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RYU
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Close Standing HK
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• Recovery from 15F to 17F. • Extra 3F of block/hit stun when it connects on a standing opponent. • Extra 2F of block/hit stun when it connects on a crouching opponent. • The second hit can be EX Focus/Red Focus/Super cancelled.
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LP Hadoken
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Projectile speed slightly decreased.
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HP Hadoken
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Projectile speed slightly increased.
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KEN
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Crouching MK
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Hitboxes and hurtboxes returned to the 2012 version.
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LK/MK/HK Airborne Tatsumaki Senpukyaku
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Can no longer cancel an attack into the Airborne Tatsumaki to fly away.
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E.HONDA
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Crouching LP
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Damage increased from 40 to 50.
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Crouching LK
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Damage increased from 30 to 40.
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EX Hundred Hand Slap
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He will automatically move forward regardless of stick input.
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LP/MP/HP Super Killer Head Ram
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Fixed the issue where the opponent could not perform a delayed standing after the first hit only.
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Orochi Breaker
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• Inputs changed from 720 + PPP to HCB x 2 + PPP. • Damage increased from 450 to 500.
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BLANKA
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Close Standing MK
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Fixed the issue where a counter hit was still possible after the active frames of the attack had already ended.
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Crouching MK
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• Startup time reduced from 5F to 4F • Frame advantage on hit reduced from +5 to +4. • Slightly reduced the pushback distance on block/hit.
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ZANGIEF
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LP Banishing Flat
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• Reduced the forward travel distance. • Increased the pushback on hit.
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EX Banishing Flat
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Causes the opponent to stand on hit.
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GUILE
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Flash Explosion
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Invincibility frames increased from 1-6F, to 1-9F.
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DHALSIM
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←+ LK
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• Recovery reduced from 8F to 7F. • Advantage on hit increased from +2F to +3F.
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BALROG
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Crazy Buffalo Violent Buffalo
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Fixed the issue where the opponent could not perform delayed standing after all hits except for the final hit in the juggle state.
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Dirty Bull
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• Inputs changed from 720 + PPP to HCB x 2 + PPP.
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VEGA
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LP/MP/HP Rolling Crystal Flash
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• Fixed the issue where the final hit on counter hit did not invoke the counter hit properties. • Fixed the issue where the final hit granted twice the meter gain.
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EX Rolling Crystal Flash
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• Fixed the issue where the final hit on counter hit did not invoke the counter hit properties. • Fixed the issue where SC meter increased without the claw.
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SAGAT
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Front/Neutral Throw
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Increased the throw escape window by one frame, making it consistent with the other throw windows in the game.
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Tiger Cannon
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Damage increase on mid-air hit from 255 to 303.
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M.BISON
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Front/Neutral/Back Throw
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Decreased the throw escape window by one frame, making it consistent with the other throw windows in the game.
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MK Double Knee Press
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Reduced the pushback on hit for the first hit, making it easier to combo from an EX Red Focus attack.
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C.VIPER
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Emergency Combination
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• Inputs changed from QCB x 2 + P to QCF x 2 + P • Fixed the issue where the opponent could not perform delayed standing if the move only partially connected.
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Burst Time
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Fixed the issue where the opponent could not perform delayed standing if the move only partially connected.
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EL FUERTE
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LK/MK/HK Guacamole Leg Throw
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Fixed the issue where the opponent could not perform delayed standing if the first hit traded.
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ABEL
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Close Standing HK
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• Damage on the overhead hit changed from 30 to 70. • Stun on the overhead hit changed from 50 to 100. • Hit advantage on the overhead hit changed from +5F to +2F.
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SETH
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Vitality
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Vitality increased from 800 to 850.
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Forward/Backwards
Jumping MK
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Fixed the issue that applied counter hit damage and stun values if he was hit during the animation.
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AKUMA
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LP/MP/HP Gohadoken
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Startup changed from 14F to 13F.
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GOUKEN
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Forbidden Shoryoken
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Fixed the issue where the opponent could not perform delayed standing if the move only partially connected.
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Denjin Hadoken
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• The correction on the amount of stun it does as W Ultra is increased from 65% to 75%. • Fixed the bug where, as W Ultra but under certain conditions, it did 100% of it’s usual U2 stun.
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CAMMY
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MK Spin Drive Smasher
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Fixed the bug where the opponent couldn’t perform delayed standing if the final hit caused a counter hit on the ground.
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FEI LONG
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Rekkashingeki
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Damage for the final hit non-animation version is reduced from 165 to 140.
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SAKURA
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EX Shunpukyaku
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• Hits 1-3 will cause the opponent to stand. • Increased the lower collision box so that she doesn’t go over the opponent.
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EX Hadoken
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• She can now change the projectile speed based on the button used (only for the non-charged Hadoken). • Reduced the recovery frames by 4, going from 48F to 44F.
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ROSE
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EX Soul Spiral
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Chip damage increased from 30 to 33.
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GEN (MANTIS STYLE)
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Crouching MP
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Damage increased from 60 to 70.
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LP/MP/HP Hyakurenko
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Recovery decreased from 18F to 17F.
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Zan’ei
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Damage increased from 250 to 300.
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Shinketsu
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• If the first hit connects on an airborne opponent it will go into animation lock. • Fixed the issue where the move properties changed if done as a reversal or canceled from a jumping motion.
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DAN
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LP/MP/HP Gadoken
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Startup reduced from 14F to 13F.
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T.HAWK
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Front/Neutral Throw
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Increased the throw escape window by three frames, making it consistent with the other throw windows in the game.
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LP Condor Spire
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Startup increased from 11F to 15F.
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MP Condor Spire
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Startup increased from 14F to 17F.
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MP Tomahawk Buster
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• Increased the number of hits from 1 to 2. The first hit causes little pushback and puts the opponent in a standing state. • Damage is adjusted from 150, to 90 -> 60. • Stun is adjusted from 200, to 150 -> 50. • The first hit can be EX Focus/EX Red Focus/Super cancelled.
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DEE JAY
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Far Standing HP
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Counter hit against crouching opponent now causes flying knockdown similar to standing or mid-air opponents.
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LK Double Rolling Sobat
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• Area from the knees below is invincible during all active frames. • Increase the recovery on block from -3F to -4F.
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EX Jackknife Maximum
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Increased the downward hitbox for the first hit, making it easier to hit opponents with a low profile.
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EX Machinegun Upper
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Decreased the distance the opponent flies backwards upon hit.
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CODY
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Crack Kick
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Startup reduced from 15F to 14F.
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Zonk Knuckle
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• The level charge times have been adjusted from 60/90/120F to 60/120/180F. • Levels 2 and 3 are now throw invincible for all active frames. • Level 3: Can now land juggle hits on the airborne opponent after hit. • Level 3: Reduced the height at which the opponent flies back after hit.
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EX Criminal Upper
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Increased hit invincibility from 1-6F to 1-7F.
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MP/HP Dead End Irony
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Fixed the issue where the opponent could not perform delayed standing if the move only partially connected.
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IBUKI
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Backhand Punch
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Fixed the issue where she could cancel the move on whiff.
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Yoroitoshi
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Fixed the issue where the opponent could not perform delayed standing if the move only partially connected, from mid-air non-animation lock.
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MAKOTO
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→+ HK
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Fixed the issue where the opponent could not perform delayed standing.
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Abare Tosanami
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Fixed the issue where the opponent could not perform delayed standing if the move only partially connected from mid-air.
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ADON
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Close Standing MK
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Fixed the issue where a counter hit was still possible after the active frames of the attack had already ended.
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Far Standing HK
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Only the second hit will connect when used as part of a mid-air juggle combo.
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Jaguar Varied Assualt
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Fixed the issue where the opponent could not perform delayed standing if the move only partially connected from mid-air.
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HAKAN
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Crouching LP
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• Recovery reduced from 8F to 6F. • Advantage on block increased from +0F to +2F. • Advantage on hit increased from +3F to +5F. • Can perform chain cancels while oiled.
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Diagonal Jumping MK
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Only while oiled: Increased the hitbox backwards, making it easier for him to perform cross-ups.
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JURI
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Close Standing LP
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Hitbox during Feng Shui Engine will be the same size as it is during regular use.
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Close Standing MK
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• The first hit will cause the opponent to stand. • 1-6F will be grounded, throw invincible.
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HK Fuhajin
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Projectile will not connect on crouching opponents.
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LK/MK/MK Fuhajin
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• Meter gain on the kick-charge portion is reduced from 20 to 10. • Meter gain on the projectile increased from 20 to 10 on hit, and from 10 to 15 on block.
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YUN
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Far Standing LP
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If Yun connects with a counter hit in mid-air during Genei Jin, the opponent will no long be able to recover in the air and go into a knockdown state.
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LP Tetsuzanko
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• Stun is reduced from 200 to 100. • Reduction of the amount of meter gained. From 30 to 20 on startup, 60 to 30 on hit, and 30 to 15 on block.
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EX Zesshou Hohou
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Advantage on block changed from +1F to -1F.
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YANG
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Crouching MK
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Fixed the bug where the pushback time on counter hit was the same as a regular hit.
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EVIL RYU
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Vitality
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Reduced his vitality from 950 to 900.
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ONI
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EX Goshoryuken
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Can EX Focus/Red Focus cancel the second hit on block as well.
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LK Rakan Dantojin
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• Increased damage from 110 to 120. • Increased stun from 130 to 150.
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Airborne Raging Demon
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Fixed the issue where the opponent could not perform delayed standing if the first hit traded.
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ELENA
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Hurtboxes
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Increased her general crouching, crouch neutral, and crouch block hurtboxes.
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Jumping Motions
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Fixed the issue where certain special moves could not be performed during jumping movement motions.
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Special Move Priority
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If the inputs for Lynx Tail and Scratch Wheel overlap, Elena will perform Scratch Wheel, not Lynx Tail.
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Crouching LP
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Increased the size of the hitbox for the attacking leg up to her thighs.
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Crouching MK
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Increased the size of her hitbox and hurtbox down to her toes.
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Jump HK
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Fixed the issue where a counter hit was still possible after the active frames of the attack had already ended.
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LK Scratch Wheel
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Startup reduced from 6F to 3F.
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HK Scratch Wheel
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Increased the downward hitbox for the 3rd hit.
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LK/MK Scratch Wheel
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Fixed the issue where a counter hit was still possible after the active frames of the attack had already ended.
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LK/MK/HK Scratch Wheel
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The first hit will cause the opponent to stand.
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MK Lynx Tail
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The first attack draws the opponent closer on hit and block.
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HK Lynx Tail
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• Hits 1-3 draw the opponent closer on hit and block. • Fixed the issue where the opponent could not perform delayed standing if the attack hit them while grounded.
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LK/MK/HK Lynx Tail
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Increased the forward and upper hitbox size.
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MK Rhino Horn
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Fixed the issue where she wouldn’t take a counter hit and was in a grounded crouching state if she was hit out of the move.
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LK/MK/HK/EX Rhino Horn
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The first hit only will connect against crouching opponents.
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EX Mallet Smash
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Disadvantage on block is increased from -4F to -5F.
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LK/MK/HK/EX Spin Scythe
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Fixed the issue where an opponent could dash through her if forward dashing from behind during the move.
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ROLENTO
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Close Standing HK
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Stun reduced from 200 to 150.
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Far Standing MP
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Increased active frames from 3F to 5F.
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Far Standing FP
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• Slight increase of the upper hitbox for the second hit. • Meter gain on hit decreases from 60 -> 60 to 30 -> 30, on block from 30 -> 30 to 15 -> 15
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Diagonal Jump FP
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Fixed the issue where a counter hit was still possible after the active frames of the attack had already ended.
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EX Patriot Circle
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Slightly moved the hitbox for the first hit backwards on startup.
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LP/MP/HP/EX Patriot Circle
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Fixed the issue where Rolento’s Patriot Circle beat out certain counters.
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LK/MK/HK Stinger (Follow-up Attack)
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Increased the lower hitbox for the first frame.
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LP/MP/HP Mekong Delta Attack. (Follow-up Attack)
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• Changed from a flying knockdown to a grounded hit on counter hit. • Changed recovery on hit from -2F to +2F.
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EX Mekong Delta Attack. (Follow-up Attack)
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• Changed the recovery on block from -10F to -5F. • Changed the properties of all hits except for the last one, so that it causes flying knockdown rather than grounded hit.
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EX Mekong Delta Air Raid
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• Changed the first 1-10F after startup from projectile invincible, to hit and projectile invincible. • If the follow-up attack is blocked, recovery time changes from -3F to -5F.
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Mine Sweeper
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Fixed the issue where the early inputs were not recorded upon reversal.
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POISON
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Vitality
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Vitality reduced from 1000 to 950.
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Hurtboxes
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Increased the size of her standing and crouching hurtboxes.
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Jumping Motions
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Fixed the issue where certain special moves could not be performed during jumping movement motions.
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Back Throw
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Fixed the issue where she could perform a back throw using negative edge (releasing the button).
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Close Standing HP
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Fixed the issue where a counter hit was still possible after the active frames of the attack had already ended.
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Far Standing MP
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Fixed the issue where a counter hit was still possible after the active frames of the attack had already ended.
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EX Aeolus Edge
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Made it easier to hit opponents in very close range.
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LP/MP/HP/EX Aeolus Edge
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Fixed the issue where a counter hit was still possible after the active frames of the attack had already ended.
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LP/MP/HP/EX Whip of Love
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Increased the size of the hitbox.
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LK/MK/HK Love Me Tender
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• Reduced the damage from 90 -> 100 to 70 -> 80. • Increased the recovery on whiff from 16F to 19F.
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EX Kissed by a Goddess
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Increased the hitbox for the first hit.
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Poison Kiss
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Increased the throw range.
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HUGO
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Dizzy Motion
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Hugo will be vulnerable to attack at the same timing for a normal wakeup.
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Standing LP
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• Recovery reduced from 11F to 7F. • Advantage on hit increased from +2F to +6F. • Recovery on block changed from -2F to +2F.
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Standing MP
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Fixed the issue where a counter hit was still possible after the active frames of the attack had already ended.
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Crouching HK
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Pushback hitbox moved backwards.
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H Moonsault Press
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• Damage increased from 220 to 250. • Stun increased from 150 to 200.
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LP/MP/HP Moonsault Press
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Removed the counter hit properties if he is hit before the throw frames become active.
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LP/MP/HP/EX Giant Palm Bomber
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• For all active frames, the hurtbox on his hands from the wrists to the fingertips will be projectile invincible. • Changed Hugo’s hurtboxes while the move is active. • Slightly increased the pushback on hit. • Attack frames will still be active even when he cancels out a projectile.
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EX Shootdown Back Breaker
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• Damage decreased from 180 to 160. • Decreased the distance he moves horizontally while falling.
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LK/MK/HK/EX Shootdown Back Breaker
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Changed input window for the command to be similar to others to reduce accidental inputs
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LK/MK/HK/EX Ultra Throw
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Removed the counter hit properties if he is hit before the throw frames become active.
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LK/MK/HK/EX Meat Squasher
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Removed the counter hit properties if he is hit before the throw frames become active.
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Hammer Mountain
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The first hit is completely invincible for all active frames.
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DECAPRE
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Far Standing LP Crouching LP
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Can be cancelled into Rapid Dagger from a whiff or a chain cancel.
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Far Standing MP
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Shortened the startup time from 7F to 5F.
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Crouching HP
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Can now be EX Focus/Red Focus/Super cancelled.
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EX Psycho Sting
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• Increased the distance she moves forward while performing the move. • Increased the opponent’s recovery on block by 4F, she will be at a -1F disadvantage after a forward FADC.
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LP/MP/HP/EX Psycho Sting
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Invincibility time for each increased from 1-5F to 1-8F.
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LP/MP/HP/EX Rapid Dagger
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• Increase the hitstun and blockstun for the hit before the last hit by 4F. • Increased the guardstun for the chain cancel part for the opponent, making it easier to continuously block it.
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EX Spiral Arrow
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Damage reduced from 160 to 120.
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EX Scramble (LK+MK)
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The timing for when she disappears and when the variation move comes out has been reduced from 13F to 7F.
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EX Razor Edge Slicer
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Projectile invincible for all active attack frames.
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DCM Anti-Ground DCM Anti-Air
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If the inputs overlap, Anti-Air will take priority over Anti-Ground.
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