frame (5F → 4F)
      Close Standing MK hitbox expanded downward, easier to connect on crouching opponents
      Far Standing MP now Special-, Super Combo- and EX Focus-cancellable
      Far Standing LK start-up reduced by 1 frame (5F → 4F)
      Crouching LK damage increased by 10 (20 → 30)
      Diagonal Jump MK hitbox size expanded, now in between the AE and Ver.2012 versions
      L and M Torou Zan 3rd hit damage increased by 5 (60 → 65)
      H Torou Zan 3rd hit damage increased by 10 (60 → 70)
      L, M, H and EX Torou Zan hitbox increased downward
      L Senkyutai 1st hit hit-stop increased by 4 frames (8F → 12F) (now matches the hit-stop on block)
      All versions of Zenpo Tenshin now do 1 damage (0 → 1); L Senkyutai → FADC→ Dash forward -5 on block
      Tenshin Senkyutai (UC2) start-up reduced by 1 frame (7F → 6F)
      Mantis strike hitboxes increased downward


      Yun

      Far Standing MP damage increased by 10 (50 → 60)
      Crouching MP damage increased by 10 (50 → 60)
      Jumping MK active frames reduced by 4 (8F → 4F); Crosses up more often
      All versions of Zenpo Tenshin now do 1 damage (0 → 1)
      Ex Zesshou Hohou advantage on block increased by 2 frames (-1F → +1F)
      Diagonal Jump MK active frames reduced by 4 (8F → 4F); Crosses up more often


      Zangief

      Close Standing LK now Special-, EX Focus-, EX Red Focus- and Super Combo-cancellable
      Close stand MK advantage on hit increased by 5 frames (0F → +5F); advantage on guard increased by 2 frames (0F → +2F)
      Far Standing MP hurtbox slightly expanded; hurtbox in front sticks out 1F before active
      Far Standing MK disadvantage on hit decreased by 4 frames (-7F → -3F); disadvantage on block reduced by 3 frames (-10F → -7F)
      Crouch LK advantage on hit increased by 1 frame (+4F → +5F)
      Diagonal Jump HP hurtbox slightly expanded
      L Spinning Pile Driver throw range reduced by .05 (1.75 → 1.70)
      L Banishing Flat start-up reduced by 3 frames (11F → 8F); disadvantage on hit reduced (-5F → -2F); disadvantage on block reduced by 1 frame (-8F → -7F)
      M Banishing Flat start-up reduced by 2 frames (13F → 11F); disadvantage on block reduced by 2 frames (-8F → -6F)
      H Banishing Flat start-up reduced by 2 frames (16F → 14F); disadvantage after hit increased by 1 frame (-6F → -7F); disadvantage on block reduced by 2 frames (-9F → -7F)
      Final Atomic Buster range increased to match his M Screw Piledriver
    • Keine Ahnung wie es bei den anderen Chars ist nur wurde ein Change von Cody rückgängig gemacht (und ist trotzdem in der Liste enthalten):
      U2 movement ist doch nicht erhöht worden. Schade, weil das wäre einer seiner besten Buffs geworden. Hätte einige MUs leichter gemacht.
      TR
      - YouGenius - Sheva - Mac - Carloz - Nani - Halibel - Maruko -


      Every Frame A Painting
    • Gestern hab ich endlich mal die Zeit gehabt USF4 Ranked zu Spielen. Aber die Gegner haben mich so Hard weg gehauen Heavy. Ich hab vielleicht von 20 Spielen 1 Gewonnen ;-P

      Dann wollte ich das mal Test weiße auf YouTube hochladen, da kam aber leider. Das der Dienst nicht verfügbar ist. Gibt es darüber irgend welche Infos?
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