2013 patch notes compilation


#1

Seeing as how there’s videos and notes galore available I’ve stopped working on the updated version of this, but if anyone wants the 50% complete .txt you can grab it here.

System Changes

Spoiler

• Gem activation effects - Glowing effects toned down
• “FIGHT” timing at the beginning of the round - Disappears before characters are able to move
• Recoverable health color - Changed from dull white to orange color to increase visibility
• Camera work - Camera no longer changes during the launch attack portion of a cross rush
• Normal throws - Startup changed from 7F->5F
• Guard cancels - Can no longer follow up with additional hits after connecting with a guard cancel move
• Recoverable health speed - Speed of life recovery reduced to 1/3
• BP table contents - BP table modified
• Fortitude gem effects - Small:100 Mid:130->Small:80 Mid:110
• Life Force gem effects - Small:80 Mid:100->Small:60 Mid:80
• Harmonize gem effects - Small:60 Mid:80 Large:100->Small:40 Mid:60 Large:80
• [ID:23] Immense Power Lv.3 - Attack 30%UP->Attack 10%UP Effect Time 10 secs->20 secs *Along with changes, name changed to Immense Power Lv.1
• [ID:182] Harmonize Lv.3 - Life recovery 80->Life recovery 60 *Along with changes, name changed to Harmonize Lv.2
• [ID:189] Harmonize Lv.3 - Life recovery 80->Life recovery 60 *Along with changes, name changed to Harmonize Lv.2
• Forward recovery roll - After a forward roll, hurt box appears 7F before any additional actions are possible (still throw invincible)
• Cross Arts - Initial move damage changed from 100->150
• Pandora - Timer increased from 7 secs->10 secs

Abel

Spoiler

*Note: Shoulder Tackle and Breathless commands are still the same (charge down, then up and Punch or all 3 Punches).
*Shoulder Tackle: command input priority has been changed to put it lower than Change of Direction.
• Guard cancel - Marseilles Roll changed to Shoulder Tackle

  • Attack Startup 8F, Damage 120
    • Close HP - Hit box enlarged
  • Push back on block for boost combos reduced
    • Far HP - Push back on block for boost combos reduced
    • Far HK - Push back on block for boost combos reduced
    • cr. HP - Hurt box reduced
  • Hurt box on arm is now invincible versus jumping attacks
    • Wheel Kick - Hit stun frames reduced (L->+1F / M, H, EX->+2F)
  • When hits in midair it becomes bound damage
  • Damage L. 100->80, M. 110->80, H. 120->90
    • L. Wheel Kick - Hit box position changed
    • Tornado Throw - Damage L. 140->160, M. 150->170, H. 160->180
  • Throw invincible from startup until throw activation
    • L. Shoulder Tackle - Startup 20F
    • M. Shoulder Tackle - Armor properties added during hit box active frames / Hit effect changed to ground knockback
    • H. Shoulder Tackle - Armor properties added during hit box active frames / Counter hit causes wall bounce
    Special move meter gain
    • Second Middle: on hit 30->15
    • Second Low: whiff 5->10
    • Finish Middle: on hit 30->20
    • Finish Low: whiff 5->15/on hit 30->40
    • Wheel Kick: whiff 15->10/on hit 60->30
    • Marseilles Roll: whiff 15->0
    • Sky Fall: whiff 10->15/on hit 60->55
    • Tornado Throw: whiff 10->20/on hit 60->65
    • Shoulder Tackle: whiff 15->0/on hit 40->50

Akuma

Spoiler

• Close HK (2nd hit) - Hit effect on airborne opponent changed to bound.

  • Can now be canceled
    • Far HP - Can now be canceled
    • Far HK - Blockstun frames changed from +5 on hit/±0 on block +6 on hit/-2 on block
    *Far standing HK: when 2nd hit comes out, a hitbox to hit crouching opponents has been added.
    • Ashura Senku (Punch ver.) - Distance covered has been reduced
  • Invincibility time changed from 1-50 frames to 1-34 frames
  • Full frame length changed from 61 to 63 frames
    • Ashura Senku (Kick ver.) - Distance covered has been reduced
  • Invincibility time changed from 1-40 frames to 1-28 frames
  • Full frame length changed from 54 to 59 frames
    • EX Gohadoken - “
    • Abolished from mid-air combo limit”
    • Tatsumaki Zankukyaku (MK) - Damage stun changed from 40+20+20(80) to 40×3(120)
    • Tatsumaki Zankukyaku (HK) - All hits are guaranteed if the first hit connects
    • Airborne Tatsumaki Zankukyaku - Hurtbox increased
    • Hyakki Gojin - Damage increased from 50 to 70
    • Hyakki Gosho - Damage increased from 70 to 100
    • Hyakki Gozan - Damage increased from 60 to 80
    • Zanku Hadoken - Hitbox has been reduced
  • When used during a backwards jump, 5 frames added upon landing
    • Goshoryuken (MP, HP)
  • Blockstun has been decreased by 5 frames
  • Blockstun for the first hit decreased by 10 frames
  • The second hit does not connect on a crouching, blocking opponent
  • Pushback on block has been reduced
    • Misogi - Hitbox has been increased
    Special move meter gain
    • Gohadoken: whiff 15->5, on hit 40->20
    • Shakunetsu Hadoken (L): whiff 15->5, on hit 20->25
    • Shakunetsu Hadoken (M): whiff 15->5, on hit 20×2(40)->15×2(30)
    • Shakunetsu Hadoken (H): whiff 15->5, on hit 20×3(60)->10×3(30)
    • Zanku Hadoken: whiff 15->5, on hit 5->16
    • Goshoryuken (M): on hit 20+20(40)->30+10(40)
    • Goshoryuken (H): on hit 20+10×2(40)->20+10×2(40)
    • Tatsumaki Zankukyaku (L): whiff 15->10, on hit 40->20
    • Tatsumaki Zankukyaku (M and H): whiff 15->10, on hit 40 x number of attacks->20+10 x number of attacks
    • Airborne Tatsumaki Zankukyaku; whiff 15->0, on hit 40->35
    • Hyakkishu: whiff 10->0
    • Hyakki Gosho: whiff 0->15
    • Hyakki Gojin: whiff 5->10, on hit 40->30
    • Hyakki Gosai: whiff 5->15, on hit 40->60

Alisa

Spoiler

Life - 1000->950
• Close/Far LP - Startup 5F->4F
• Close MP - Startup 7F->5F

  • Reduced frames by 2 (On hit +7)
    • Close MP - Added 5F to boost combo (On hit -3F/On block -9F)
    • Close HP - Startup 11F->8F
  • Reduced recovery by 3F
  • Area from chest and up is invincible against air attacks
    • Close HK - Added 8F to boost combo (On hit -9F/On block -14F)
    • Far HP - Area from chest and up is invincible against air attacks
  • Midair hit causes knockdown
    • cr. MP - Startup 8F->5F
    • cr. MK - Push back on block when used in boost combo reduced
    • Destructive Form LP - Hurt box enlarged
  • Damage 6x5(30)->8x5(40)
    • Destructive Form cr. LP - Damage 6x5(30)->8x5(40)
    • Destructive Form cr. MP - Startup 7F->6F
    • Clock Setting - Hit causes vertical float
  • Damage 30+15x4+50(140)->40+10x4+40(120)
    • Rocket Punch - After shooting, no longer moves backwards
    • EX Hard Reset - Block stun on last hit reduced by 14F (On block -7F)
    • L. Happy Propeller - Block stun of first hit reduced by 10F
  • 2nd hit will not hit crouching opponents
    • EX Eject Slider - Removed armor properties before recovery ends
    • Trigger Shuffle - Full invincibility from startup until first frame
    • Spam Bomb - Damage 120->130
    • Double Bull Shoot - Damage 120->130

Special move meter gain:
• Double Rocket Punch: Whiff 15->5/On hit 40->20
• Cradle Star: Whiff 10->15/Cradle Star (deviation): Whiff 5->10/On hit 40->30
• Happy Propeller: On hit 20x4(80)->15x4(60)
• Hard Reset: Whiff 5->15/On hit 40+40+30(110)->15x3(45)
• Eject Slider: Whiff 5->15/On hit 20->50
• Thruster Right: Whiff 5->15/On hit 10x6(60)->8x6(48)
• Thruster Left: Whiff 5->15/On hit 10x3(30)->20x3(60)
• Double Cut: Whiff 15->0/On hit 5+5(10)->30x2(60)

Asuka

Spoiler

• Close/Far LP - Area from neck and above is invincible against air attacks
• Close/Far MP - Reduced frames by 7(+6F on hit/+2F on block)
• Close/Far HP - Counter hit causes crumple
• Close/Far HK - Startup 11F->9F

  • Reduced frames by 4(0F on hit/-5F on block)
    • Far LK - Hurt box reduced
    • cr. LK - Startup 5F->4F
    • cr. MP - Reduced frames by 4(+7 on hit/+3F on block)
    • cr. MK - Now +1F on hit
  • Hurtbox after 1F adjusted so it is lower
    • cr. HP - Startup 9F->7F
  • Can be canceled
  • Blowback on hit same as heavy attacks
  • Hurt box reduced
  • Damage 90->80
    • cr. HK - Hit box enlarged
  • Damage 90->75
    • cr. HP - Damage 100->90
    • j. HK - Damage 60+40(100)->60+60(120)
    • Dragon Wheel Kick - No longer will only do 1 hit sometimes
  • 1~9F are invincible against air attacks
    • Whiplash to Toe Kick - Hit box enlarged
  • Reduced block stun by 2F (+1F on block)
  • Increased forward movement distance
    • Raging Storm - Increased push back on block
  • Reduced block stun by 6F (-4F on block)
    • Tsuwabuki - Reduced hit stun by 2F(+5 on hit)
    • Thunder Fall Kick - Damage 40+40(80)->60+6(120)
    • Leg Cutter 2nd Hit - Increased block stun by 6F (-6 on block)
  • Reduced push back on block
    • Double Lift Kicks - Damage 20+40(60)->30+40(70)
    • Falling Rain - Damage 40+40(80)->70×2(140)
    • EX Falling Rain - Damage 60+60(120)->90×2(180)
    • Sweep Throw - Damage 170->200
    • EX Sweep Throw - Damage 170->200
    • Onikubigari - Damage 90->80
    • EX Double Lift Kicks - Damage 60+50(110)->60×2(120)
  • Full invincibility extended to 12th frame
    • Hyakujitsuko - Reduced block stun by 3(-4 on block)
    • Heron Dance - Can be canceled
    • Heron Dance - Hurt box reduced
  • Hit box enlarged
    • Cloud Taste - Damage 120->150
    • White Mountain - Damage 120->150

Special move meter gain:
• Exorcisor: whiff 10->15
• Mist Palm Thrust: whiff 5->10/On hit 10->25
• Raging Storm: whiff 5->10/On hit 5+5(10)->15×2(30)
• Attack Reversal: whiff 15->20/On hit 40->80
• Falling Rain: whiff 15->20/On hit 20+20(40)->30×2(60)
• Sweep Throw: whiff 15->30/On hit 60->90
• Onikubigari: whiff 15->0/On hit 40->50

Balrog

Spoiler

• Close LP - Block pushback has been increased
• Close LK - Block pushback has been increased
• Close HK - 2 frames added to Boost combo (on hit -2, on block -9)
• Far LP - No longer connects on crouching opponents
• Far MP - Active frame window has been changed to 4 frames

  • Can now be canceled
    • Far HK - 2 frames added to Boost combo (on hit -5, on block -11)
    • cr. LK - Block stun has increased by 2 frames (on hit +5, on block +1)
    • cr. HK - Overall animation has been reduced by 3 frames
  • Block stun has decreased by 3 frames (on block -9)
  • Block pushback has been decreased
    • Dash Straight (EX included) - Now moves forward 4 frames after startup
    • EX Dash Upper - Now moves forward 4 frames after startup
    • Buffalo Head - Now connects on crouching opponents
    • EX Dash Swing Blow - When the opponent is hit with this attack while crouching, they’ll take bound damage and go into “fall over” stun
    Special move meter gain
    • Dash Low Straight: on whiff 15 ? 10, on hit 40 ? 30.
    • Dash Low Smash: on whiff 15 ? 10, on hit 40 ? 30.
    • Dash Swing Blow: on whiff 15 ? 10, on hit 40 ? 30.
    • Buffalo Head: on whiff 15 ? 10, on hit 40 ? 30.
    • Turn Punch: on whiff 15 ? 10, on hit 40 ? 45.
    • Dash Straight: on whiff 15 ? 0, on block 25 ? 30, on hit 30 ? 50.
    • Dash Upper: on whiff 15 ? 0, on hit 30 ? 40.

Blanka

Spoiler

• Close MP - Frames increased by 9F for boost combos (on hit -6F/On block -10F)
• Close MP - Frames increased by 6F for boost combos (on hit -5F/on block-9F)
• Close MK - Frames increased by 4F for boost combos (on hit -5F/on block-9F)
• Close HP - Can now be canceled
• Far MP - Frames increased by 5F for boost combos (on hit -5F/on block-9F)
• cr. MK - Frames increased by 5F for boost combos (on hit -6F/on block-10F)
• cr. HP - Push back on block reduced

  • Frames increased by 3F (on hit -5F/on block -11F)
    • Vertical Roll - Damage 160->130?
  • Frames increased by 5F whiff and on block
    • Electric Thunder - Changed knock away direction on hit or guard when opponent comes from behind Blanka
    • EX Rolling Attack - Changed push back distance of the Super Charge version to match that of the normal EX version when on guard
    • Grand Shave Roll - Full invincibility until hit box becomes active
    Special move meter gain
    • Vertical Roll: whiff 15->10/on hit 40->30
    • Electric Thunder: on hit 20->30
    • Rolling Attack: whiff 15->0/on hit 30->40

Bob

Spoiler

• Walk speed - Changed to same as Ken
• Close/Far LP - Hurt box enlarged

  • Startup 5F->4F
    • Close MP - Startup 10F->6F
    • Close HP - Midair hit causes bound
    • Far HP - Push back on block when used in boost combo reduced
    • cr. MP - (+6F on hit/+2F on block)
    • cr. HP - Hit box enlarged
  • Changed way move overlaps with others
  • Duing active frames 3~7F, from the neck and up is invincible against air attacks
  • Damage 90->80
    • j. HK - Damage 100->90
    • Gaufrettes Punch - Midair hit causes bound
    • Fast Break - Changed from high to mid attack
  • Can be canceled
    • Cracker (L) - Hurt box appears 1F later
  • Startup 10F->6F
    • Cracker - Causes lower float on midair hit
  • Fall speed slowed
    • EX Cracker - Startup 9F->6F
  • 0F on hit
    • Spiral Rocky - Blow back on hit modified
  • Landing recovery reduced
  • Removed invincibility
    • Langue Washer - Damage 60->80
    • EX Giga Jacker - From startup until rebound after hit, move is projectile invincible
  • Damage 120->180
  • Hit causes untechable knockdown
    • Granchi Cannon - Hit causes wall bounce
  • Counter hit causes crumple
  • Changed midair combo count
  • Move is +2 on block
    • Giga Meteo - First hit doesn’t use midair combo count
  • If first hit connects midair it causes bound
    • Flying Cask - Damage 120->130
    • Quarter Deck - Damage 120->130

Special move meter gain:
• Spinner Ball: whiff 10->5/On hit 0->15×2(30)
• Lyonnaise Break: whiff 5->10/On hit 40->25
• Perfect Press: whiff 5->20/On hit 40->45
• Panini Flip: whiff 5->20/On hit 30+20+20(70)->15×3(45)
• Cracker: whiff 10->15/On hit 40->30
• Pound Cake: whiff 5->15/On hit 40->30
• Cracker Jacker: whiff 5->20
• Langue Washer: whiff 5->10/On hit 40->25
• Spiral Rocky: whiff 5->10/On hit 20×4(80)->10×4(40)
• Granchi Cannon: whiff 5->15/On hit 40->30
• Apres Sweep : whiff 5->15
• Cutting Coppa: whiff 5->10/On hit 30->25
• Giga Jacker: whiff 15->0/On hit 40->50

Bryan

Spoiler

• Far HK - Startup 17F->14F

  • Considered midair from 9th frame and on
    • cr. LK - Startup 5F->4F
    • cr. MP - Startup 11F->7F
  • Reduced hit stun by 4F (On hit +7)
    • cr. MK - Startup 11F->9F
  • Hurt box reduced
    • cr. HP - Active hit frames increased by 2 (active for 5 frames)
  • Hit opponents behind as well
  • Startup 10F->7F
    • cr. HK - Reduced frames by 6 (On block -9F)
    • Mach Breaker - Startup 13F->8F
  • Reduced push back on block
  • Hit box reduced
  • Reduced active hit frames by 2F (active for 3 frames)
    • EX Mach Breaker - Startup 17F->11F
  • Reduced block stun by 12F (On block -15)
  • Reduced push back on block
    • Chopping Elbow - Reduced block stun by 7F (On block -5)
    • M/H Fisherman’s Slam - Will not hit midair opponents
    • Fisherman’s Slam - Active hit frames increased by 2 (active for 6 frames)

Special move meter gain:
• Mach Breaker: On hit 40->45
• Snake Pit: On hit 40x2(80)->25x2(50)
• Atomic Throw: Whiff 5->10/On hit 20->30
• Right Left to Spin Kick 1st hit: On hit 40->25
• Right Left to Spin Kick 2nd hit: On hit 40->20
• Right Left to Spin Kick 3rd hit: Whiff 5->10/On hit 40->35
• Flying Knee: Whiff 15->0/On hit 30+30(60)->30+40(70)

Cammy

Spoiler

• Hooligan Combination - Can transition into Cannon Strike
• *Transition version has 6F more landing stun than normal version, on hit advantage frames reduced by 4F
• Close LP - (+7F on hit / +3F on block)->(+5F on hit / +2F on block)

  • Increased push back on block
    • Close MP - Block stun during boost combos reduced by 4 (-6F on block)
    • Close HP - Block stun during boost combos increaed by 5F (-8F on hit / -14F on block)
  • Push back on block for boost combos reduced
    • Close HK - Cannot jump cancel on block
    • Far LP - Block stun increased by 2 (+1F on block)
    • Far HP - Push back on block for boost combos reduced
    • Far MK - Push back on block for boost combos reduced
    • Far HK - Push back on block for boost combos reduced
    • cr. MP - Block stun during boost combos reduced by 3 (-7F on block)
    • cr. HP - Push back on block for boost combos reduced
  • Block stun during boost combos increased by 6F (-8F on hit / -14F on block)
    • Cannon Spike - Reduced push back on block / Block stun reduced by 10F
    • L Cannon Spike - Active frames 1~2F Damage 100
    From 3F onwards Damage 130
    • M Cannon Spike - Active frames 1~2F Damage 110
    From 3F onwards Damage 140
    *Flying Neck Breaker (Air Throw): damage increased from 140 to 190.
    Special move meter gain
    • Cannon Spike: whiff 15->10 / on hit 60->30
    • Accel Spin Knuckle: on hit 40+60(100)->20×2(40)
    • Cannon Strike: whiff 15->5 / on hit 40->15
    • Razor Edge Slicer: whiff 0->5 / on hit 60->30
    • Fatal Leg Twister: whiff 5->10 / on hit 40->50
    • Cross Scissors Pressure: whiff 5->10 / on hit 40->50
    • L and M Spiral Arrow: whiff 15->0 / on hit 40->50
    • H Spiral Arrow: whiff 15->0 / on hit 20+20(40)->30+20(50)

Christie

Spoiler

• Life - 900->950
• Close/Far LP - Startup 4F->3F
• Close MK - Hit stun reduced by 6F (On hit +2)
• Close/Far HP - Hit stun reduced by 7F (On hit +4)
• Close HK - Hit box enlarged

  • Hit stun reduced by 8F (On hit +2)
    • Far HK - “From 4th frame, head is projectile invincible.
    • From 9th frame, upper body is projectile invincible.”
    • cr. HP - Parts of arm and head are invincible against air attacks
    • cr. HK - Increased midair combo count
  • Damage 90->80
    • Negativa to Armada Combo - Hit stun reduced by 9F (On hit ±0)
    • Gancho Chibata - Block stun reduced by 2F (On block -3)
  • Reduced push back on block and hit
    • Double Arm Stinger - Midair combo counter usage changed to 2
    • Perch Flop Kick - Startup 14F->10F
  • Invincible against air attacks until right after startup
  • Damage 80->90
    • Helicopter - Damage 20x4(80)->25x4(100)
  • 4th hit on midair hit causes high vertical float
  • 2nd and 3rd hit will connect against crouching opponents
    • Front Stinger - Increased midair combo count
  • Damage 80->100
    • Wheel Kicks - Hit box enlarged
    • L. Wheel Kicks - Damage 50+50(100)->60+20(80)
  • Invincible against air attacks
    • M/H Wheel Kicks - 2nd hit causes knockdown
  • Reduced frames by 2 (On block -3)
    • M. Wheel Kicks - Damage 50+50(100)->60+30(90)
    • H. Wheel Kicks - Damage 50+50(100)->60+40(100)
  • Projectile invincible
    • Batucada - Only last hit causes push back on hit

Special move meter gain:
• Twister Sweep: On hit 20x# of times->10x# of times
• Helicopter: Whiff 5->15
• Batucada: Whiff 5->15/On hit 5x7(35)->5x6+15(45)
• Perch Flop Kick: Whiff 5->15
• Front Stinger: Whiff 0->15
• Wheel Kicks: Whiff 15->0/On hit 40+40(80)->30x2(60)

Chun-Li

Spoiler

• Close MK - Block stun during boost combos increased by 5F (-6F on hit / -10F on block)
• Close HK - Cannot jump cancel on block

  • Far MP - Arm hurt box activates 2F faster
  • Push back on block for boost combos reduced
    • Far HP - Push back on block for boost combos reduced
    • cr. HK - Push back on block for boost combos reduced
    • Angle Jump HP - Mid air hit causes knockdown
  • Hazanshu: hurtbox when landing has been increased.
    • Kakusenshu - Hurt box changed
  • Hit box enlarged
  • Damage 60->70
    • H. Kikouken - Block stun increased by 2F
    • EX Hyaku Retsu Kyaku - Only first hit reduceds mid air combo count
  • Hit stun for all hits changed to same as H. version
  • Ryuseiraku (Air Throw): damage has increased from 150 to 190.
    Special move meter gain
    • Kikouken: whiff 15->5 / on hit 40->20
    • Hazanshu: whiff 15->10 / on hit 40->30
    • L Spinning Bird Kick: whiff 15->10 / on hit 10×4+20(60)->8×5 (40)
    • M Spinning Bird Kick: whiff 15->10 / on hit 5×6+20(50)->8×5+5×2 (50)
    • H Spinning Bird Kick: whiff 15->10 / on hit 5×8+20(60)->8×5+5×4 (60)
    • Hyaku Retsu Kyaku: whiff 10->0 / on hit 10×n->8×n

SFxT 2013 hidden changes thread
UMvC3 OTT: Welcome to 2013!
SFxT General Discussion #3 - Still Alive
#2

Cody

Spoiler

• Close MP - Frames increased by 9F for boost (on hit -6F/On block -10F)
• Close MK - Frames increased by 2F for boost(on hit -5F/On block -9F)

  • Push back on block for boost combos reduced
    • Close HP - Frames increased by 9F for boost(on hit -10F/On block -16F)
    • Close HK - Frames increased by 6F for boost(on hit -12F/On block -18F)
  • Push back on block for boost combos reduced
    • Far LK - Hit box reduced
    • Far MP - Frames increased by 9F for boost(on hit -8F/On block -12F)
  • Far MK - Frames increased by 6F for boost(on hit -6F/on block -10F)
    • Far HP - Frames increased by 6F for boost(on hit -13F/On block -18F)
  • Push back on block reduced
    • Far HK - Frames increased by 7F for boost(on hit -14F/On block -19F)
  • Push back on block reduced
    • cr. LK - Startup increased from 3F->5F
  • Hurt box increased, comes out 1F faster.
  • Hit box reduced
  • Frames increased by 3F (on hit ±0F/on block -4F)
    • cr. MK - Frames increased by 5F for boost(on hit -9F/on block -13F)
    • cr. HP
  • Frames increased by 4F (on hit +2, on block -4)
  • Frames increased by 8F for boost(on hit -12F/on block -18F)
  • Push back on block for boost combos reduced
    • cr. HK
  • Frames increased by 6F for boost(on block -21F)
  • Push back on block for boost combos reduced
  • cr. MP
  • Frames increased by 9F for boost( on hit -8F, on block -13)
    • MP (with knife) - Frames increased by 10F for boost(on hit -9F/on block -13F)
  • Push back on block for boost combos reduced
  • Hitbox/Hurtbox reduced
    • MP (with knife)
  • Frames increased by 6F for boost(on hit -9F/On block -13F)
  • Push back on block for boost combos reduced
  • Hitbox/Hurtbox reduced
  • Cannot be canceled
    • HP (with knife) - Reduced frames by 4F (on hit +5F/On block ±0F)
  • Frames increased by 4F for boost(on hit -12F/On block -17F)
  • Push back on block for boost combos reduced
    • cr. HP (with knife) - Push back on block for boost combos reduced
    • Zonk Knuckle - Push back on block reduced
    • EX Zonk Knuckle - Knock away changed to shoot straight up on hit
  • Damage decreased from 160->100
  • Push back on block reduced
  • Hammer Hook: Time when both characters cannot attack during the first hit has been reduced by 2 frames so that if the first hit is blocked, then the second hit’s hitbox doesn’t come out.
    • EX Bad Stone - Startup reduced from 30F->28F
    • Guard cancel - Became a 2-hit move
    • Prisoner Throw - Damage increased from 120->130
    Special move meter gain
    • Bad Stone: whiff 15->5
    • Criminal Upper (L): on hit 5×4(20)->20+8×3(44)
    • Criminal Upper (M): on hit 10+5×4(30)->20+8×4(52)
    • Criminal Upper (H): on hit 10+2×5(20)->20+8×5(60)
    • Zonk Knuckle: whiff 15->10/on hit 20->30
    • Ruffian Kick: whiff 15->0/on hit 30->50

Cole

Spoiler

• Command change - Changed command for Shock Wave from “41236+P” to “63214+K”

  • Changed command for Ionic Vortex from “41236+PPP” to “63214+KKK”
  • Roll Attack “6+HP” no longer activates with “3+HP”
    • HP - Reduced frames by 2F (On hit +8F/On block +3F)
  • Push back on block reduced
    • cr. HP - Can now be cancelled
    • Sliding Combo (successful) - Reduced frames by 5F on hit
  • Reduced frames by 15F on block
  • Now launches straight upward on hit
    • Shock Grenade - Increased overall frames from 38F->43F
    • Shock Wave - Push back on block reduced
    • EX Amp Combo - Now has same move value as H Amp Combo

Special move meter gain:
• Amp Combo: whiff 0->10/On hit 40->20
• Amp Combo Follow Up 1: whiff 0->5/On hit 40->15
• Amp Combo Follow Up 2: whiff 0->10/On hit 30->20
• Thunder Drop: whiff 0->10
• Shock Grenade: whiff 0->5
• Lightning Hook: whiff 0->10/On hit 30->60
• Shock Wave: On hit 40->50

Dhalsim

Spoiler

• Close LK - Startup 3F->4F - Hit box reduced • Close MP - Block stun during boost combos increased by 3F (-4F on hit / -10F on block)
• Close MK - Block stun during boost combos increased by 3F (-7F on hit / -11F on block)
• Close HP - Block stun during boost combos increased by 5F (-9F on hit / -15F on block)

  • Push back on block for boost combos reduced
    • Close HK - Block stun during boost combos increased by 8F (-9F on hit / -15F on block)
  • Push back on block for boost combos reduced
    • cr. LP - (+6F on hit / +2F on block)->(+3F on hit / +1F on block)
    • cr. MP - Block stun during boost combos increased by 9F (-6F on hit / -10F on block)
    • cr. MK - Block stun during boost combos increased by 4F (-6F on hit / -10F on block)
    • cr. HP - Block stun during boost combos increased by 8F (-11F on hit / -16F on block)
  • Push back on block for boost combos reduced
    • Double Zoom Straight - Damage 90->80
  • Hurt box active frame timing changed
    • Double Zoom Punch - Damage 90->80
    • Jump Double Zoom Punch - Damage 100->80
    • advantage on block and block stun are now the same as Jump Zoom Side Punch, and advantage on hit has been decreased by 1 frame.
      • Sliding - Hit box reduced
      • Yoga Sliding - Hit box reduced
      • M. Yoga Flame - Block stun reduced by 2 (0 on block->-2F on block)
      • H. Yoga Flame - Block stun reduced by 2 (+3F on block ->+1F on block)
      • Yoga Flame - Hurt box appears 2F before hit box activates
      • EX Yoga Flame - Startup 17F->15F
      • Yoga Blast / EX Yoga Blast - Opponent cannot quick stand on hit
      • Yoga Inferno - Startup 3F->6F
      • Yoga Volcano - Startup 9F->7F
  • Damage 250->280
  • Switch Cancel: changed so that it counts as a 2 hit attack, damage decreased from 140 to 120.
    • Guard cancel - Changed to 2 hit move
    Special move meter gain
    • Yoga Fire: whiff 15->5
    • Yoga Flame: whiff 15->0 / on hit 30->50
    • Yoga Blast: whiff 15->0 / on hit 40->70

Dudley

Spoiler

• MP - Frames increased by 5F for boost combos (on hit -3F/On block -7F)

  • Push back on block for boost combos reduced
    • HP - Push back on block for boost combos reduced
    • HK - Damage decreased 90->75
    • cr. MP - Frames increased by 5F for boost combos (on hit -4F/On block -8F)
  • Push back on block for boost combos reduced
    • cr. MK - Startup decreased from 10F->7F
  • Increased hold over from 3F->5F
  • Hurt box reduced
    • Diagonal Jump HK - Damage decreased from 100->80
    • - Decreased hold over from 10F->7F
    • Dart Shot - Decreased block stun by 4F (On block -4F)
    • M Jet Upper - Damage decreased from 140->120
  • Decreased airborne combo count
  • Decreased block stun by 4F
  • Decreased screen freeze by 4F
  • Push back on block reduced
    • H Jet Upper - Increased airborne combo count
  • Damage decreased from 160->120
    • Short Swing Blow (including EX) - Added invincibility attribute to throws
  • Removed hurt box on the head and torso during Super Charge
  • EX Cross Counter: overall tweaked to make it easier to connect with.
    • Rolling Thunder - Easier to transition to lock animation when move hits an airborne opponent
    Special move meter gain
    • Jet Upper (L & M): whiff 15->10
    • Jet Upper (H): whiff 15->10
    • Machinegun Blow (L): whiff 15->10
    • Machinegun Blow (M): whiff 15->10/on hit 10×4(40)->8×4(32)
    • Machinegun Blow (H): whiff 15->10/on hit 10×6(60)->8×6(48)
    • Cross Counter: whiff 15->10
    • Duck: whiff 10->5
    • Ducking Straight: whiff 5->10/on hit 30->40
    • Ducking Upper: whiff 5->10/on hit 20×2(40)->15×2(30)
    • Thunderbolt: on hit 20×2(40)->15×3(45)
    • Short Swing Blow: whiff 15->0/on hit 30->50

Elena

Spoiler
  • Jump - Total frames for jump decreased from 41F->41F
  • Standing MP - now comes out in 5 frames, and the second hit can be canceled.
    • Close MP - Startup decreased from 6F->5F
  • Can now be cancelled
    • cr. MP - Hit box enlarged
  • Frames increased by 5F for boost combos (on hit -3F/On block-7F)
    • cr. MK - Hit box enlarged
    • Target Combo 4(MK?2HP) - Hit box enlarged
    • Sliding - Startup decreased from 14F->10F
  • Hurt box area above neck now invincible to projectiles
  • Handstand Kick - Decreased frames by 3F (on hit +3F/On block 0F)
    • M/H Lynx Tail - Decreased frames for block stun by 2F (M -4F->-6F?H -2F->-4F)
    • EX Lynx Tail - Final hit now knocks opponents behind Elena
  • Damage decreased from 150->100
    • EX Scratch Wheel - Length of invincibility changed from 1~5F->1~6F
    • EX Rhino Horn - Now invincible against projectiles from the first frame of the move until the second frame of the start of the final attack
    • Leg Lift Throw/Leg Hook - Damage increased 120->130
    • Brave Dance - Startup decreased from 14F->5F
    Special move meter gain
    • Mallet Smash: whiff 15->10/on hit 20×2(40)->15×2(30)
    • tweaked to be in a standing position while the hitbox is active.
      • Scratch Wheel (L): whiff 15->10/on hit 40->30
      • Scratch Wheel (M): whiff 15->10/on hit 40×2(80)->15×2(30)
      • Scratch Wheel (H): whiff 15->10/on hit 40×3(120)->10×3(30)
      • Lynx Tail (L): whiff 15->10/on hit 40->30
      • Lynx Tail (M): whiff 15->10/on hit 20×2(40)->20×2(40)
      • Lynx Tail (H): whiff 15->10
      • Spinning Scythe: on hit 10×2(20)->15×2(30)
      • Spinning Scythe (follow up): whiff 5->10/on hit 10×2(20)->15×2(30)
      • Rhino Horn: whiff 15->0/on hit 20×2(40)->30×2(60)

Guile

Spoiler

• Command change - (back+HP+HK) no longer activates guard cancel
• Health - 950->900

  • Crouching HP - hurtbox decreased.
    • Far HP - Push back on block for boost combos reduced
    • Far HK - Push back on block for boost combos reduced
    • cr. LP - Frames increased by 3 (+5F on hit / +1F on block)
    • cr. LK - Frames increased by 3 (+4F on hit / 0 on block)
    • Reverse Spin Kick - 6F~29F is throw invincible

  • Flying Mare: damage increased from 150 to 180.

  • Flying Buster Drop: damage increased from 150 to 180.

• Flash Kick - Block stun reduced by 10F

  • Screen freeze reduced by 5F
  • Push back on block reduced
    Special move meter gain
  • Somersault Kick: on hit 40 > 30.
  • Sonic Boom: on whiff 15 > 0, on block 15 > 25, on hit 20 > 35.

Guy

Spoiler

*Crouching MP: 7 frames added during a Boost Combo (on hit -5 frames, on block -9).
• Close MK - Frames increased by 4F (on hit +6F/on block +2F)

  • Frames increased by 6F for boost combos (on hit -3F/on block -7F)
    • Close HK - Frames increased by 10F for boost combos (on hit -8F/on block -13F)
  • Push back on block for boost combos reduced
  • Far MP - Frames increased by 2F for boost combos (on hit -3F/on block -7F)
    • Far MK - Shortened frames by 2F (on hit ±0F/on block-1F)
    • Far HP - Push back on block for boost combos reduced
    • Far HK - Push back on block for boost combos reduced
    • cr. MP - Frames increased by 7F for boost combos (on hit -4F/on block -8F)
    • cr. HP - Push back on block for boost combos reduced
  • Frames increased by 8F for boost combos (on hit -10F/on block -16F)
    • Jump MP - Can now be canceled
    • Ninja Sickle - Startup 12F->10F
  • Knock away changed to shoot straight up on hit
  • Push back on block reduced
  • Hit box on second hit enlarged
    • Bushin Gokusaken - Opponents now launched straight upwards on hit
    • Damage has been changed from 20+40+50+70 to 30+50+60+120
    • The final attack can now be jump canceled
      • Bushin Gokusaken Throw - Damage increased from 100->170
      • Neck Breaker - Became 2-hit move
      • Bushin Izuna Otoshi - Slowed timing of attack activation
  • Bushin Izuna Otoshi (Elbow drop variation): attack now comes out slower.
    • M Bushin Kaiten Izuna Otoshi - Hit box property is now a strike instead of a throw
  • Increased air combo juggle counter
    • EX Bushin Kaiten Izuna Otoshi - Hit box property is now a strike instead of a throw
  • Increased air combo juggle counter
  • Increased invincibility time by 1F
    • EX Bushin Senpukyaku - Added area below the knees to the hit box
    • Neck Flip - First attack is now a mid-level attack
    • EX Run - Added Armor Effect to Sudden Stop follow up
    • Grab Throw/Shoulder Throw - Increased damage from 120->130
    Special move meter gain
    • Bushin Senpukyaku: whiff 15->10/on hit 20×number of attacks->12×number of attacks
    • Bushin Izuna Otoshi (Jump): Air 10
    • Bushin Izuna Otoshi (Elbow Drop): on hit 40->20
    • Bushin Izuna Otoshi (Throw): on hit 30->60
    • Run: whiff 10->5
    • Sudden Stop: whiff 10->5
    • Shadow Kick: whiff 5->15
    • Neck Flip: whiff 5->10/on hit 20+20(40)->20+10(30)
    • Kaiten Izuna Otoshi: whiff 15->10/on hit 30->80
    • Hozanto: whiff 15->0

Heihachi

Spoiler

• MK - Startup 6F->5F - First hit causes knockdown on midair hit

  • Hurtbox on parts of leg and head are invincible against air attacks
  • Damage 30+30(60)->50+20(70)
    • Close HK - Can be canceled
  • Damage 90->80
    • cr. MP - 7F added to boost combos (-5F on hit/-9F on block)
    • Jichinsai - Damage 50->90
    • Chrome Dome(LV.1) - Damage 50->80
    • Chrome Dome(LV.1) - Damage 50->130
  • Move attack property changed from high to mid
    • Chrome Dome(LV.3) - Damage 50->180
  • Move attack property changed from high to unblockable
  • Will whiff on midair opponents
    • L. Demon Breath - Removed 3F of block stun(-3F on block)
    • M. Demon Breath - Removed 11F of block stun(0 on block)
    • H. Demon Breath - First part of move advances forward
  • Reduced frames of first hit by 10(-10F on block)
  • Reduced push back on block for first hit
  • Midair combo counter usage of 2nd hit changed to 1
    • EX Dragon Uppercut - Removed forward movement
  • Completely invincible from startup to finish
    • EX Raijin Stance - Damage 50+50(100)->130+80(210)
  • Removed 8F(-12F on block)
  • Reduced push back on block
    • Neck Breaker - Damage 120->130
    • Broken Toy - Damage 120->130

Special move meter gain:
• Rising Uppercut: On hit 40->30
• Dragon Uppercut: whiff 10->15
• Dragon Uppercut followup: whiff 5->10/On hit 40->30
• Heaven’s Wrath : whiff 15->20
• Hell Axle (L & M): On hit 40->50
• Hell Axle (H): On hit 20+20(40)->30×2(60)
• Demon Breath (L & M): On hit 40->30
• Demon Breath (H): On hit 20+20(40)->25×2(50)
• Raijin Stance: whiff 15->0/On hit 40->60

Hugo

Spoiler

• HP - Opponent cannot perform quick recovery off the ground when hit by this while in the air

  • 4 frames added to Boost Combo (-9 on hit, -15 on block)
  • Push back on block for boost combos reduced
    • cr. LP - Damage reduced from 50 to 40
    • cr. LK - Hit box reduced
  • Hurt box reduced
    • cr. MP - Damage reduced from 80 to 70
  • 5 frames added to Boost combo (-5 on hit, -9 on block) / Push back on block for boost combos reduced
    • cr. MK - 4 frames added to Boost Combo (-13 on block) / Push back on block for boost combos reduced
    • Hammer Hook - Wall bound when move connects on counter hit
    • Body Press - Block stun reduced by 8 frames / Damage reduced from 140 to 110
  • Active frames reduced from 21 to 8 frames
    • Giant Palm Breaker - “Damage changes
    • LP: 100->80
    • MP: 100->110
    • HP: 140->130”
    • Moonsault Press - Damage recduced from 200 to 230
    • EX Meat Squasher - Damage increased from 200 to 260
    • Monster Lariat - Block stun increased by 3 frames (on block -10)
  • Super armor startup changed from 1 to 7 frames
    • EX Monster Lariat - Block stun reduced by 5 frames (on block -8)
    Special move meter gain
    • Giant Palm Breaker: whiff 15->10, on hit 40->30
    • Moonsault Press: whiff 15->20, on hit 40->100
    • Shootdown Backbreaker: on hit 20->65
    • Meat Squasher: whiff 15->20, on hit 20->80
    • Ultra Throw: whiff 15->20, on hit 0->60
    • Monster Lariat: whiff ->15->0, on hit 40->50

Hwoarang

Spoiler

• Command Change - Spinning Trip Kick changed from db+LK to b+LK
• LK - Reduced frames by 2 (+6F on hit/+2F on block)

  • Can be canceled
  • Hurt box enlarged
    • MP - Hurt box enlarged
  • Knee area is now invincible against air attacks
  • Hit box enlarged
    • HP - Push back on block when used in boost combo reduced
    • HK - Push back on block when used in boost combo reduced
    • cr. LP - Startup 5F->4F?
    • cr. LK - Reduced frames by 1 (+5F on hit/+1F on block)
    • cr. MP - Startup 6F->5F?
  • Reduced frames by 2 (+6F on hit/+2F on block)
    • cr. HP - Push back on block when used in boost combo reduced
    • MP (During Flamingo) - Startup 6F->5F?
  • Reduced push back on hit
    • HK (During Flamingo) - Hurtbox on feet is invincible against air attacks
  • Causes knockdown on midair hit
    • Tsunami Kick - Can transition to Flamingo Stance 2 frames faster
    • Air Raid - When 3rd hit connects gives additional 6F of advantage (L hit +8, M/H hit +6)
  • Reduced push back on block/hit
    • Air Raid Special - Increased advantage on hit by 2F (+8 on hit)
  • Reduced push back on hit/block
    • EX Air Raid - Reduced Hwoarang recovery on hit
    • Dynamite Heel - Midair hit causes bound
  • Midair combo count usage changed to 2
  • Damage 100->80
  • Hit box enlarged
    • Heel Explosion Combo - Reduced push back on hit of first hit
  • Hit box enlarged
  • Changed hitbox properties
  • Midair combo count usage of first hit changed to 0
    • L/M Sky Rocket - Reduced block stun by 10F
  • Reduced push back on block
  • Reduced screen freeze by 2F
    • Falcon Dice Kick - Damage 120->130
    • Bring It On - Damage 120->130

Special move meter gain:
• Hunting Hawk (H): On hit 10+10+20(40)->15×3(45)
• Air Raid: On hit 10×3(30)->15×3(45)
• Dynamite Heel: whiff 15->0/On hit 40->50

Ibuki

Spoiler

• EX Kunai - EX Kunai can be canceled while descending
• far LP - Hit box reduced

  • Hurt box reduced
  • Frames changed from (on hit +6/on block +2) to (on hit +7/on block -1)
    • LK - Hurtbox increased
    • cr. MK - Push back on block for boost combos reduced
    • far HP - Push back on block for boost combos reduced
    • Forward jumping HK - Startup increased from 5 to 7 frames
  • Damage decreased from 100 to 75
    • Yami Kazura - Damage increased from 120 to 130
  • Tobizaru (Air Throw): damage increased from 140 to 190.
    • Spin Kick - Hit box reduced
    • MK Tsumuji, HK Tsumuji - Franes changed from (MK on block -1/HK on block ±0) to (both on block +3)
    Special move meter gain
    • Kunai: whiff 15->5
    • Tsuijigoe: whiff 10->15
    • Neck Breaker: on hit 10->60
    • Kazakiri: on hit 20×3(60)/10×3(30)
    • Tsumuji: whiff 15->10, on hit 20+20(40)->10×2(20)
    • Tsumuji (high variant): whiff 5->10, on hit 20->30
    • Tsumuji (low variant): whiff 5->10, on hit 60->30
    • Hien: on hit 20+40(60)->20×2(40)
    • Raida: whiff 15->0, on hit 40->60

Jack-X

Spoiler

• Health - 1150->1100
• LP - Hit box enlarged
• LK - Startup 6F->5F

  • Removed 3F on hit (On hit +1)
  • Can be canceled
  • Hit box reduced
  • Hurt box reduced
    • Close HP - Damage 120->100
  • Startup 9F->7F
    • Far MP - Push back on block when used in boost combo reduced
  • Added 3F to boost combos (On hit -6F/On block -10F)
    • cr. LP - Damage 50->40
  • Startup 7F->6F
  • Removed 2F on hit (On hit +4)
  • Hit box reduced
  • Hurt box reduced
    • cr. LK - Startup 9F->7F
    • cr. MP - Damage 100->85
  • Startup 13F->9F
  • Added 3F to boost combos (On hit -6F/On block -10F)
  • Push back on block when used in boost combo reduced
    • cr. MK - Startup 10F->8F
  • Hurt box enlarged
    • cr. HP - Remove 6F (On block -7F)
  • Damage 120->100
    • j. MP - Can crossup
    • Cossack Kicks - Damage 50+20x4(130)->50x5(250)
    • Mad Dozer - Reduced move distance from 2nd to 3rd hit
  • Armor properties activate during frames 25~40
  • Full charge causes wall bounce on hit
  • Removed 15F from full charge attack (On block -10)
    • Piston Gun - Reduced push back on block
  • Removed 18F from normal version block stun (On block -4)
  • Removed 15F from normal version (On block -7)
    • L. Rocket Uppercut - Throw invincible
    • M. Rocket Uppercut - Reduced knockback distance on midair hit
  • Reduced push back on block
  • Reduced block stun by 10F
    • H. Rocket Uppercut - Damage 100+40(140)
  • Reduced block stun by 10F
  • Reduced push back on block
  • Increased midair combo count
  • 2nd hit midair combo counter usage changed to 4
    • EX Rocket Uppercut - 2 hit move
  • Float amount on hit is same as H. Rocket Uppercut
  • Reduced push back on block
    • M. Atomic Shoulder Tackle - Startup 21F->19F
  • Reduced block stun by 2F (On block -8)
    • Atomic Shoulder Tackle - Damage 140->120
    • EX Atomic Shoulder Tackle - Damage 120->110
    • Megaton Earthquake - Damage 70x2(140)->50x2(100)
  • Reduced block stun of 2nd hit by 4F (On block -9F)
    • Megaton Drop - Damage 130->150
    • Iron Gunman - Damage 130->150

Special move meter gain:
• Piston Gun: On hit 30+30+40(100)->15x3(45)
• Piston Gun (deviation): On hit 30+30(60)->15x2(30)
• Rocket Uppercut (H): On hit 20+20(40)->25x2(50)
• Megaton Earthquake: Whiff 15->10/On hit 20x2(40)->15x2(30)
• Gigaton Punch: Whiff 15->0/On hit 40->55


#3

Jin

Spoiler

• Far LP - Reduced block stun by 2F (On block +2)
• Far HP - Causes crumple on counter hit
• Far HK - Startup 17F->14F
• cr. MP - Startup 5F->4F
• cr. MK - Hurt box reduced
• cr. HP - Startup 9F->5F

  • Active attack frames 3F->5F
    • cr. HK - Hit box enlarged
    • Leaping Side Kick - Invincible against air attacks
    • Penetrating Fist - Reduced recovery by 4F
  • Reduced block stun by 2F (On block -3F)
    • EX Penetrating Fist - Hit box enlarged
  • Damage 80+80(160)->70+70(140)
    • Median Line Destruction (including EX) - Adjusted screen freeze on hit and block
    • Power Stance - When takes damage from opponent, no longer takes recoverable damage

Special move meter gain:
• Special Step: whiff 0->10
• Thrusting Uppercut: whiff 5->10/On hit 40->35
• Right Roundhouse Punch: whiff 5->15
• Lunging Low Roundhouse Kick (L.L.R.K.): whiff 5->10/On hit 40->20
• Spinning Flare Kick (after low): whiff 5->10
• Spinning Flare Kick (right after Special Step): whiff 5->15/On hit 40
• Power Stance: whiff 10->5
• Median Line Destruction (L): On hit 10×2+20(40)->10×2+30(50)
• Median Line Destruction (M): On hit 10×3+20(50)->10×3+25(55)
• Median Line Destruction (H): On hit 10×4+20(60)->10×5(50)
• Mental Alertness: whiff 10->5
• Left Drill Punch: whiff 5->10
• Swinging Fist Strikes: whiff 5->15/On hit 20->40
• Swaying Willow: whiff 5->15/On hit 20->40
• Leaping Side Kick: whiff 5->15/On hit 20->40
• Right Sweep: whiff 5->15
• Penetrating Fist: whiff 15->0
• Tidal Wave - Damage 150->130
• Over the Shoulder Reverse - Damage 150->130

Julia

Spoiler

• Vitality - 1000->950
• Back step - Reduced distance by 40%
• Close/Far MP - Reduced frames by 3 (+7F on hit/+3F on block)

  • 5F added to Boost combo (-5F on hit/-9F on block)
    • Close MK - 2F added to Boost combo (-5F on hit/-10F on block)
    • Close HK - Frames added to Boost combo (-9F on hit/-10F on block)
    • Far MP - 5F added to Boost combo (-6F on hit/-10F on block)
    • Far MK - 2F added to Boost combo (-6F on hit/-10F on block)
    • cr. LK - Hit box reduced
    • cr. MP - Reduced frames by 4 (+6F on hit/+2F on block)
  • 5F added to Boost combo (-6F on hit/-10F on block)
    • cr. MK - Push back on block when used in boost combo reduced
    • Tiger Strike - Damage 50+80(130)->50+100(150)
    • Rising Kick (L) - Startup 8F->6F
  • Damage 120->130
    • Rising Kick (L and M) - Block stun reduced by 10F
  • Screen freeze reduced by 3F
  • Push back on block reduced
    • EX Lashing Arrow - Hit causes wall bounce
  • Damage 70->100
    • Iron Mountain Rush - Startup 1F->3F
    • Wild Stallion - Damage 120->130
    • Mad Axes - Damage 120->130

Special move meter gain:
• Tequila Sunrise Elbow Smash: whiff 5+5(10)->10+10(20)/On hit 30+40(70)->20+30(50)
• Hunting Tomahawk: whiff 5+5(10)->10+10(20)/On hit 30+40(70)->20+30(50)
• Wind Roll Explosion: whiff 5+5(10)->10+10(20)/On hit 30+40(70)->20+30(50)
• Rising Kick (L): On hit 60->40
• Rising Kick (M and H): On hit 60+60(120)->20×2(40)
• Tiger Strike: whiff 15->0/On hit 10+10(20)->20+50(70)

Juri

Spoiler

• Close HP - on hit, opponents are launched higher
• Far LK - Can no longer be linked
• cr. HP - Damage decreased from 90 to 75

  • On block, cannot be jump canceled
  • Hitbox has been reduced
    • Diagonal Jumping HP - Damage decreased from 100 to 75
  • Hurtbox comes out 1 frame quicker
    • Karen Kick/Assatsu Kick - Damage decreased from 150 to 130
  • EX Senpusha - Hit and block pushback has been reduced
  • Forward movement on has been standardized.
    • EX Kasatushi - Hurtbox has been added after move is successful
    Special move meter gain
    • Fuhajin (rising kick): whiff 10->5, on hit 0->25
    • Shikusen: whiff 10->5
    • Shikusen 2nd Impact: on hit 20+20(40)->10 x 2(20)
    • Shikusen 3rd Strike: on hit 40->30
    • Kasatushi: whiff 15->10
    • Senpusha (L): whiff 15->0, on hit 10 x 2(20)->30 x 2(60)
    • Senpusha (M and H): whiff 15->0, on hit 10 x 4(40)->15 x 4(60)

Kazuya

Spoiler

• MP - Hurt box enlarged

  • 6F added to Boost combo (-5F on hit/-9F on block)
    • HP - Hurt box enlarged
  • Push back on hit and block reduced
  • 4F added to Boost combo (-10F on hit/-15F on block)
    • HK - Push back on block when used in boost combo reduced
    • cr. LK - Hitbox reduced
  • Hurt box enlarged
    • cr. MP - 6F added to Boost combo (-5F on hit/-9F on block)
    • cr. MK - Push back on block when used in boost combo reduced
    • cr. HP - 8~9F of arm only is invincible versus jumping attacks
    • Right Splits Kick - Midair hit causes ground bound
    • EX Rising Uppercut - Forward movement increased
  • Damage 80->100
    • Demon God Fist - Increased midair combo count
    • EX Demon God Fist - Damage 80+100(180)->80+120(200)
    • Mist Step - Removed invincibility to standing attacks
  • Hurt box reduced
    • EX Slaughter Hook - Removed invincibility to strikes
    • Rising Uppercut (Fastest Input) - Block stun reduced by 2 (-1F on block)
    • Skull Smash - Damage 120->130

Special move meter gain:
• Mist Step: whiff 5->0
• Rising Uppercut: whiff 5->10/On hit 40->20
• Rising Uppercut (fastest input): whiff 15->10/On hit 40->30
• Dragon Uppercut: whiff 5->15
• Dragon Uppercut to Middle Kick: On hit 40->15
• Dragon Uppercut to Spinning Low Kick: On hit 40->15
• Spinning Demon: whiff 5->10/On hit 40->20
• Spinning Demon -> Spinning Demon: On hit 40->15
• Spinning Demon -> Spinning Demon Hook: whiff 5->10/On hit 40->20
• Rising Sun (L): whiff 10->15/On hit 40
• Rising Sun (M): whiff 10->15/On hit 40×2(80)->20×2(40)
• Rising Sun (H): whiff 10->15/On hit 40×3(120)->15×3(45)
• Roundhouse to Triple Spin Kick: On hit 40->15
• Slaughter Hook: whiff 15->10/On hit 40×2(80)->20×2(40)
• Slaughter High Kick: whiff 15->10/On hit 40×2(80)->20×2(40)
• Devastator: whiff 15->10/On hit 40×2(80)->20+30(50)
• Demon God Fist: whiff 15->0/On hit 40->60

Ken

Spoiler

• Far HK - Startup 13->11F

  • Frames reduced by 3 (0 on hit / -5F on block)
    • Shiden Kakato Otoshi - Can cancel the feint
    • Target Combo - (-1F on hit /-7F on block)->(+3F on hit / -4F on block)
    • Shoulder Throw - Damage 120->130
    • L. Shoryuken - 1~2F full invincibility changed to lower body invincibility
  • Floats higher on hit
  • Damage 80->70
    • M. Shoryuken - 1st hit block stun reduced by 10F
  • Screen freeze reduced by 5F
  • Push back on block reduced / 2nd hit no longer hits crouching opponents
    • H. Shoryuken - Full invincibility after startup removed / Hit box of 1st hit enlarged / Damage 150->130 / Increased air combo juggle counter
    • Hadouken - (-4F on hit / -9F on block)->(0 on hit / -5F on block)
    • Air Tatsumaki Senpu Kyaku - Hurt box enlarged
    • Shippu Jinrai Kyaku - Damage 300->340 / 1st hit moves forward more
    Special move meter gain
    • L Shoryuken: on hit 40->30
    • M Shoryuken: on hit 20+20(40)->20+10 (30)
    • H Shoryuken: on hit 20+10+10(40)->20+5×2 (30)
    • Hadouken: whiff 15->5 / on hit 40->20
    • Air Tatsumaki Senpu Kyaku: whiff 15->0 / on hit 30 x number of hits ->20 x number of hits
    • L Tatsumaki Senpu Kyaku: whiff 15->0 / on hit 20+10(30)->25+10 (35)
    • M Tatsumaki Senpu Kyaku: whiff 15->0 / on hit 20+10×3(50)->25+8×3 (49)
    • H Tatsumaki Senpu Kyaku: whiff 15->0 / on hit 20+10×4(60)->25+8×4 (57)

King

Spoiler

• Reverse Arm Slam Combo - Move does not come out with [121+P]
• Wonderful Mexican Special Combo - Move does not come out with [121+PPP]
• Close MP - Damage 60->65

  • Hit box enlarged
    • Close MP - Damage 60->65
  • Hit box enlarged
  • 5F added to Boost combo (-3F on hit/-9F on block)
    • Close MK - Damage 60->70
  • 2F added to Boost combo (-5F on hit/-9F on block)
    • Close HP - Damage 90->100
    • Close HK - Push back on block when used in boost combo reduced
  • 5F added to Boost combo (-9F on hit/-14F on block)
    • Far MP - Damage 60->70
    • Far MK - Damage 60->70
    • Far HP - Damage 90->100
    • Far HK - Damage 90->110
  • Push back on block when used in boost combo reduced
    • cr. LK - Startup 6F->5F
    • cr. MP - (+5F on hit/+1F on block)
  • 3F added to Boost combo (-5F on hit/-9F on block)
    • cr. MK - Startup 8F->7F
    • cr. HP - Startup 8F->7F
  • (+2F on hit/-4F on block)
  • Hit box enlarged
  • Active frames change to 5
  • Hurt box above the chest area is invincible against air attacks
  • Push back on hit and block when used in boost combo reduced
    • Jumping Knee Lift - Damage 110->100
  • Reduced air combo count to 2
  • From startup until 4th frame, move counts as ground state
    • Running Jaguar Bomb (L) - Invincible against air attacks
  • Startup 12F->6F
    • Running Jaguar Bomb (M) - Damage 160->170
    • Running Jaguar Bomb HH) - Damage 170->180
    • EX Running Jaguar Bomb - Startup 13F->10F
  • Full body invincibility against strikes
    • Lariat - Damage 70->100
    • Leg Screw - Damage 170->220
    • DDT - Damage 90->120
    • Giant Swing (L) - Damage 250->280
    • Giant Swing (M) - Damage 230->250
    • Giant Swing (H) - Damage 210->230
    • EX Giant Swing - Damage 230->250
    • Tomahawk (L) - Damage 200->250
    • Tomahawk (M) - Damage 180->230
    • Tomahawk (H) - Damage 170->210
    • EX Tomahawk - Damage 180->230
    • Reverse Arm Slam Combo - Damage 20+110(130)->60+120(180)
    • EX Reverse Arm Slam Combo - Damage 20+50+100(170)->60+40+120(220)
    • Winding Nut - Damage 130->150
    • Suplex - Damage 130->150

Special move meter gain:
• Lariat: whiff 5->10/On hit 60->30
• Elbow Drop: whiff 5->10/On hit 60->30
• Water Surface Kick: whiff 5->10/On hit 60->30
• Leg Screw: whiff 15->10/On hit 40->50
• Running Jaguar Bomb: On hit 40->60
• Konvict Kick: On hit 60->25
• DDT:On hit 40->50
• Giant Swing: whiff 15->20/On hit 40->80
• Tomahawk: whiff 15->20/On hit 40->60
• Reverse Arm Slam Combo: whiff 15->0/On hit 40->60

Kuma

Spoiler

• cr. MP - Hit box enlarged
• j. MK - Can crossup
• Hunting Stance - Can be canceled into from normal attacks

  • Input timing to exit Hunting Stance (KKK) is 5F slower
    • Rolling Bear Headbutt - Changed input timing to transition to Rolling Bear
    • Bear Smash - Hit box enlarged
  • Midair hit causes knockdown
    • Break’n - Armor period changed from 1~42F->1~20F
    • L. Frolicking Bear - Startup 8F->7F
  • Anti air invincibility changed from 3~7F->1~8F
  • Damage 120->100
    • Swing Swung - Damage 150->190
    • L. Rock 'n Roll Circus - Damage 150->180
    • M. Rock 'n Roll Circus - Damage 160->190
    • H. Rock 'n Roll Circus - Damage 170->200
    • EX. Rock 'n Roll Circus - Damage 180->200
    • Headbutt - Damage 200->250

Special move meter gain:
• Rock 'n Roll Circus: whiff 15->30/On hit 40->10×8(80)
• Megaton Claw: whiff 15/On hit 20->35
• Grizzly Claws: whiff 5->10/On hit 20->40
• Grizzly Claw Smash: whiff 5->10/On hit 20->30
• Headbutt: whiff 15->30/On hit 40->100
• Rolling Bear: whiff 10->15
• Frolicking Bear: whiff 15->0/On hit 40->60

Kuro

Spoiler

TROLOLOL… no changes

Lars

Spoiler

• Close LK - Startup 5F->4F
• Close HP - Startup 10F->5F
• Close HK - Push back on block when used in boost combo reduced
• Far LP - Startup 6F->5F
• Far MP - Area around arm is invincible against air attacks
• Far MK - Changed entire motion slightly

  • Added 5F to boost combos (On hit -3F/On block -7F)
    • Far HP - Startup 13F->11F
  • Removed 5F from boost combos (On hit +2F/On block -4F)
  • Hit box enlarged
    • cr. LP - Hit stun 8F->7F
  • Startup 5F->4F
    • cr. MP - Push back on block when used in boost combo reduced
  • Added +5F (On hit -4F/On block 8F)
    • cr. MK - Push back on block when used in boost combo reduced
  • Added 4F to boost combos (On hit -5F/On block -9F)
    • cr. HP - Damage 50+50(100)->70+20(90)
  • Push back on block when used in boost combo reduced
  • Added 6F to boost combos (On hit -6F/On block -12F)
  • After 2nd hit can transition to launch attack, cross rush
    • Storm Axle - Damage 70->90
    • L. Lightning Screw - Damage 40+50(90)->70+60(130)
    • M. Lightning Screw - Damage 50+50(100)->80+60(140)
    • H. Lightning Screw - Damage 60+50(110)->90+60(150)
    • Lightning Screw - Reduced float when 1st hit connects midair
    • Lightning Thrust - Damage 100->120
  • Projectile invincible until hit box disappears
    • Rising Storm - Damage 70->90
    • Avalanche Spike - Damage 100->130
  • Move attack property changed from high to mid
    • L. Dynamic Entry - Attack Startup 21F->20F
    • H. Dynamic Entry - Can be canceled into L, M, H, EX Silent Entry from 8F before move recovers
    • EX Dynamic Entry - Reduced advantage on hit by 10F
  • Damage 60->100
    • EX Lock & Load - Midair combo counter usage changed to 1
  • Damage 30->50
    • EX Double Barrel - Midair combo counter usage changed to 0
  • Hit stun reduced by 15F
    • SHB - Damage 120->130
    • Raging Thunder - Damage 150->130

Special move meter gain:
• Lightning Thrust: Whiff 15/On block 20/On hit 40
• Rising Storm: Whiff 5->15
• Avalanche Stomp: Whiff 5->10
• Avalanche Spike: Whiff 5->15
• Lightning Screw: On hit 40+40(80)->30+20(50)
• Dynamic Entry: Whiff 10->0/On hit 40->50
• Lock & Load: Whiff 5->10/On hit 40->20
• Double Barrel: Whiff 5->10/On hit 40->30
• Mjolnir: Whiff 5->15

Law

Spoiler

• Close MP - 5F added to boost combo (-3F on hit/-7F on block)
• Close MK - 3F added to boost combo (-4F on hit/-8F on block)

  • Reduced push back on block on hit
    • Close HK - 8F added to boost combo (-9F on hit/-15F on block)
    • cr. MP - 3F added to boost combo (-4F on hit/-8F on block)
    • cr. MK - 5F added to boost combo (-5F on hit/-9F on block)
    • cr. HP - Startup 11F->7F
    • j. HP - Damage 100->120
    • Machine Gun Arrow - Can transition to One Two Elbows up until the 3rd hit of Machine Gun Arrow
    • Fury Fist Rush - Reduced push back on block
    Flash Kick - Midair combo counter usage changed to 2
  • Startup 14F->7F
  • Damage 40->70
    • L/M Flash Kick - 1~9F is invincible against air attacks
    • Dragon Knuckle - Crumple Damage ->long blowback normal damage
  • Reduced push back on block
    • Dragon Knuckle Combo - Removed armor properties
    • Dragon’s Fire - Damage 120->130
    • Run Up to Drop - Damage 120->130

Special move meter gain:
• Flash Kick: whiff 10->15/On hit 40->25
• Backflipper: whiff 5->10/On hit 40->25
• Cloud Gates: whiff 5->10/On hit 40->25
• Dragon’s Flight: whiff 5->10/On hit 40->50
• Dragon Knuckle: whiff 5->10/On hit 40->25
• Dragon Knuckle Combo: whiff 5->10/On hit 40->25
• Dragon Knuckle Flight: whiff 5->10/On hit 40->25
• Fury Fist Rush: whiff 15->20/On hit 40+20×8(200)->10+5×8+10(60)
• Shaolin Spin Kicks: whiff 15->0/On hit 40×3(120)->20×3(60)

Lei

Spoiler

• LK - Can be canceled by Snake only
• MK - Can be canceled by Drunken Master Walk only
• HP - Added 6F to boost combo (On hit -7F/On block -12F)
• cr. MP - Added 6F to boost combo (On hit -5F/On block -9F)

  • Damage 60->50
    • cr. MK - Added 6F to boost combo (On hit -5F/On block -9F)
    • cr. HP - Damage 90->75
    • j. LP - Hurt box reduced
  • Hit box enlarged
    • Vertical j. MP - Hurt box reduced
    • Vertical j. HK - Hit box enlarged
    • (Drunken Master Walk) LP - Reduced hit stun by 15 (On hit +5)
    • (Drunken Master Walk) LK - Reduced hit stun by 10 (On hit ±0)
    • (Drunken Master Walk) MP - Reduced hit stun by 25 (On hit +2)
  • Reduced push back on block on hit
    • (Drunken Master Walk) MK - Startup 10F->7F
  • Reduced hit stun by 15 (On hit -1)
  • Upper body is invincible against air attacks
  • Midair hit causes knockdown
    • (Drunken Master Walk) HK - Hit causes vertical float knockdown
  • Reduced by 8F (On block -14)
  • Move back distance is same as back turn kick of Drunken Fox Combination
    • Drunken Rapid Fists - Added forward movement
    • Drunken Fox Combination - Reduced 2nd hit by 37F (On hit ±0)
    • Staggering Slide - Reduced by 27F (On block -15)
  • Attack properties changed from high to low
    • Tiger Sip Blow - Reduced by 14F (On block -10)
  • Reduced push back on block and hit
    • (Back Turn) LP - Hit stun reduced by 3F (On hit +8)
    • (Back Turn) LK - Hit box reduced
    • (Back Turn) MP - Hit stun reduced by 5F (On hit +6)
    • (Back Turn) HP - Reduced push back on block and hit
    • (Back Turn) HK - Invincible against air attacks
  • Reduced by 5F (On block -5)
  • When 3rd and 4th hit frames connect with midair opponent, causes similar float to Reverse Double Kick on hit
    • Sailboat Stretch - Damage 120->130
    • Closing Fan - Damage 120->130
    • Panther - Hurt box reduced
  • Walk speed changed to be same as Ryu forward walk
    • Panther’s Scratch - Can be canceled
    • (Snake) LP - Startup 5F->3F
    • (Snake) LK - Reduced by 3F (On hit +3F/On block -1F)
    • (Snake) MP - Startup 8F->6F
  • Block stun increased by 2F (On block +2F)
    • (Snake) MK - Increased active hit frames (5F)
    • (Snake) HP - Counter hit causes crumple
    • (Dragon) LP - Can be canceled by Dragon’s Spite
    • (Dragon) LK - Reduced by 3F (On hit +3F/On block -1F)
    • (Dragon) HP - When it connects it causes same float effect as last hit of Snake Bite Combo
    • Tiger - P attack, hit stun of K attack, block stun, push back on block, all changed to be same as current H. version
    • (Tiger) P - Active armor frames lengthened (10F)
  • Counter hit causes wall bounce
  • Damage 70->100
    • Double Tiger Palm - Hit box enlarged
  • Startup 14F->10F
  • Block stun increased by 3F (On block +2F)
    • (Tiger) K - Can be canceled by Double Tiger Palm only
    • (Dragon) HP - Combo count usage changed to 2
    • Comet Kick - Block stun reduced by 3F (On block -6F)
    • Guard Cancel - Startup 9F->6F
  • Landing recovery reduced by 7F
  • Hit box enlarged

Special move meter gain:
• Reverse Lotus: Whiff 10->15
• Floating Lotus : On hit 40->15
• Comet Kick: Whiff 10->15
• Comet Strike: Whiff 5->10/On hit 40->30
• Tornado Kick: On hit 20->30
• Tornado Kick (deviation): Whiff 5->15/On hit 20->15
• Spinning Headbutt: On hit 40->50
• Drunken Fall: On hit 40->50
• Tiger Sip: Whiff 5->10
• Tiger Sip Blow: Whiff 5->15/On hit 30->40
• Double Tiger Palm: Whiff 15->20/On hit 40->60
• Leaping Crane: On hit 15+15(30)->30x2(60)
• Orchid Palm: Whiff 15->0/On hit 40->60

Lili

Spoiler

• Walk speed - Changed to same as Poison
• HP - Push back on block when used in boost combo reduced
• HK - Push back on block when used in boost combo reduced
• Andante - Removed lower body invincibility against air attacks

  • Startup 9F->8F
    • Dominating Heel - Startup 7F->6F
  • Damage 40->50
  • On hit causes opponent forced standing
    • Cross Rush - Damage 100->50
    • Cross Arts - Received Damage 310->300
    • EX Angel Knee - Damage 90->80
    • Angel Knee Ascension - Damage 90->30
  • Midair combo counter usage changed to 1
  • Will hit on ground opponents
  • Hit box enlarged
  • Can be jump canceled
  • Changed move attack property from mid to high

Special move meter gain:
• Angel Knee: On hit 40->35
• Sunflower Lance 1st hit: whiff 10->15/On hit 20->25
• Sunflower Lance 2nd hit: whiff 5->15/On hit 20->25
• Sunflower Lance 3rd hit: whiff 5->15/On hit 10->15×2(30)
• Divine Step: whiff 15->20/On hit 10+20+20(50)->20×3(60)
• Air Spine Shot (L & M): On hit 40->50
• Air Spine Shot (H): On hit 20+20(40)->25×2(50)
• Attack Reversal: whiff 15->20/On hit 50->80
• Feisty Rabbit: whiff 10
• Rabbit’s Foot: whiff 5->15/On hit 0->30
• Cloisonne: whiff 5->15/On hit 0->20×2(40)
• Rabbit Thorn: whiff 0->15/On hit 0->30
• Dendrobium: whiff 15->0/On hit 40->50

M.Bison

Spoiler

• Close MP - Startup decreased from 7 to 5 frames
• Far MP - Startup decreased from 8 to 5 frames

  • Hitbox has been reduced
  • Hurt box reduced
  • Bison Warp - Overall animation has increased by 9 frames
    • Double Knee Press (LK) - Block pushback has increased
    • EX Double Knee Press - When the final hit connects, opponents are now launched straight up slightly instead of being knocked down
    • Knee Press Nightmare - The move starts off with full invicibility, and midway through the movement becomes projectile invincible only.
    • Deadly Throw - Damage decreased from 150 to 140
    Special move meter gain
    • Devil Reverse (jump): whiff 10->0
    • Devil Reverse (attack): whiff 15->5
    • Double Knee Press: whiff 15->0, on hit 16×2(32)->20×2(40)

#4

Marduk

Spoiler

• Mongolian Chop - Command changed from [PP] to [6+PP]
• Close LP - Startup 5F->4F

  • (+3F on hit/-2F on block)
    • Close MP - (+6F on hit/+2F on block)
    • Far MP - Push back on block when used in boost combo reduced
    • cr. MP - Push back on block when used in boost combo reduced
  • (+4F on hit/0F on block)
    • cr. HP - Startup 13F->10F
  • Floats higher on hit
    • Revolving Trap Kick - Changed to be continuous hits
    • Double Leg Take Down - Attack active frames 2F->3F
    • Mount Rush - Attack active frames 2F->3F

Special move meter gain:
• Gator Slam (L and M): On hit 40->60
• Gator Slam (H): On hit 20×2(40)->30×2(60)
• Northern Lights Suplex: whiff 15->20/On hit 40->80
• Double Leg Take Down: whiff 10->0/On hit 40->30
• Mount Mongolian Chop: whiff 5->0/On hit 0->30×2+40(100)
• Hercules’ Hammer: whiff 5->0/On hit 0->80

Megaman

Spoiler

• Close HP - Reduced startup from 10F->5F
• Close HK - Lower half of the body now invincible against airborne attacks
• Far MP - Can now be cancelled
• Far HP - Can now be cancelled

  • Reduced startup from 10F->5F
    • Far HK - Lower half of the body now invincible against airborne attacks
    • Ice Slasher - Increased frames bi 1F on hit (On hit +4F)
    • Thunder Beam - Decreased damage from 80->60
    • Mega Uppercut - Decreased damage from 120->85
    • Mega Buster - Decreased damage from 80->65
    • EX Mega Buster - Increased damage from 80->150

Special move meter gain:
• Ice Slasher: whiff 15->5/On hit 40->20
• Thunder Beam: whiff 15->5/On hit 40->20
• Mega Uppercut: whiff 15->5/On hit 40->30
• Mega Buster: whiff 15->0/On hit 40->30

Nina

Spoiler

• LK - Hurt box enlarged
• MP - Hurt box enlarged

  • 7F added to Boost combo (-5F on hit/-9F on block)
    • MK - Hurt box enlarged
    • HP - Hurt box enlarged
    • HK - Hurt box enlarged
  • Push back on block when used in boost combo reduced
    • cr. LK - Startup 5F->4F
  • Hit box reduced
    • cr. MP - (+4F on hit/±0F on block)
    • cr. MK - Startup 7F->6F
    • cr. HP - Startup 8F->5F
  • Damage 90->80
    • j. MK - Can crossup now
    • j. HK - Cannot crossup anymore
    • Spider Knee - Increased forward movement
    • Ivory Cutter - Damage 50+40(90)->50×2(100)
    • Blonde Bomb - Uniform 80 damage->L=70, M=80, H=100
  • Push back on hit and block adjusted depending on move strength
    • Blonde Bomb (L) - Block stun reduced by 1 (-6 on block)
    • Blonde Bomb (M) - (0F on hit/-7F on block)->(+2F on hit/-6F on block)
    • Blonde Bomb (H) - Block stun reduced by 1 (-6 on block)
  • Hit causes knock down
    • Geyser Cannon (L) - Startup 15F->8F
  • From 6F onward move is invincible against air attacks
  • Hit box enlarged
  • Block stun reduced by 3 (-10 on block)
  • No push back on block
  • No movement when kicks come out
    • Geyser Cannon (M) - Damage 70->80
    • Geyser Cannon (H) - Damage 80->100
    • EX Geyser Cannon - Block stun reduced by 3 (-10 on block)
    • Skull Splitter - Damage 70->80
    • Arm Break - Damage 60->80

Special move meter gain:
• Skull Splitter: whiff 15->10/On hit 40->30
• Geyser Cannon: On hit 30->40
• Backhand Slap: whiff 5->10/On hit 20->30
• Arm Break: whiff 0/On hit: 30
• Double Arm Break: On hit 0->40
• Blonde Bomb: On hit 0->40

Ogre

Spoiler

• Forward dash - Reduced frames by 2(Total 17 frames)
• close MP - Reduced push back on hit
• Far HP - Reduced hit stun by 9F (On hit +6)
• Far HK - Push back on block when used in boost combo reduced
• cr. MP - Can be canceled

  • Reduced hit stun by 6F (On hit +2)
    • cr. HP - Damage 90->100
    • cr. HK - Damage 60+30(90)->60+50(110)
    • Snake Blade - 3rd hit Damage 60->80
  • Final hit attack properties changed from low to high
    • Owl’s Hunt (normal input ver) - Active attack frames changed from 2F->3F
  • Hit box enlarged
  • Reduced push back on block
    • L. Indigo Punch - Damage 90->100
    • M. Indigo Punch - Damage 90->110
  • Increased midair combo count
    • H. Indigo Punch - Damage 90->130
  • Increased midair combo count
    • H. Ancient Power - Reduced block stun by 10F
    • Hell Inferno - Damage 300->340
  • Active attack frames changed from 3F->7F
    Deadly Spear - Damage 150->130

Special move meter gain:
• Waning Moon: whiff 15->20/On hit 15+10×7(85)->5×7+40(75)
• Ancient Power (L & M): On hit 40->70
• Ancient Power (H): whiff 15 / on block 20 / on hit 40
• Indigo Punch: whiff 15->0/On hit 40->60

Pacman

Spoiler

• MP - Damage 60->50

  • Added 5F to boost combos (On hit -3F/On block -7F)
    • cr. MP - Damage 60->50
  • Hit stun reduced by 6F (On hit +3)
    • cr. HP - Hits only midair opponents on 8th frame
  • Hit stun reduced by 5F (On hit ±0)
  • Reduced push back on block and hit
    • L. Flip Kick - Reduced by 30F (On block -15)
  • Damage 120->70
    • M. Flip Kick - Reduced by 30F (On block -15)
  • Damage 120->70
    • H. Flip Kick - Completely invincible from startup until 8th frame
  • Cannot tech recover
  • Damage 120->130
    • EX Flip Kick - Completely invincible from startup until 10th frame
  • Cannot tech recover
  • Damage 120->140
    • EX Pac-Dot Attack - Hit stun reduced by 9F (On hit +6)
  • Damage 60+60(120)->40x2(80)
    • Hip Attack - Damage 80->120
    • EX Hip Attack - Hit causes floor bound

Special move meter gain:
• Pac Stop: Whiff 0->10
• Pac-Dot Attack: Whiff 15->0

Paul

Spoiler

• Demolition Man - Demolition Man can be canceled only by Burning Fist
• Forward dash - Reduced frames by 6 (total 17 frames)
• LP - Startup 4F->5F

  • Block stun reduced by 3F (On block +2F)
  • Push back on block increased
  • Hit box reduced
  • Hit box enlarged
    • Close HP - Startup 12F->7F
    • Far HP - Startup 18F->12F
  • Hit stun reduced by 6F (On hit +3)
    • cr. LK - Startup 6F->5F
    • cr. MP - Startup 6F->5F
  • 6F added to boost combo (On hit -5F/On block-9F)
    • cr. MK - Push back on block when used in boost combo reduced
    • cr. HP - Hurt box reduced
  • Startup 8F->6F
  • Hit stun reduced by 12F (On hit +2F)
  • Damage 90->80
    • Sway - Attack invincibility changed across all levels to 5F
    • L. Sway - After frame 15, can cancel with special moves other than sway
    • M. Sway - Reduced hit stun by 4F (On hit +6)
  • Invincible against crouching attacks
  • Forward movement made longer than backward movement
  • Reduced push back on block
    • H. Sway - Reduced block stun by 2F (On block -8F)
  • Reduced push back on block
  • Damage 100->150
    • Shredder first hit - Hurt box reduced
    • L. Shredder - Startup 10F->6F
  • Damage 20+20+60(100)->30+20×2(70)
  • Invincible against air attacks
    • M. Shredder - Startup 10F->6F
  • Damage 20+20+60(100)->30+20×2(70)
  • Invincible against standing/crouching attacks
    • H. Shredder - Damage 20+20+60(100)->50+30×2(110)
  • Invincibility time changed from 1~9F->1~11F
  • Will now hit crouching opponents
    • Mountain Raze - Float on hit is same as EX ver.
    • EX Mountain Raze - Startup 20F->15F
  • Full invincibility from startup to 17F
  • Knockback on counterhit same as normal hit
    • Mortar Punch - Becomes midair state right after startup
  • Damage 90->130
    • EX Mortar Punch - Can change distance by pressing left or right on the direction input
    • Phoenix Smasher - Counter damage is 230
  • Camera work changes on counter hit
    • EX Phoenix Smasher - SE on hit is same as final hit of Ryu’s EX Shoryuken
  • Counter damage is 200
    • Bone Breaker?Demolition Man - When 1st hit of Bone Breaker counter hits, 2nd hit will connect and cause ground blowback
  • Advantage frames of 2nd hit increased by 2F
    • Push Away - Damage 150->130
    • Foot Launch - Damage 150->130

Special move meter gain:
• Mountain Raze: On hit 40->35
• Shredder: On hit 20×3(60)->10×3(30)
• Sway (L): whiff 15->0
• Sway (M): On hit 40->35
• Sway (H): On hit 40->50
• Mortar Punch: On hit 40->50
• Phoenix Smasher: whiff 15->0/On hit 40->62

Poison

Spoiler

• Command change - Backflip command changed from KK to KKK

  • Forward Dash - Overall animation increased from 14 to 16 frames.
    • Close MP - Damage increased from 60 to 70
  • 3 frames added to Boost Combo (-5 on hit, -9 on block)
  • Far MP - added 3 frames during Boost Combo (on hit -5 frames, on block -9 frames).
    • Far HP - Damage increased from 90 to 100
  • 7 frames added to Boost Combo (-14 on hit, -19 on block)
  • Push back on block for boost combos reduced
    • Close HK - Start up reduced from 14 to 11 frames
    • cr. MP - 3 frames added to Boost Combo (-4 on hit, -8 on block)
  • cr. HP - Startup decreased from 9 to 7 frames / Frames reduced by 8 on hit (±0 on hit)
    • Elbow Drop - Start up increased from 17 to 21 frames. / Active frame on attack reduced from 6 to 5 frames / Frames reduced by 6 (-1 on hit, -5 on block)
    • Note: confirmed on Ryu / Damage increased from 60 to 70
    • Love Me Tender (L) - Startup decreased from 29 to 27 frames
    • EX Whip of Love - Second hit frames changed to +1 on hit and -3 on block / 4th hit frames changed to -8 on block
    • Slapshot - Damage reduced from 150 to 140
    Special move meter gain
    • Whip of Love 1st Hit: on hit 20->30
    • Whip of Love 2nd Hit: on hit 20->15
    • Whip of Love 3rd Hit: on hit 10->20
    • Love Me Tender: on hit 20->30
    • Love Me Tender (ender): whiff 5->15, on hit 20->70
    • Kissed by a Goddess (L): on hit 20+20(40)->20+10(30)
    • Kissed by a Goddess (M): on hit 10 x 2+20(40)->20+8 x 2(36)
    • Kissed by a Goddess (H): on hit 10 x 4(40)->20+8 x 3(44)
    • Aeolus Edge: whiff 15->0, on hit 40->30

Raven

Spoiler

• LP - Increased push back on block
• Close HK - Reduced frames by 10 (+6F on hit/-1F on block)
• Far MK - Reduced frames by 3 (+2F on hit/-2F on block)

  • Startup 10F->7F
    • Far HP - Hit box enlarged
    • Far HK - Reduced block stun by 5
  • On midair hit causes vertical float
  • Hurtbox next to hitbox is invincible against air attacks
    • cr. MP - Hit box enlarged
    • cr. HP - Hit box enlarged
    • Air Crossed Ninja Stars - Hit box reduced
  • Cannot perform after back jump
    • Stormbringer - Startup 16F->13F
    • H. Alter Ego - Increased midair combo count
    • Wind Cross - Opponents in corner get floated higher on hit

Special move meter gain:
• Alter Ego (H): 40->30×2(60)
• Crossed Ninja Stars: whiff 15->10/On hit 40->20
• Air Crossed Ninja Stars: whiff 15->5/On hit 40->20
• Wind Cross: whiff 10->0/On hit 30+40×3(150)->30+20×3(90)
• Wind Cross Deviation: whiff 5->15/On hit 35->40
• Orbiting Moon - Damage 120->130
• Dark Matter - Damage 120->130

Rolento

Spoiler

• Vitality - Reduced from 1000 to 930

  • Far LP - Hitbox reduced
  • Hurtbox reduced
    • Far MK - 6 frames added to Boost combo (on hit -8, on block -12) / Push back on block for boost combos reduced
    • Far HP - 6 frames added to Boost combo (on hit -15, on block -19) / Push back on block for boost combos reduced
    • Far HK - 10 frames added to Boost combo (on hit -13, on block -17) / Push back on block for boost combos reduced
    • cr. MP - 5 frames added to Boost combo (on hit -3, on block -8) / Push back on block for boost combos reduced
    • cr. MK - 5 frames added to Boost combo (on hit -9, on block -13) / Push back on block for boost combos reduced
    • cr. HP - 10 frames added to Boost combo (on hit -13, on block -17) / Push back on block for boost combos reduced
    • Jump MK - Hitbox reduced
    • Patriot Circle - First attack frames increased by 4 (on hit, -1, on block -5)
    • Stinger - Hitbox increased
  • Push back on block reduced
    Special move meter gain
    • Stinger (jump): whiff 15->5
    • Stinger (knife): whiff 15->5, on hit 40->15
    • Mekong Delta Attack (attack): whiff 15->10, on hit 40->30
    • Mekong Delta Air Raid (attack): whiff 15->10, on hit 40->30
    • Mekong Delta Escape (jump): whiff 10->5
    • Patriot Circle 1st attack: whiff 10->0, on hit 6 x 4(24)->8 x 4(32)
    • Patriot Circle 2nd attack: on hit 6 x 4(24)->5 x 4(20)
    • Patriot Circle 3rd attack: on hit 6 x 3(18)->8 x 3(24)

Rufus

Spoiler

• Close LK - Block pushback increased
• Close MK - 6 frames added to Boost combo (-7F/-11F)

  • Push back on block for boost combos reduced
    • Far MP - 6 frames added to Boost combo (-6F/-10F)
  • Push back on block for boost combos reduced
    • Far MK - 4 frames added to Boost combo (-7F/-11F)
  • Push back on block for boost combos reduced
    • Far HP - 4 frames added to Boost combo (-9F/-14F)
    • cr. LK - Hitbox reduced
    • Hand Machinegun - Damage increased from 120 to 130
    • Vulture Kick - Frame advantage on hit reduced by 2 frames (on hit +1)
    • Falcon Kick - Frame advantage on hit reduced by 7 frames
    • Target Combo - Damage decreased from 90 to 60
    • Galactic Tornado - “Damage adjusted:
    • MP 100->80
    • HP 120->90
    • EX 160->80”
    • Messiah Kick (mid) - Block stun reduced by 2 frames (On block -1)
    • Messiah Kick (high) - Block stun reduced by 5 frames (On block -5)
    Special move meter gain
    • Messiah Kick (high): whiff 5->10
    • Messiah Kick (mid): whiff 5->10
    • Messiah Kick (low) whiff 5->10
    • Snake Strike: whiff 15->5, on hit 16 x Number of attacks->10 x Number of attacks
    • Galactic Tornado (L): whiff 15->0, on hit 10+20(30)->30+15(45)
    • Galactic Tornado (M and H): whiff 15->0, on hit 10 x 2+20(40)->30+8 x 2(46)

Ryu

Spoiler

• Far LP - Startup 3F->4F
• cr. MP - Startup 4F->5F

  • Hit box reduced
    • cr. MK - Startup 5F->6F
  • Hit box reduced
    • cr. HK - Startup 5F->7F
    • Solar Plexus Strike - Frames reduced by 2 (+5 on hit / 0 on block)
    • Shoryuken - Block stun reduced by 10 F
  • Screen freeze reduced by 6F
  • Push back on block reduced
    • M. Shoryuken - Frames 1~5 are invincible
    • Air Tatsumaki Senpu Kyaku - Hurt box enlarged
    • EX Tatsumaki Senpu Kyaku - Frames 3~7 are throw invincible
    • H. Ryu’s Joudan Sokutou Geri - Block stun reduced by 4F
    • Guard Cancel - Changed to 3 hits
    Special move meter gain:
    • Shoryuken: on hit 40->30
    • Tatsumaki Senpu Kyaku: whiff 15->10 / on hit 40->30
    • Air Tatsumaki Senpu Kyaku: whiff 15->0 / on hit 40->35
    • Joudan Sokutou Geri: whiff 15->10/ on hit 40->30
    • Hadouken: whiff 15->0/ on hit 40->30

Sagat

Spoiler

• Close MK - Pushback on block for boost combos reduced
• Close HP - Pushback on hit changed to be same as light attacks

  • Pusback during boost combos reduced
    • Close HK - 1st hit will hit crouching opponents
  • 1st hit causes forced standing
    • Far HP - Push back on block for boost combos reduced
  • cr. MP - Block stun during boost combos increased by 4F (-6F on hit / -10F on block)
    • cr. HP - Push back on block for boost combos reduced
    • Step Low Kick - Block stun reduced by 3 (-3F on block)
    • Tiger Uppercut - Block stun reduced by 10F
  • Screen freeze reduced by 4F / Push back on block reduced
  • Low Tiger Shot: overall animation reduced from 47 frames to 46 frames.
  • EX Low Tiger Shot: overall animation reduced from 48 frames to 45 frames.
    • EX Tiger Uppercut - Moves forward further
  • Hit box after 2nd hit enlarged forward
    • EX Tiger Knee - Block stun reduced by 5 (-3F on block) / Damage 110->90 / registers in mid-air combos
  • meter gain
  • Far HK: whiff 10 > 0, block 10+10 > 15+15, hit 20+20 > 25+25
    • Tiger Shot: whiff 15->5
    • Grand Tiger Shot: whiff 15->5
    • Tigger Uppercut: whiff 15-> 10 / on hit 40->30
    • Tiger Knee Crush: whiff 15->0 / on hit 20+20(40)->30+20(50)

Sakura

Spoiler

• LK - Hit box reduced

  • Hurt box reduced
  • Startup 3F->4F
    • Close MP - Frames reduced by 2 (on hit +4F/on block +1F)
    • Close HK - Hit effect changed to knock away against opponents on the ground on hit
  • Push back on block for boost combos reduced
    • Far HP - Can be canceled
  • Push back on block for boost combos reduced
    • Far HK - Push back on block for boost combos reduced
    • cr. HP - Hurt box reduced
    • Jump MP - Changed hit effect to knock down against airborne opponents on hit
  • LK Shunpukyaku: damage increased from 30 to 40.
  • Sailor Shot/Choba Throw: damage increased from 100 to 130.
    • Hadoken - Increased total frames from 42F->49F
  • Frames adjusted from (on hit ±0/on block -6F)->(on hit -3F/on block -7F)
    • Sakura Otoshi - Hit box enlarged
    • Haru Ranman - Damage increased from 300->330
    Special move meter gain
    • Hadoken: whiff 15->5/on hit 40->20
    • Shouoken (L): whiff 15->10/on hit 10×2(20)->15×2(30)
    • Shouoken (M): whiff 15->10/on hit 10×4(40)->8×4(32)
    • Shouoken (H): whiff 15->10/on hit 10×6(60)->5×6(30)
    • Airborne Shunpukyaku: whiff 15->0/on hit 40×2(80)->15×2(30)
    • Sakura Otoshi (Attack): on hit 15->10
    • Sakura Otoshi (Finish): whiff 5->10/on hit 15->20
    • Shunpukyaku (L): whiff 15->0/on hit 40->25
    • Shunpukyaku (M): whiff 15->0/on hit 40×2(80)->15×2(30)
    • Shunpukyaku (H): whiff 15->0/on hit 40×3(120)->10×3(30)

Steve

Spoiler

• Command Change - Foot Stomp changed from db+LK to b+LK
• Patella Smash - Can be canceled with Albion Combination
• Close MP - Will hit opponents jumping over
• Far MP - 8F added to boost combos (-5F on hit/-9F on block)
• Far HP - 8F added to boost combos (-11F on hit/-16F on block)

  • Push back on block when used in boost combo reduced
    • cr. MP - 8F added to boost combos (-5F on hit/-9F on block)
    • cr. HP - Startup 7F->6F
  • Hit box enlarged
  • Damage during 8~10F changed to 90
  • Area from neck up during 3~5F is invincible against air attacks
    • cr. HK - Push back on block when used in boost combo reduced
    • Foot Stomp - Hurt box reduced
    • Straight Chop - Crouching counter hit causes untechable bound damage
    • Duck (including EX) - Lower body is projectile invincible
    • M/H Flicker Jab - Hit box enlarged
    • Hellfire Rush - Reduced recovery after hit animation ends by 15F

Special move meter gain:
• Albion Combination: On hit 20+40+40(100)->20×3(60)
• Fox Hunt: whiff 5->15/On hit 40->30
• Skyscraper: whiff 5->15/On hit 40->30
• Gatling Gun: whiff 5->20/On hit 20×11+50×3(370)5×14(70)
• Swaying: whiff 15+5->15/On hit 40->60
• Sonic Fang: On hit 20+40(60)->25×2(50)
• Hellfire: whiff 15->0/On hit 40->35

Toro

Spoiler

• L/M Shoryuken - Reduced block stun by 10F

  • Lessened screen freeze by 5F

Special move meter gain:
• Shoryuken: On hit 40->30
• Tatsumaki Senpukyaku: whiff 20->10/On hit 40->30
• Airborne Tatsumaki Senpukyaku: whiff 20->0/On hit 40->35
• Joudan Sokutogeri: whiff 15->10/On hit 40->30
• Hadoken: whiff 10->0/On hit 40->30

Vega

Spoiler

• cr. LP - Frames increased by 1 (on hit +4, on block ±0)
• cr. MK - Block stun has been reduced by 3 frames (on block -2)

  • 6 frames added to Boost combo (on hit -6, on block -13)
  • Push back on block for boost combos reduced
    • Vertical jumping HK - Opponent will go into a hard knockdown state if hit with this attack while in the air.
    • Flying Barcelona Attack - The position of the hurtbox has been changed
  • Pushback on block has been reduced
  • Stardust Drop (Air Throw): damage increased from 150 to 190.
    • Izuna Drop - Throw area has been reduced
    • Sky High Claw (H) - The knockback timing on hit and on block has been changed
    • Scarlet Terror (M) - Damage decreased from 100 to 80
    • Scarlet Terror (H) - Damage increased from 100 to 120
  • Mid-air combo count number increased
    • EX Scarlet Terror - Damage increased from 150 to 160
  • Mid-air combo count number increased
  • Bloody High Claw: tweaked to make it easier to hit with.
    Special move meter gain
    • Rolling Crystal Flash (L): whiff 20->10, on hit 10+40(50)->20 x 2(40)
    • Rolling Crystal Flash (M): whiff 15->10, on hit 10 x 3+40(70)->8 x 3+20(44)
    • Rolling Crystal Flash (H): whiff 15->10, on hit 10 x 4+40(80)->8 x 4+15(47)
    • Scarlet Terror (L): whiff 15->10, on hit 40->30
    • Scarlet Terror (M and H): whiff 15->10, on hit 40+40(80)->20+10(30)
    • Flying Barcelona Attack (Jump): whiff 10->5
    • Flying Barcelona Attack (Attack): whiff 5->0, on hit 40->30
    • Izuna Drop: whiff 5->10, on hit 40->50
    • Sky High Claw: whiff 15->0

#5

Xiaoyu

Spoiler

• Close HP - Startup 11F->6F
• Far HK - Reduced frames by 14(On block +3)
• cr. LP - Startup 4F->3F
• cr. LK - Startup 6F->4F
• cr. MP - Forward movement of 2nd hit increased

  • Reduced hit stun by 1F (On hit +6)
  • Reduced push back on hit slightly
    • cr. HP - Increased hit stun by 1F (On hit -5F)
  • Damage 90->80
    • cr. HK - Damage 90->75
    • Vertical/Angled j. MP - Added hit box to rear hand as well
    • Vertical j. HK - Damage 60+40(100)->70+60(130)
    • Angled j. HK - Damage 60+40(100)->60+50(110)
    • “Cyclone Left
    ” - Increased float on hit
  • Will face towards opponent after passing by them with California Roll
  • Damage 80->120
    • EX Hakkesho - Movement distance same as M. Hakkesho
  • Startup 33F->22F
  • Full invincibility from startup to 15th frame
  • Damage 50+50+30+30(160)->40×2+20×2(120)
    • Dark & Stormy - 3rd hit (Mistrust part) Damage 30->80
    • Cyanide - Reduced block stun by 5F (On block -2F)
    • Cross Arts - Received Damage 280->270
    • Jade - Damage 120->130
    • So Shoe Me - Damage 120->130

Special move meter gain:
• Fortune: whiff 10->15/On hit 20->40
• Fortune 2nd Hit: whiff 5->/On hit 20->30
• Fortune Cookie: whiff 10->15
• Fortune Cookie 2nd hit: whiff 5->10/On hit 10->20
• Fortune Cookie 3rd hit: whiff 5->10/On hit 10->30
• Double Map Sweep (L): On hit 40->30
• Double Map Sweep (M): On hit 20+40(60)->20+10(30)
• Double Map Sweep (H): On hit 20×3(60)->15×3(45)
• Phoenix Talon: On hit 20×3(60)->10×3+20(50)
• Dark & Stormy: whiff 10->15
• Turn of Fortune: whiff 15->10
• Cyclone Left: whiff 5->15
• Back Layout: On hit 10×2(20)->35×2(70)
• Hakkesho: whiff 15->0/On hit 20×2(40)->30×2(60)

Yoshimitsu

Spoiler

• Triple Roundhouse Combo - No longer comes out with df+HK
• Walk Speed - Changed to be same as Cody
• MP - Damage 60->80
• MK - Reduced frames by 4 (+4F on hit/0 on block)
• HP - Counter hit causes knock back

  • Damage 90->120
    • HK - Throw invincible from startup
  • Hit properties changed to be same as 3rd hit of Triple Roundhouse Combo
    • Far MP - Startup 12F->9F
  • Active attack frames changed from 2->3
  • Reduced frames by 2 (+1F on hit/-4F on block)
  • Hit box enlarged
    • cr. LP - Reduced frames by 2 (+6F on hit/+2F on block)
    • cr. MP - Move property changed from high to low
  • Hit box enlarged
    • cr. HP - Counter hit causes float knockdown
  • Push back on block when used in boost combo reduced
  • Hit box enlarged
  • Damage 90->120
    • cr. HK - Can be canceled
    • j. HK - Midair hit and counter hit causes untechable knockdown
    • L. Gehosen - Frames 1~10 are invincible against air attacks
  • Added screen freeze
  • Damage 110->80
  • Startup 9F->7F
    • M. Gehosen - Frames 1~4 are completely invincible
  • Added screen freeze
    • Poison Wind Bronze Fist - Special command input timing faster by 3F
  • Special command cancel timing faster by 4F
  • Increased backflip speed
  • Reduced movement distance
    • Poison Wind Gold Fist - Invincible against air attacks
    • Slap U Silly - Hurtbox appears faster
    • Stone Fists - Hurtbox appears faster
    • Suicide - Damage 120->250
  • Self Damage 60->200
  • L ver. is throw invincible, M ver. is hit invincible, H ver. is projecile invincible
    • EX Suicide - Damage 200->300
  • Self Damage 90->250
    • L. Poison Breath - Frames on hit changed to +2F
    • M. Poison Breath - Frames on hit changed to +3F
  • Hit box reduced
    • L. Flea to Poison Breath - Frames on hit changed to +2F
    • M. Flea to Poison Breath - Frames on hit changed to +3F
    • Triple Roundhouse Combo - Hit box enlarged
  • If first hit connects it causes forced standing on opponent

Special move meter gain:
• Poison Breath: On hit 40->30
• Suicide: On hit 40->60
• Slap U Silly: whiff 10->15
• Stone Fists: whiff 10->15/On hit each hit 20->each hit 10
• Sword Poke Windmill: whiff 15->0/On hit each hit 20->each hit 15

Zangief

Spoiler

• Walking Speed - Slightly slower

  • Cr. LP: damage decreased from 40 to 30.
  • Cr. HP: pushback on block during a Boost Combo has been decreased, and 5 frames are added when used in a Boost Combo (on hit -7 frames, on block -13).
    • Close MP - 5 frames added to Boost combo (on hit -5, on block -9)
  • Push back on block for boost combos reduced
    • Close MK - 4 frames added to Boost combo (on hit -6, on block -10)
    • Far LP - Damage decreased from 40 to 30
    • Far LK - Startup increased from 4 to 5 frames
    • Far MP - 5 frames added to Boost combo (on hit -5, on block -9)
  • Push back on block for boost combos reduced
  • Adjusted so that the hurt box comes out 1 frame before the attack
  • Startup increased from 4F to 5F
    • Far MK - Push back on block for boost combos reduced
    • cr. MP - Damage decreased from 80 to 70
    • cr. MK - 2 frames added to Boost combo (on hit -5, on block -9)
  • Flying Body Attack - Block stun reduced by 9 frames
  • Damage decreased from 120 to 100
    • Screw Piledriver - Damage adjusted:
    • LP: 180->200
    • MP: 200->220
    • HP: 220->240
  • Quick Double Lariat - Hitbox added on the 5th frame
    Special move meter gain
    • Screw Piledriver: whiff 15->20, on hit 40->100
    • Banishing Flat: whiff 15->10, on hit 40->30
    • Double Lariat: whiff 15->5, on hit 40->35 (after first spin 20)
    • Quick Double Lariat: whiff 15->5, on hit 40 (after first spin 30)
    • Flying Power Bomb: whiff 15->0, on hit 40->100
    • Atomic Suplex: whiff 15->0, on hit 40+40(80)->70+50(120)

#6

Good Guy Darkphyre


#7

Just a heads up. There is an error in Juri’s patchnotes as she doesn’t have a Devil Reverse and Double Knee Press.

Nice thread, though. :tup:


#8

fixt! …no idea how I managed that >.>


#9

Excellent work Sir! :rock:


#10

http://thumbs.newschoolers.com/index.php?src=http://www.fanserviceftw.com/gallery/_images/7feaf4530fd50962f66b187f563ef2e9/6893%20-%20anger_management%20animated_gif%20jack_nicholson%20reaction_image.gif&size=200x300


#11

paul’s patch notes have some translation errors (thx to street) and left out stuff in them; fixed version:

[details=Spoiler]
[LEFT]Normals[/LEFT]
LP

  • Startup 4F->5F
  • Block stun reduced by 3F (On block +2F)
  • Push back on block increased
  • Hit box reduced
  • Hurt box enlarged
    •** Close HP**
  • Startup 12F->7F
    Far HP
  • Startup 18F->12F
  • Recovery on hit reduced by 6F (-3 => +3F On hit)
    • cr. LK
  • Startup 6F->5F
    • cr. MP
  • Startup 6F->5F
  • 6F added to boost combo (On hit -5F/On block-9F)
    • cr. MK
  • Push back on block when used in boost combo reduced
    • cr. HP
  • Hurt box reduced
  • Startup 8F->6F
  • Recovery on hit reduced by 12F (-10 => +2F On hit )
  • Damage 90->80

[LEFT]Command Normals / Strings[/LEFT]
Bone Breaker => Demolition Man

  • If the 1st hit (df.hk) is a counter hit it’ll cause ground stun and the 2nd hit and Demolition Man will now connect.
  • Advantage frames of 2nd hit increased by 2F
    Demolition Man
  • Demolition Man can be canceled by Burning Fist

[LEFT]Specials[/LEFT]
• Sway

  • Strike invincibility changed across all versions to 5F
    • L. Sway
  • After frame 15, can cancel with special moves other than Sway
    • M. Sway
  • Recovery reduced on hit by 4F (+2 => +6F On hit)
  • Invincible against crouching attacks
  • Forward movement longer than backward movement
  • Reduced push back on block
    H. Sway
  • Reduced block stun by 2F (On block -8F)
  • Reduced push back on block
  • Damage 100->150

• Shredder

  • First hit Hurt box reduced
    L. Shredder
  • Startup 10F->6F
  • Damage 20+20+60(100)->30+20×2(70)
  • Invincible against air attacks
    M. Shredder
  • Startup 10F->6F
  • Damage 20+20+60(100)->30+20×2(70)
  • Invincible against standing/crouching attacks
    H. Shredder
  • Damage 20+20+60(100)->50+30×2(110)
    Ex Shredder
  • Invincibility time changed from 1~9F->1~11F
  • Will now hit crouching opponents

Mountain Raze

  • Float on hit is same as EX ver.
    EX Mountain Raze
  • Startup 20F->15F
  • Full invincibility from startup to 17F
  • Knockback on counterhit same as normal hit

Mortar Punch

  • Becomes midair state right after startup
  • Damage 90->130
    EX Mortar Punch
  • Can change distance by pressing left or right on the direction input

Phoenix Smasher

  • Counter damage is 230
  • Camera work changes on counter hit
    EX Phoenix Smasher
  • Sound Effect on hit is same as final hit of Ryu’s EX Shoryuken
  • Counter damage is 200

[LEFT]Throws[/LEFT]
Push Away

  • Damage 150->130
    Foot Launch
  • Damage 150->130

[LEFT]Misc[/LEFT]
• Forward dash

  • Reduced frames by 6 (total 17 frames)
    • Walkspeed
  • (Has been announced to be increased beforehand, but did not appear in the actual patch log. Either missing or has not been changed at all.)

[LEFT]Special move meter gain:[/LEFT]
• Mountain Raze: On hit 40->35
• Shredder: On hit 20×3(60)->10×3(30)
• Sway (L): whiff 15->0
• Sway (M): On hit 40->35
• Sway (H): On hit 40->50
• Mortar Punch: On hit 40->50
• Phoenix Smasher: whiff 15->0/On hit 40->62[/details]
I underlined the differences.


#12

Bumping this thread up because it’s good stuff. :slight_smile:

This thread needs to be stickied in my opinion.


#13

Secondeded. Nice to have all the notes/changes thus far in one convenient spot.


#14

Thirdeded…ed…

To find the notes otherwise you have to dig through pages of worthless blog entries. Then that entry might not even have who you are looking for.
P.s I bookmarked the SHIT out of this thread :slight_smile:


#15

Fourthed - It’s just nice to have everything here for a reference.


#16

fifth’d… wait, is it cool to fifth’d my own post? D:


#17

I think that’s allowed. :razzy:


#18

Can some explain what it means that guile’s c.lp increased by 3 frames? Does this affect his link to c.Mp combo??


#19

cr.MP startup is 5 frames, with the c.lp hit frame reduced to +5 that would make your cr.lp, cr.mp combo a 1-frame link I think.


#20

DROPPING GUILE FOR SURE NOW

i can’t do 1-frame links