Search Results for: "25th-anniversary"

EN

Strider release date, new modes confirmed

Feb 05, 2014 // GregaMan

All right guys, I know you’ve been waiting for this one. The highly-anticipated revival of  Strider  now has an official release date!!

The game will release for PlayStation 3 and PlayStation 4 on Tuesday, February 18th, and Xbox 360, Xbox One, and PC on Wednesday, February 19th.  It will go for $14.99 on all platforms. 

Info on extra modes and new screens after the jump!

We’re also happy to reveal today that the game will feature some fun extras to elevate replayability. First, there are two new Challenge Modes:


Beacon Run
This is a speed run-style racing mode that challenges players to get from checkpoint to checkpoint in record time, slashing their way through enemies all the while. 
 


Survival Mode
Test your combat skills and earn that Special-A Class ranking Hiryu’s known for by taking on progressively difficult waves of enemies while equipped with different ability loadouts. 

Additionally, the game will support global leaderboards in both the Challenge Modes  and the main Story Mode. That means you can compete with your friends, or random dudes in France. It also means Unity events!


Finally, we’ve got Costumes. Throughout the Story Mode, you’ll come across the costumes of fallen Striders. Once discovered, Hiryu will be able to wear them during the game. Find all the costumes to unlock a full array of cosmetic  customization options, letting you choose your own style. 

There you have it, guys! We’ve got two weeks to let our excitement hit critical mass!

EN

Dustforce OUT NOW on PS Vita and PS3

Feb 04, 2014 // Chris

Playstation Plus subscribers have a couple of ways to save money and earn PSN credit with Vita

Today’s the day, clean freaks! Dustforce has finally arrived to consoles, starting with PlayStation 3 and PS Vita, with full on cross-play and cross-save functionality. Looky at this launch trailer and get hype!

Dustforce – PS3  | PS VITA  ($7.99 for PS Plus subscibers for a limited time!)
Dustforce Demo – PS3 | PS Vita  

Go and grab it now – IT’S ONLY $9.99! Actually, if you’re a PS Plus subscriber on this side of the ocean (US, Canada, Mexico, Brazil, probably even Wyoming)  you can save 20% just by picking the game this week. Better still, if you purchased/plan to purchase OlliOlli, Dragonball Z: Battle of Z and/or TxK, you can earn additional cash credit with the PS Vita PLAY program from now through February 17th. Click here for more details.

Dustforce is a wonderful little thing indeed, and I think Capcom fans’ll certainly dig its charming brand of oldschool thrills, acrobatic precision, and the fantastic chiptunes soundtrack . Watch our “What is Dustforce?!” video below to get a better understanding of why the world fell in love with this indie darling on PC, then click on over to our Dustforce character guide once you’ve taken the game for a whirl. Seriously, you might need the insight once you get to the more difficult stages later in the game and the three packs of FREE DLC coming to the game . More info on all that very soon, so keep it tuned to Capcom Unity for more info.

EN

Raffle: RE5 Sand Globe

Feb 04, 2014 // Minish Capcom

In addition to the RE4 Chainsaw controller , this week you could also win a limited edition RE5 Sand (snow) Globe! Just gotta spend some Unity Points on tickets before Feb 6 and see if ya win!

There aren’t many more of these left in the office, so if you’re a fan of RE5, Chris, Sheva or just 5w337 1007, act fast!

EN

Adorable collection of chibi Monster Hunter monsters

Feb 04, 2014 // Yuri Araujo

My reason #2 for loving  Monster Hunter fan art is that it can come in so many different flavours, and I think this adorable work by DeviantArtist TheSixLevelComboRing gives us a great taste of the cute side of  MH .

Of course, reason #1 is that I love all things Monster Hunter … but hey – here’s an Akantor too!

Well, be sure to check out her full gallery (I’m a big fan of the  hunter’s book piece) and see if you like some of the other stuff, but I actually have a question for you:  which of the chibi monsters above is your favorite? Just curious 😉

Main art via Crimson Qurupeco (aka Benster )

EN

Dustforce Mini-Vac cleans up Capcom USA

Feb 04, 2014 // Chris

Our office needed a little tidying up, so thank goodness we made these handy little mini-vacs in honor of Dustforce coming to PS Vita, PS3 and Xbox 360 starting TOMORROW…

How can you get one of these? Maybe even WIN one?! Oh, you’ll just have to stay tuned…

EN

Monster Hunter Mondays 2/3 live at 3pm PT

Feb 03, 2014 // Yuri Araujo

And just like that, January ends, February begins and we’re now one month closer to 2015 . But we still have time to start something new, so throughout February 2014 we will be dedicating our  Monster Hunter Mondays to helping out new hunters! Tune in at the same time and same channel for some fun HR1 discussions.

Today’s new hunters have already signed up on a thread I put up last Friday  and the names are:

3pm – 4pm : Michael (Daedalus, HR1)

3pm – 4pm : Alphakirby (Tristen, HR1)

4pm – 5pm : Jason (J.Z., HR1)

And we’ll be counting on MrFlare to help us out.

We’ll be starting at 3pm PT and rotating the cast at 4pm PT , so make sure you hop on the stream chat, in case we have a spot open. As usual, we’ll be at  Help D Lobby 10 .

And if you’re interested in helping or need help, I’ll be posting the sign-up thread on  Friday, February 7th .

EN

The oral history of Street Fighter II

Feb 03, 2014 // Minish Capcom

It’s quite difficult to piece together the early days of arcade and console gaming. Details are sketchy, records are tough to come by and actual aged assets are more likely to be crammed in a cabinet instead of preciously cared for in a museum.

So in most cases, what you gotta do is rely on word of mouth. You gotta talk to the people who were there. Welp, this thorough Polygon article does just that, grabbing folks who lived through the whirlwind success of Street Fighter II back in the early and mid ’90s.

You’ll recognize several names, discover new ones and see some amazing pieces of art along the way. Great reading, and as someone who experienced SFII’s staggering popularity through arcades, SNES ports and seeing the Van-Damme movie on opening night, this is especially compelling.

EN

The Colorful World of Dustforce

Feb 01, 2014 // Chris

Gorgeous landscapes made even prettier with the power of hardcore cleanliness!

You know Dustforce is nearly upon us, right? For those who are still unaware , the game is pretty galdern gorgeous. That said, I started to feel like I was posting imagery mainly featuring dark greens, grays, and blues thus far, so I wanted to amend that oversight right here and now. Stupid me, there’s so much more color to encounter throughout this charming little indie!

B e sure to check out our Q & A with the developers

Below you’ll find a bunch of comparatively vibrant screenshots from generally tougher stages you’ll unlock post launch (starting February 4th on PS Vita  and PS3, BTW) in Dustforce’s three packs of FREE DLC. Click them pics to enlarge and enjoy!

Dustforce is out starting on Feb. 4th on PS Vita  and PS3 with full Cross-play (with Xbox 360 coming soon thereafter.)  Head here to see more Dustforce art and click here to see how to save a little bit of money on the game with the PlayStation Vita PLAY. More official Dustforcery here .

EN

Special Friday Hunt: live stream, giveaways and more

Jan 31, 2014 // Yuri Araujo

It’s been crazy good week for  Monster Hunter fans with Monster Hunter 4 Ultimate being revealed, the  MH3U sale , MH Illustrations 2   coming out and a nice little Unity raffle for y’all… but to top it off, let’s end the week with a Special Friday Hunt and live stream of  Monster Hunter 3 Ultimate !

The idea here is to spend a couple of hours playing  Monster Hunter 3 Ultimate online with you guys and live streaming it on  twitch.tv/capcomunity . Think extended Monster Hunter Mondays… but on a Friday. We’ll be live at 1pm Pacific Time .

But wait! To celebrate and help the new hunters that just bought the game (through the eShop sale or otherwise) we’re also going to start the ball rolling on a new idea: the  Help a Hunter  initiative!

So starting this Monday, February 3rd , and going throughout the month of February, we will dedicate our Monster Hunter Mondays streams to helping out those fresh-off-the-boat hunters that just got the game. If you’re interested in learning more or  signing up just head over to  this thread .

EN

RE4 contest: Show your Leon collection for sealed chainsaw controller

Jan 31, 2014 // Minish Capcom

With the ultimate PC version of Resident Evil 4 less than a month away, it seems prudent to finally offer up my sealed GameCube chainsaw controller – a true 2005 relic!

To enter : Submit a photo (either in the comments below or via a private message to my Unity account) of your Resident Evil collection, but with specific emphasis on Leon and especially anything RE4 related. The photo with the most Leon / RE4 stuff, plus with a nice composition, will be the winner. I’ll be the judge so… impress me!

Who’s eligible:  You should read the general rules here , but this is open to North America and EU folks. Just get your photo to me before February 8, 2014

Looking forward to your pics!

EN

Throwback Thursdays – Bionic Commando (PS3)

Jan 30, 2014 // GregaMan

Today’s throwback is a bit more recent than the usual fare, dating back to just 2009. Ugh, that’s already five years ago. Ugh.

Anyway, it’s  Bionic Commando,  the 3D reboot that turned our hero Nathan “Rad” Spencer into a dred-having, wife-equipping rebel with something to prove. Tune into Twitch from 3pm PT and watch me have honest, unironic fun with this game!

Meanwhile, chat about your Bionic Commando memories in this thread .

EN

Ultra Street Fighter 4 Change List

Jan 30, 2014 // ComboFiend

There’s an upcoming location test in Taipei in which fans there will get to play the latest build of Ultra Street Fighter IV. While there, players will get to see the changes for their favorite characters. We then thought, “why not let those who aren’t able to go to the location test see the change list? That way, they can follow how their character is progressing.” So, without further ado, here is the latest character change list.

In addition to the changes for the 39 characters, I’ve also included an explanation of how the new battle mechanics work. This is a long post, so hold that scroll bar down if you’re looking for a particular character.

System

  • Delay standing
    • Can only be performed against hard knockdown attacks
    • Can be performed by pressing any two buttons as the character hits the ground
    • The word “Technical” will be displayed if performed properly
    • Characters remain on the ground for 11 frames longer than normal
  • Red Focus
    • Performed by pressing light punch + middle punch + middle kick
    • Takes up two meters
    • Can absorb an infinite number of  attacks
    • Damage absorbed builds the Ultra meter at 2x normal speed
    • Does 1.5x damage of a character’s normal focus attack
    • Level 1 and 2 are the same as normal focus and armor effect fades when you release the buttons
    • Level 3 has armor effect until the attack is active
  • EX Red Focus
    • Performed by pressing light punch + middle punch + middle kick
    • Takes three meters to perform
    • Does 1.5x damage of a character’s normal focus attack
    • Level 1 crumples the opponent instantly
  • Ultra Combo Double
    • Allows characters the ability to use both Ultra simultaneously
    • Characters either do 75% damage or 60% damage of their normal Ultra damage
    • Character classified under the 60% damage are: Zangief, Cammy, Fei Long, T.Hawk, Makoto, Hakan, Dhalsim, Rose, Akuma, E.Honda, and Hugo
    • Characters classified under the 75% damage are:  All remaining characters

Abel

  • Close Standing Heavy Punch: First attack’s hitbox extended downwards hitting crouching characters much more consistently
  • Far Standing Heavy Kick: Attack comes out faster (14F-> 13F)
  • Far Standing Heavy Kick: Attack is active longer (2F-> 3F)
  • EX Falling Sky: Attack is active longer  (2F-> 3F)
  • EX Falling Sky: Extended Invincibility on Upper Body (6-7F to 6-8F)
  • Heartless: Attack is active longer (2F-> 4F)
  • Soulless: Ultra now connects when performed after crouching HP with opponent in the corner


Adon

  • Close Hard Kick: Hit box expanded at the tip to increase usefulness
  • Forward+MP: Frame advantage on hit reduced (4F-> 3F)
  • Light Kick Rising Jaguar: Opponents float a little higher after the second hit allowing to combo into another light kick Rising Jaguar more consistently near the corner
  • 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: Now does less block damage (20-> 10)
  • Jaguar Revolver: Distance traveled from second kick on reduced to reduce it going over opponents
  • Jaguar Revolver: Damage reduced slightly (510-> 480)
  • Light/Medium/Hard Rising Jaguar: Now less advantageous after focus cancel against a guarding opponent (-5 on block)
  •  

 

  Akuma

  • Close standing medium kick: Attack comes out faster (5F-> 4F)
  • Close standing medium kick: when connected against a crouching opponent, they are forced to stand
  • Close standing medium kick: hitbox has been extended downward to hit crouching characters more consistently
  • Crouching hard kick: Can no longer cancel into the Ultra Raging Demon from this attack
  • Light/Medium/Heavy/EX Zanku Hadoken : Longer recovery added when used during a back jump (2F)
  • Demon Flip: Can now cancel into EX Zanku Hadoken from this attack
  • Medium Goshoryuken: Attack is only focus cancellable on the first hit on block and on the first or second hit on hit
  • Hard Goshoryuken: Attack is only focus cancellable on first hit on block and on the first second or third hit on hit
  • Hard Goshoryuken: Invincibility reduced (6F-> 5F)
  • Light/Medium/Hard Goshoryuken: Now less advantageous after focus cancel against a guarding opponent (-5 on block)

 

Balrog

  • Light Dash Punch: Able to move faster after connecting with this attack (-2F-> -1F)
  • Light Dash Swing Blow: Damage has been reduced (80-> 70)
  • Light Dash Swing Blow: Stun has been reduced (100-> 70)
  • Light Dash Swing Blow: Less advantageous when this attack hits the opponent (10F-> 0F)
  • Light Dash Swing Blow: Less disadvantageous when the attack is blocked (-5F-> -2F)
  • Light Dash Swing Blow: Charge time has been reduced (55F-> 45F)
  • Medium Dash Swing Blow: Charge time has been reduced (55F-> 50F)
  • Medium Dash Swing Blow: Less disadvantageous when the attack is blocked (-7F-> -6F)
  • Medium Dash Swing Blow: Less advantageous when this attack hits the opponent (10F-> 2F)
  • Turn Punch: Charge time for levels 2~5 has been reduced to 2 seconds, 4 seconds for each level after that
  • Violent Buffalo: If the player holds punches for the last hit, Balrog performs a straight. If he holds kick, Balrog performs an uppercut
  • Dirty Bull: Command has been changed (63214×2+PPP-> 720+PPP)
  • Dirty Bull: Recovery has been reduced when it does not connect (58F-> 48F)
  • Dirty Bull: Reach has been extended (1.09-> 1.3)
  • Dirty Bull: Damage has been reduced (399-> 250)

Blanka

  • Forward dash: Moves forward faster (21F-> 20F)
  • Close middle kick: Considered airborne from the 3 rd frame onward
  • Crouching middle kick: More advantageous after hit (4F-> 5F)
  • Crouching middle kick: Slightly increased pushback when opponent is hit or blocks this attack
  • Heavy Rolling Attack: Knocks down from any distance
  • Light/Medium/Heavy/EX Backstep Rolling: Block stun increased (increased by 2F)
  • Light/Medium/Heavy/EX Vertical Rolling: Can be focus cancelled on either hit or block

 

Cammy

  • Close standing hard punch: Damage reduced (85-> 80)
  • Close standing hard punch: Stun damage reduced (150-> 120)
  • Far standing hard punch: Damage reduced on the first frame (80-> 70)
  • Crouching light kick: Start up time increased (3F-> 4F)
  • Crouching heavy punch: Damage reduced (90-> 80)
  • Crouching heavy punch: Stun reduced (200-> 150)
  • Crouching heavy punch: Advantage after hit reduced (7F-> 6F)
  • Light/Medium/Heavy Cannon Strike: height at which the attack can be performed has been reduced
  • Light/Medium/Heavy Cannon Strike: recovery added (5F-> 7F)
  • EX Cannon Strike: Advantage on block reduced (5F reduction)
  • Hooligan Combination: Can cancel into Light/Medium/Heavy cannon strike
  • Spiral Drive Smasher: Last hit damage reduced on non animation version (210-> 170)
  • Light/Medium/Hard Cannon Spike: Now less advantageous after focus cancel forward dash against a guarding opponent (-5 on block)

 

Chun-Li

  • Vitality: Life increased (900-> 950)
  • Rear Spin Kick: Attack starts up faster and has received a hitbox improvement (12F-> 10F)
  • Yosokyaku (headstomps): Hitbox increased
  • Light/Medium/Heavy Spinning Bird Kick: Last hit causes a knockdown
  • EX Kikoken: Knocks down on hit
  • EX Spinning Bird Kick: Hitbox on the last attack improved to hit more characters
  • EX Spinning Bird Kick: Hitbox increased on first attack to hit crouching opponents
  • EX Hazanshu: Armor break effect added
  • Kikousho: Invincibility when the attack begins has been extended (8F-> 9F)
  • Kikousho: Damage increased (330-> 365)

 

Cody

  • Back Step: Distance traveled increased
  • Crouching middle kick: Advantage after hit increased (-3F-> -1F)
  • Crouching middle kick: Disadvantage when guarded decreased (-6F-> -2F)
  • Crack Kick: Considered airborne during attack (airborne from 8F)
  • Knife throw: Armor break effect added
  • Knife attacks:  Increased hit capabilities
  • 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
  • Last Dread Dust: Damage reduced (506-> 466)
  • Last Dread Dust: Distance traveled moving forward increased

 

C.Viper

  • Close standing hard punch: Damage increased (90-> 100)
  • Far stand hard kick: Hurtbox around foot slightly decreased
  • Crouching middle kick: Hitbox at foot extended
  • EX/Red/Normal Focus attacks: Start up time has been reduced (3F reduction on all)
  • Light Thunder Knuckle: Hitbox extended at the end of her hand
  • Medium Thunder Knuckle: Hit advantage increased when focus cancelled (to 4F)
  • Heavy Thunder Knuckle: Feint recovery increased (6F-> 7F)
  • Emergency Combination: Damage increased (300-> 350)
  • Burstime: Smoke effect during Ultra decreased
  • Burning Dance: Attack starts up faster (10F-> 9F)
  • Burning Dance: Height restriction on attack reduced

 

 

Dan

  • Crouching Taunt: Meter gain when taunt is performed (0-> 40)
  • Crouching Taunt: No gauge increase when taunt hits (70-> 0)
  • Air Taunt: Meter gain when taunt is performed (0-> 10)
  • Close hard kick: Changed to a new command of 4 +Hard Kick
  • Far standing light punch: hitbox increased at the top of his hand
  • Light Dankyaku: Hitbox increased downward
  • Heavy Koryuken: Hitbox extended horizontally
  • Light/Medium/Heavy Gadoken: Hurtbox reduced to his wrist area
  • Haoh Gadoken: All hits connect against airborne opponents during combos
  • Haoh Gakoken: Damage reduced against airborne opponents (368-> 331)
  • Shissho Buraiken: Armor break effect added

 

DeeJay

  • Far standing middle punch: starts up faster (7F-> 6F)
  • Far standing hard punch: counter hit causes float more often
  • Crouching light kick: starts up faster (5F-> 4F)
  • Crouching middle punch: Hitbox has been increased
  • Crouching middle kick: Damage increase (70-> 80)
  • Crouching heavy punch: Hitbox has been increased
  • Knee shot: More advantageous on hit (3F hit stun added)
  • Air Slasher: Block damage increased (12-> 15)
  • Light Rolling Sobat: Disadvantage when opponent blocks attack decreased (-5F-> -3F)
  • Medium Rolling Sobat: Longer hit stun on the first attack when focus cancelled (6F-> 7F)
  • EX Machine Gun Blow: Disadvantage when blocked increased (-5F-> -8F)
  • EX Machine Gun Blow: During hit or block, can be focus cancelled
  • EX Machine Gun Blow: Launches opponent higher on hit
  • EX Machine Gun Blow: Starts up faster (12F-> 6F)
  • EX Machine Gun Blow: Throw invincible (1F~7F)
  • EX Machine Gun Blow: Hitbox increased on first two hits
  • Sobat Festival: Travels further throughout the attack

 

Dhalsim

  • Stand middle punch: Starts up faster (10F-> 9F)
  • Stand middle punch: More disadvantageous on hit and guard by 1 frame
  • Far standing middle kick: Now hits two times
  • Far standing middle kick: Damage distribution changed (60-> 40*30)
  • Far standing middle kick: Stun distribution changed (100-> 50*50)
  • Far standing hard punch: Damage increased (75-> 80)
  • Far standing hard punch: Hit advantage increased (0F-> 1F)
  • 4+Light kick: damage increased (30-> 40)
  • 4+Middle kick: Hit and Guard pushback decreased
  • 4+Heavy kick: Damage increased (90-> 100)
  • Light Yoga Blast: Hurtbox reduced
  • Middle Yoga Blast: Starts up faster (15F-> 14F)
  • EX Yoga Blast: Damage increase (90*50-> 90*60)
  • EX Yoga Blast: Hits from further away
  • EX Yoga Blast: Quick standable
  • EX Yoga Flame: Damage increase (50*70-> 70*70)
  • EX Yoga Flame: Hits from further away
  • Yoga Shangri-La: Hits from further away
  • Yoga Shangri-La: Command has been changed (236×2+PPP-> 236×2+KKK)
  • Yoga Catastrophe: Not possible to perform if a Yoga fire is on screen

 

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 6+light punch has been removed
  • Crouching middle kick: starts up faster (8F-> 7F)
  • 6+Middle kick: hits from further out
  • 6+Heavy punch: opponents are 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 when block reduced (-2F-> -1F)
  • Heavy machine gun blow: Pushback on hit reduced
  • Light/Medium/Heavy Shortswing Blow: Throw invincible throughout attack
  • EX Shortswing Blow: Throw invincible until first hit

 

E.Honda

  • Close standing hard punch: Hitbox increased vertically
  • Far standing hard punch: Damage increased from max range (80-> 90)
  • Far standing hard kick: Disadvantage when opponent guards reduced (7F-> 6F)
  • Far standing hard kick: Hitbox increased in front
  • Forward/Backward jump middle punch: Hurtbox reduced
  • Forward/Backward jump middle kick: Attack is active longer (increased by 1F)
  • EX Sumo Headbutt: Pushback on block reduced
  • EX Hundred Hands: Advantage after hit increased (4F-> 5F)
  • EX Command Grab: Throw invincible on start (1F~5F)
  • Ultimate Killer Head Ram: Start up increased (8F-> 10F)
  • Orochi Breaker: Starts up faster after the flash (2F-> 1F)
  • Orochi Breaker: Grabs from further (1.16-> 1.4)
  • Orochi Breaker: Command change (63241×2+PPP-> 720+PPP) 

 

El Fuerte

  • Standing light punch: hitbox extended downwards
  • Close / Far standing light kick: Starts up faster (5F-> 3F)
  • Close / Far standing light kick: No longer able to special cancel
  • Close standing middle kick: Starts up faster (14F-> 11F)
  • Close standing middle kick: Recovers faster (14F-> 13F)
  • Far standing middle kick: Recovers faster (15F-> 14F)
  • Close standing hard kick: Starts up faster (12F-> 10F)
  • EX Guacamole Leg Grab: Recovers faster (10F-> 6F)
  • Levels 1/2/3 and EX Quesadilla Bomb: Start up faster (17F-> 14F)
  • Levels 1/2/3 and EX Quesadilla Bomb: Recovers faster (18F-> 14F)
  • EX Quesadilla Bomb: Throw invincible when it starts up (1F~7F)
  • Fajita Buster: Damage increased (150-> 180)
  • Tostada Press: Attack is active for longer (7F-> 8F)
  • Gordita Sobat: Recovers faster (18F-> 17F)

 

Evil Ryu

  • Vitality: Life increased (900-> 950)
  • Crouching middle kick: Stun on guard increased (1F)
  • Crouching hard kick: Starts up faster (7F-> 6F)
  • Target Combo: Can be performed off of far standing middle punch
  • 6+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: Starts up slower (3F-> 4F)
  • Crouching light kick: Ability to rapid fire the attack has been removed
  • Crouching middle punch: Damage increase (55-> 65)
  • Light Rekka: Distance traveled on first punch reduced
  • Light/Medium/Heavy Rekka: Hit advantage on second hit reduced (reduced by 2F)
  • Shienkyaku: Removed accidental input command (464+K)
  • Light/Medium/Heavy Tenshin: Does one point of damage
  • EX Tenshin: Starts up faster (12F-> 10F)
  • Rekkashin Geki: 3 rd hit of the non animation version knocks the opponent higher so the final hit connects in combos against airborne opponents
  • Light/Medium/Heavy Shienkyaku: More disadvantageous when dashing forward after a focus attack cancel (-5F)

 

Gen

  • Fixed issue where Gen has 1 frame more invincibility on neutral wake up
  • Stun Vitality: Increased from 900-> 950
  • Normal/Red/EX/EX Red Focus attack: Hitbox has been reduced into his wrist area
  • [Mantis]
    • Stand heavy punch: Stun damage distribution changed (100*100-> 150*50)
    • Light/Medium/Heavy Hundred Hands: Hitbox has been extended to hit further out
    • Light/Medium/Heavy Hundred Hands: Frame advantage on hit reduced (reduced by 1F)
    • Light/Medium/EX Hundred Hands: Pushback on hit and guard reduced
    • Heavy Gekiro: Causes soft knockdown
    • Heavy Gekiro: Timing is now switched with the EX version from AE 2012
    • EX Gekiro: Causes hard knockdown
    • EX Gekiro: Timing is now switched with the Heavy version from AE 2012
    • ****nketsu: 600 stun when this attack connects with a full Ultra bar
    • ****nketsu: Hitbox extended outward to hit from further
  • [Crane]
    • Crouching light punch: Advantage on hit increased (3F-> 5F)
    • Crouching heavy punch: If the opponent is hit with a counter hit, they float higher
    • Crouching heavy kick: Recovery reduced (29F-> 24F)
    • Forward/back jump hard punch: Hurtbox increased to make it easier for the opponent to anti-air
    • Forward/back jump hard kick: Hurtbox increased to make it easier for the opponent to anti-air
    • Light/Medium Jyasen: Guard disadvantage after block decreased (-3F-> 0F)
    • Light/Medium/Heavy/EX Jyasen: Damage on last hit increased (increased by 10)
    • Oga: Hitbox on his foot has been reduced

 

Gouken

  • Far standing light kick: now is Special, Super, Focus, cancellable
  • Crouching light punch: Starts up faster (4F-> 3F)
  • Crouching medium punch: Advantage on hit increased (1F-> 3F)
  • Kongoshin: Removed accidental input command (646+P)
  • Hyakki Gosai: Stun decreased (200-> 160)
  • Light Senkugoshoha: Travels forward further
  • EX Tatsumaki Gorasen: Starts up faster (7F-> 5F)
  • EX Tatsumaki Gorasen: Invincibility reduced (1F~8F-> 1F~6F)
  • EX Tatsumaki Gorasen: Hitbox increased to hit opponents crouching and further out

 

Guile

  • General: Hurtbox sizes have been readjusted when Guile is getting up from the ground
  • Airthrow: Range has been increased
  • Crouching light punch: Advantage on hit increased (4F-> 5F)
  • Crouching middle kick: Both hitbox and hurtboxes have been extended
  • Reverse Spin Kick: Hitbox extended downward to hit crouching opponents more consistently
  • Light/Middle/Heavy/EX Flash Kick: Invincibility increased (1F for all versions)
  • Sonic Hurricane: Damage increased (300-> 330)
  • Somersault Explosion: Starts up faster (7F-> 5F)
  • Somersault Explosion: Damage decreased (510-> 450)
  • Somersault Explosion: Tracks which side the opponent is on upon start up
  • Somersault Explosion:  The second somersault’s start up has been reduced to connect against airborne opponents more consistently
  • Somersault Explosion: Invincibility has been reduced (1F~10F-> 1F~6F)

 

Guy

  • Movement: Guy walks faster
  • Far standing light kick: Hitbox increased around foot to increase anti-air capabilities
  • Far stand hard kick: Attack is active for longer (3F-> 5F)
  • Far stand hard kick: Hitbox increased around foot to increase anti-air capabilities
  • Crouching middle punch: Hitbox adjusted to reduce anti-air capabilities
  • Elbow Drop: Hitbox extended downward to hit crouching opponents more consistently
  • Ninja Sickle: Starts up faster (11F-> 9F)
  • Target Combo: HItbox has been increased on the 2 nd attack to hit opponents more consistently
  • Heavy Hozanto: Starts up faster (30F-> 28F)
  • Sudden Stop: Recovers faster (17F-> 16F)
  • Neck Flip: Hitbox increased to hit smaller characters more consistently
  • EX Neck Flip: Causes knock down when opponent is hit out of the air
  • EX Bushin Senpukyaku: Hitbox has been increased to hit smaller characters more consistently
  • Bushin Goraisenpujin: Travels further on the second hit

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, ex cancel, focus cancel out of this attack
  • Jumping middle kick: Hitbox increased to cross up much more consistently
  • 6+Middle Punch: Disadvantage after block reduced (-5F-> -4F)
  • 6+Middle Punch: 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 6+MK has been fixed
  • Crouching light punch: Start up increased (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 focus canceled with specials, high jump, focus attacks, red focus attacks
  • Tsujigoe: Recovery removed
  • Light, Medium, Heavy, EX Tsumuji: Hitbox extended downward to hit crouching opponents better
  • Medium Tsumuji: Recovery increased (3F-> 4F)
  • EX Kazegiri: Invincibility increased (6F-> 7F)
  • EX Kazegiri: 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: Cannot be performed when jumping backwards
  • Shikusen: 2 nd and 3 rd attack hitboxes have been adjusted to hit more consistently
  • EX Shikusen: Follow up attacks only come out if K button are pressed
  • EX Shikusen: Attack trajectory effected by which two buttons are pressed to perform the attack (LK+MK = close, MK+HK = Middle, LK+HK = far)
  • EX Fuhaijin: MK+HK version can now hit crouching opponents
  • EX Fuhaijin: LK+HK version damage has been increased (50*50-> 60*60)
  • EX Senpusha: Invincibility increased (1F~6F-> 1F~7F)
  • EX Senpusha: Disadvantage after guard increased (-14F-> -15F)
  • Feng Shui Engine: Invincibility on start up reduced (4F-> 2F)
  • Kaisen Dankairaku: Hitbox has been extended horizontally and vertically to increase ability to hit the opponent from further out

Ken

  • Movement: Walkspeed has been increased
  • Close standing medium kick: Hitbox has been adjusted downward to hit crouching opponents more consistently
  • Crouching heavy kick: Starts up faster (8F-> 7F)
  • Thunder Kick: Disadvantage after hit reduced (-1F-> 0)
  • Light, Medium, Heavy Hadouken: Damage increased (60-> 70)
  • EX Hadouken: Damage increased (50*40-> 50*50)
  • Medium Shoryuken: The first hit now launches the opponent
  • Heavy Shoryuken: Can only focus cancel the attack on the first hit when blocked and first or second hit when it hits
  • EX Air Tatsumaki: Trajectory changed when used on the way up
  • Shinryuken: Damage increased (330->390) for the non animation version
  • Guren Senpukyaku: Forward movement during the first frames of the attack increased
  • Light/Medium/Heavy Shoryuken: Disadvantage on guard after a focus dash cancel forward increased (-5F on block)

Makoto

  • Forward 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 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: increased recovery when it misses (4 frames added)
  • EX Fukiage: Can now hit standing opponents
  • EX Fukiage: Now jump cancellable
  • EX Fukiage: Damage decreased (120-> 80)
  • EX Fukiage: Stun damage decreased (200-> 100)
  • Light Tsurugi: Disadvantage after block increased (increased by 1F)
  • Medium Tsurugi: Disadvantage after block increased (increased by 1F)
  • Seichusen Godzansuki: Damage decreased (480-> 440)
  • Abare Tosanami: Projectile invincibility added

 

M.Bison

  • Stand middle punch: Starts up faster (8F-> 6F)
  • Stand middle punch: Now special, super, ex focus attack cancellable
  • Crouching heavy punch: Starts up faster (12F-> 10F)
  • Hell Attack: Follow up attacks now combo once this connects
  • Bison Teleport: Recovery increased (42F-> 47F)
  • Light Knee Press: Disadvantage on block increased (0F-> -1F)
  • Light Knee Press: Damage increased (60*30-> 60*40)
  • Medium Knee Press: Damage increased (60*50-> 60*60)
  • Heavy Knee Press: Damage increased (70*60-> 70*70)
  • EX Knee Press: Damage increased (70*70-> 70*80)
  • EX Knee Press: Projectile invincibility extended (1F~12F-> 1F~19F)
  • Head Press: Starts up faster (22F-> 20F)
  • EX Devil’s Reverse: Comes down from the sky faster
  • Light/Medium/Heavy Psycho Crusher: Will hit opponents who are in a float state
  • EX Psycho Crusher: Damage reduced (75*75-> 75*60)
  • Psycho Punisher: Damage reduced (450-> 420)
  • Psycho Punisher: Charge time reduced (55F->40F)

 

Oni

  • Crouching heavy kick: Starts up faster (9F-> 8F)
  • Crouching heavy kick: recovers faster (24F-> 23F)
  • 6+MK: Attack comes out faster. (Startup changed 13F-> 11F)
  • Focus attack: Hitbox extended to the tip of his fingers
  • Light Gouhadou: recovers faster (54F-> 52F)
  • Medium Gouhadou: recovers faster (61F-> 59F)
  • Heavy Gouhadou: recovers faster (69F-> 67F)
  • Light Sekisei: Disadvantage after block reduced (-7F-> -6F)
  • Medium Sekisei: Disadvantage after block reduced (-6F-> -4F)
  • Medium Sekisei: Removed invincibility frame
  • Light/Medium/Heavy/EX Goushoryu: Focus attack cancel possible on first or second hit when opponent is hit
  • Light/Medium/Heavy/EX Goushoryu: Focus attack cancel possible on first hit when opponent blocks
  • Heavy Goushoryu: Full and hit invincibility reduced (1F~8F->1~5F and 9~10F-> 6~7F)
  • Light Rankan: Damage reduced (120-> 110)
  • Light Rankan: Stun reduced (150-> 130)
  • EX Rankan: Disadvantage after block reduced (-10F-> -9F)
  • Heavy and EX Rankan: Hurtbox before the attack becomes active has been shrunk
  • Meido Gohadou: Damage increased on non animation version (350-> 375)
  • Meido Gohadou (ground): Starts up faster (11F-> 9F)
  • Meido Gohadou (air): Starts up faster (14F-> 11F)
  • Tenchi Sokaigen: command change (41236×2+PPP-> 63214×2+PPP)
  • Light/Medium/Heavy Goshoryu: Disadvantage on guard after a focus dash cancel forward increased (-5F on block)

Rose

  • Movement: Forward dash recovery reduced (21F-> 20F)
  • Close middle kick: Hitbox extended downward to hit crouching opponents more consistently
  • Crouching light punch: Damage increased (20-> 30)
  • Crouching light kick: Damage increased (30-> 40)
  • Crouching middle punch: Damage increased (60-> 70)
  • Light Soul Spiral: Forward movement increased
  • Light/Medium/Heavy Soul Spiral: Damage increased (100-> 110)
  • EX Soul Spiral: Damage increased (120-> 130)
  • EX Soul Spiral: Stun damage increased (100-> 200)
  • EX Soul Spiral: Hit invincibility increased (11F-> 13F)
  • EX Soul Spiral: Can now be thrown
  • Medium Soul Spark: Recovers faster (22F-> 20F)
  • Heavy Soul Spark: Recovers faster (29F-> 27F)
  • Illusion Spark: Starts up faster (12F-> 10F)
  • Soul Satellite: Command change (214×2+PPP-> 214×2+KKK)
  • Soul Satellite: Recovery increased (2F-> 4F)

 

Rufus

  • Forward Throw: Damage reduced (150-> 135)
  • Far standing middle punch: Now special, super, ex focus/red focus cancellable
  • Far standing middle kick: active longer (1F-> 2F)
  • Target Combo: Disadvantage on block increased (-5F-> -8F)
  • EX Messiah Kick: Second hit adjusted to hit crouching opponents more consistently
  • EX Messiah Kick: Invincibility reduced (16F-> 13F)
  • Light Messiah Kick: Can hit opponents in float state
  • Messiah Kick Medium follow up: Recovery increased (19F-> 22F)
  • Messiah Kick Heavy follow up: Recovery increased (17F-> 19F)
  • Spectacle Romance: Hitbox on the 2 nd attack expanded
  • Space Opera Symphony: Damage reduced (460-> 420)
  • Big Bang Typhoon: Damage reduced (420-> 360)
  • Big Bang Typhoon: Ultra locks on to airborne opponents resulting in full hits

Ryu

  • Crouching medium kick: Decreased disadvantage on block (-3F-> -2F)
  • Jump forward/back middle punch: Can be cancelled into an air Tatsumaki
  • Air Tatsumaki: Will always combo after jumping medium punch
  • EX Air Tatsumaki: Hitbox and vacuum effect adjusted to increase consistency
  • Light/Medium Shoryuken: Disadvantage after focus cancel forward dash on block increased (-5F on block)
  • Shin Shoryuken: Invincibility increased (8F-> 9F)
  • Shin Shoryuken: Plays full animation if connected after an EX Shoryuken FADC cancel

 

Sagat

  • Close standing light kick: 2 nd hit is special, ex focus/red focus, super cancellable
  • Tiger Knee: First hit causes crouching opponents to stand when it hits
  • EX Tiger Knee: Disadvantage on guard reduced (-1F-> 0F)
  • Tiger Destruction: No longer switches sides when performed in the corner
  • Tiger Destruction: Distance traveled decreased
  • Tiger Destruction: Damage decreased against airborne opponents (395-> 340)
  • Tiger Cannon: Hits opponents more times when used in a combo against airborne opponents
  • Tiger Cannon: Damage reduced against airborne opponents (384-> 309)
  • Light/Medium/Heavy Tiger Uppercut: Disadvantage on block after focus cancel dash forward increased (-5 on block). Angry scar version also affected

 

Sakura:

  • Far standing middle punch: Hitbox extended at the tip of her fist
  • Forward/backward jumping hard punch: Hurtbox extended under her hands so that opponents can anti-air her more consistently
  • Light/Medium/Heavy/EX Shunpukyaku: Trajectory of the attack changed when used on the way up
  • EX Shunpukyaku: Advantage after guard decreased (+4-> +2)
  • EX Shunpukyaku: Hitbox has been increased to hit crouching opponents more consistently
  • Shououken (all versions): Hitbox extended to hit from further away
  • EX Sakura Otoshi: Starts up faster (14F-> 11F)
  • Shinkuu Hadoken: Hitbox behind her has been reduced

 

Seth

  • Wall Jump: Distance travelled reduced slightly
  • Far standing hard punch: Disadvantage on hit reduced (11F-> -5F)
  • Far standing hard punch: Disadvantage on guard reduced (-15F-> 8F)
  • Forward/backward jumping middle kick: crosses opponents up
  • Forward/backward heavy kick: no longer cross opponents up
  • Yosokyaku: Attack is active longer 3F-> 4F
  • Dive Kick: Hurt box increased slightly
  • Medium Hundred Kicks: Stun reduced (150-> 100)
  • Heavy Hundred Kicks: Stun reduced (200-> 150)
  • Light/Medium/Heavy/EX Piledriver: Stun reduced (200-> 150)
  • Light Shoryuken: Cannot focus cancel after the first hit if the opponent blocks the attack
  • Medium/Heavy Shoryuken: Invincibility reduced (7F-> 5F)
  • Medium/Heavy Shoryuken: Cannot focus cancel after the first hit if the opponent blocks the attack
  • Light/Medium/Heavy Shoryuken:  : Disadvantage on guard after a focus dash cancel forward increased (-5F on block)
  • Light/ Medium/ Heavy Tandem Engine: Can no longer be cancelled into from regular attacks
  • Tandem Stream: Recovers faster (66F-> 55F)
  • Tandem Typhoon: Can connect more hits against airborne opponents in a combo
  • Tandem Typhoon: Disadvantage after blocking reduced (89-> 70F)

T.Hawk

  • Movement: T.Hawk walks faster
  • Close standing middle punch: Pushback on hit and guard reduced
  • Far standing hard kick: Hurtbox on his leg has been increased
  • Far standing hard kick: Disadvantage on guard reduced (-7F-> -5F)
  • Crouching middle kick: Special, super, ex focus/ex red focus cancellable
  • Thrust Peak: Command changed (3+LP-> 4+LP)
  • Condor Spire: Command changed (421+P-> 623+K)
  • Light Condor Spire: Disadvantage on hit reduced (-5F-> -2F)
  • Light Condor Spire: Starts up faster (20F-> 11F)
  • Medium Condor Spire: Starts up faster (20F-> 14F)
  • EX Condor Spire: Travels further distance
  • Light Tomahawk Buster: Starts up faster (5F-> 4F)
  • EX Tomahawk Buster: Can be focus cancelled
  • Light Mexican Typhoon: Throw range increased (1.5-> 1.55)
  • Raging Slash: Command change (63214×2+PPP-> 63214×2+KKK)
  • Raging Slash: Hitbox above his head has been increased

 

Vega

  • Mask pick up: Mask must be picked up with 2+PP
  • Crouching heavy punch: Attack is active longer (2F-> 4F)
  • EX Rolling Crystal Flash: Advantage on hit reduced (4F-> 2F)
  • Bloody High Claw: Hitbox extended on the top of the attack
  • Splendid Claw: Starts up faster (8F-> 7F)
  • Super Barcelona Drop: Hits on the way up
  • Super Barcelona Drop: Damage has been reduced (100*100*200-> 100*100*100)
  • Super Barcelona Drop: Gauge is lost when the super is inputted

Yang

  • Movement: Yang walks faster
  • Close/Far standing light kick: Starts up faster (5F-> 4F)
  • Close stand middle kick: Hitbox increased to hit crouching opponents more consistently
  • Far stand middle punch: Can be special, super, focus cancelled
  • Crouching light kick: damage increased (20-> 30)
  • Forward/back jumping middle kick: crosses up more consistently
  • 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)
  • Light /Medium/Heavy/EX Command grab: Does one point of damage
  • Tenshin Senkyutai: Starts up faster (7F-> 6F)

 

Yun

  • Crouching middle punch: damage increased (50-> 60)
  • Standing middle punch: damage increased (50-> 60)
  • Light/Medium/Heavy/EX Command grab: Does one point of damage
  • Command grab: Throw distance decreased (1.1-> 1.0)
  • EX Command grab: Throw distance decreased (1.3-> 1.2)
  • Heavy Nishikyaku:  Invincibility removed

 

Zangief

  • Close standing light kick: Special, focus/red focus cancellable
  • Far standing middle punch: Can be hit before attack comes out
  • Far standing middle punch: Hurtbox extended
  • Far standing middle kick: Disadvantage after hit reduced (-7F-> -3F)
  • Far standing middle kick: Disadvantage after block reduced (-10F-> -7F)
  • Forward/back jumping heavy punch: Hurtbox increased to allow opponents ability to anti air Zangief
  • Light Screw Pile Driver: Throw distance decreased (1.75-> 1.7)
  • Light Banishing Flat: Disadvantage on hit reduced (-5F-> -2F)
  • Medium/Heavy Banishing Flat: Disadvantage on block reduced  (reduced by 2F)
  • Light/Medium/Heavy Banishing Flat: Starts up faster (each version by 2F)
  • EX Banishing Flat: Starts up slower (13F-> 16F)