SF4 Vanilla to Super SF4 damage changes complete list


#1

Abel

Spoiler

crMK - 60 increased to 70
L/M/H Tornado Throw - 20 damage removed
EX Wheel Kick damage changed from 12060 to 60120
Ultra - 551 reduced to 500

Akuma

Spoiler

Far HK - 5060 changed to 6040 (loss of 10 damage)
crMP - 70 reduced to 60
crMK - 70 reduced to 60
crHK - 110 reduced to 90 stun reduced from 200 to 100
Shakunetsu LP - Stun increased from 100 to 200
Shakunetsu MP - damage reduced from 5050 to 3535
Shakunetsu HP - damage reduced from 50x3 to 33x3. Stun reduced from 5050100 to 35x3
Shakunetsu EX - damage reduced from 60x3 to 47x3. Stun reduced from 100x3 to 70x3
LP SRK - damage reduced on early frames from 130 to 100. Stun reduced from 200 to 100
MP SRK - damage reduced from 8080 to 7060. Stun reduced from 100100 to 8050
HP SRK - damage reduced from 806050 to 705030. Stun reduced from 1005050 to 705030
LK Tatsu - Stun reduced from 100 to 50
Demon Flip Throw - Stun reduced from 200 to 150
Ultra - Damage reduced from 600 to 510

Balrog

Spoiler

Forward / Back throw damage reduced from 140 to 130
LP Headbutt - Damage reduced from 130 to 100
MP Headbutt - Damage reduced from 140 to 120
HP Headbutt - Damage reduced from 160 to 140
Ultra - Damage reduced from 519 to 491

Blanka

Spoiler

Ultra - damage reduced from 600 to 495

Cammy

Spoiler

crHP - damage reduced from 110 to 90
LK Cannon Spike - Damage on early frames reduced from 120 to 100 stun reduced from 200 to 100. Damage on later frames increased from 80 to 120 stun increased from 100 to 150.
MK Cannon Spike - Damage on early frames reduced from 140 to 100 stun reduced from 200 to 100. Damage on later frames increased from 90 to 140 Stun increased from 100 to 180.
HK Cannon Spike - Damage on early frames reduced from 150 to 100 stun reduced from 200 to 100. Damage on later frames increased from 95 to 160 stun increased from 100 to 200.
EX Cannon Spike - Damage on early frames reduced from 160 to 150.
Cannon Strike - Damage reduced from 70 to 60
Super - Damage reduced from 400 to 350
Ultra - damage reduced from 540 to 480

Chun Li

Spoiler

crLP - Damage reduced from 40 to 30
EX Lightning Kicks - Damage reduced from 50x4 (200) to 40x4 (160)
LK Hazan Shu - Damage reduced from 100 to 90
MK Hazan Shu - Damage reduced from 120 to 110
HK Hazan Shu - damage reduced fromm 150 to 130
EX Hazan Shu - Damage reduced from 200 to 170
LK SBK - Damage reduced from 40x5 (200) to 32x5 (160). Stun reduced from 50x5 (250) to 36x5 (180)
MK SBK - Damage reduced from 30x7 (210) to 25x630 (180). Stun reduced from 40x7 (280) to 28x632 (200)
EX SBK - Damage reduced from 30x450 (170) to 30x5 (150) stun reduced from 50x4100 (300) to 50x4*60 (260)
Ultra - Damage reduced from 510 to 460

C. Viper

Spoiler

Ultra - Damage reduced from 540 to 480

Dan

Spoiler

No changes whatsoever

Dhalsim

Spoiler

Normals
zoom MP - Damage increased from 60 to 70
Zoom HP - Damage increased from 80 to 85
Zoom MK - Damage increased from 60 to 70
Zoom crLP - Damage increased from 15 to 25
Zoom crMP - damage increased from 50 to 60
zoom crHP - damage increased from 70 to 80
Downback crLP - damage increased from 20 to 30
downback crHP - damage increased from 80 to 100
Jumping Zoom LP - damage increased from 20 to 40
jumping zoom MP - damage increased from 60 to 70
jumping zoom HP - damage increased from 70 to 85
Jumping zoom LK - Damage increased from 30 to 40
jumping zoom MK - damage increased from 50 to 70
Jumping back + MP - damage increased from 40 to 80
Jumping back + HP - damage increased from 70 to 100
Jumping back + MK - damage increased from 60 to 80
Yoga Drill - Damage increased from 60 to 70
Yoga Mummy - damage increased from 80 to 90

Specials:
LP Yoga Flame - damage increased from 70 to 110
MP Yoga Flame - damage increased from 90 to 140
HP Yoga Flame - damage increased from 100 to 170
EX Yoga Flame - damage increased from 8080 (160) to 9090 (180)
LK Yoga Blast - Damage increased from 70 to 130 (Also became a hard knockdown)
MK Yoga Blast - Damage increased from 80 to 150 (Also became a hard knockdown)
HK Yoga Blast - Damage increased from 90 to 180 (also became a hard knockdown)
EX Yoga Blast - damage increased from 5050 (100) to 7070 (140) (Also became a hard knockdown)

E. Honda

Spoiler

Far HP - Damage reduced from 140 to 120
Neutral Jump HP - Damage reduced from 140 to 120
Angle Jump HK - damage reduced from 130 to 110
HK Butt Drop - Stun on rising hit reduced from 150 to 100

El Fuerte

Spoiler

close HP - Stun reduced from 200 to 150
LK Guacamole - Damage increased from 100 to 120
MK Guacamole - Damage increased from 110 to 130
HK Guacamole - Damage increased from 120 to 140
EX Guacamole - Damage increased from 160 to 180
Propeller Tortilla - Damage reduced from 150 to 132
Ultra - Damage reduced from 518 to 470

Fei Long

Spoiler

crLP - damage reduced from 30 to 20
Super - Damage reduced from 400 to 370

Gen

Spoiler

Mantis
sLP - Damage reduced from 30 to 25
sMP - Damage reduced from 70 to 55 when close. Damage reduced from 80 to 55 when far.
sHP - Damage reduced from 8060 to 7040
sLK - close range version damage increased from 30 to 40
sMK - damage reduced from 70 to 60
crLP - Damage reduced from 30 to 20
crHK - damage reduced from 100 to 85
NJ LP - damage reduced from 50 to 40 (to match angle jump)
NJ LK - damage increased from 30 to 50
NJ MK - Damage reduced from 80 to 70 (to match angle jump)
FJ LK - damage increased from 40 to 50
Super - Damage increased from 280 to 300

Crane
sMK - damage increased from 80 to 100
sHK - damage reduced from 8070 to 7050
crMP - damage reduced from 90 to 70
J MK - damage changed from 80 on forward jump to 70
LP Jasen - damage changed from 20x280(120 to 20x260(100). Stun changed from 50x3(150) to 20x280(120)
MP Jasen - damage changed from 20x3
80 (140) to 20x365 (125). Stun changed from 50x4 (200) to 20x480 (140)
HP Jasen - Damage changed from 20x480 (160) to 20x470 (150). Stun changed from 50x5 (250) to 20x4*80 (160)
Super - Damage increased from 300 to 320

Gouken

Spoiler

clsHP - damage reduced from 105 to 100
far HP - damage reduced from 125 to 90
crHP - damage reduced from 100 to 80
Gohadoken - Damage reduced from 70 to 55. Stun Reduced from 100 to 50
Gohadoken Charged - Damage reduced from 6060 to 5555. Stun reduced from 10050 to 5050
EX Gohadoken - Damage reduced from 7070 to 6060. Stun reduced from 100100 to 8080
EX Gohadoken Charged - Damage reduced from 70x270x2 to 60x260x2. Stun reduced from (10050)x2+(10050)x2 to 80x280x2
EX Rush Punch - Damage reduced from 100
60 to 90*60
Ultra - Damage reduced from 518 to 503

Guile

Spoiler

Far HP - Damage reduced from 120 to 100
crHK - Damage reduced from 100140 to 100110. Stun reduced from 200200 to 100100
Flash Kick - Damage increased on later frames from 70 to 100
Ultra - Damage increased from 503 to 510

Ken

Spoiler

crMK - damage reduced from 70 to 60
LP SRK - Damage reduced from 120 to 100 on early frames. Stun Reduced from 200 to 100 on Early frames.
MP SRK - Damage reduced from 8080 to 9060. Stun changed from 100100 to 12575
EX SRK - Damage reduced from 80605050 (240) to 70303050 (180). Stun reduced from 10050x3 (250) to 10025x280(230)
LK Tatsu - Damage increased from 50
4040 to 605050. Stun increased from 50x3 to 705050
MK Tatsu - Damage reduced from 60
40x3 (180) to 6030x3(150) stun reduced from 50x4 (200) to 5040x3 (170)
HK Tatsu - Damage reduced from 8040x4 (240) to 6030x4 (180) stun reduced from 50x5 (250) to 50*40x4 (210)
Super - Damage reduced from 400 to 370
Ultra - Damage reduced from 548 to 500

M. Bison

Spoiler

clsHP - Damage reduced from 120 to 100
clsHK - Damage reduced from 120 to 100
Far HP - damage reduced from 130 to 120
Far HK - Damage reduced from 120 to 100
crMK - Damage reduced from 70 to 65
crHK - Damage reduced from 110 to 100
Forward Throw - Damage increased from 130 to 140
Back Throw - Damage increased from 130 to 140

Specials
LP Psycho Crusher - Damage increased from 110 to 120. Crossup hitbox increased crossup damage reduced from 110 to 100
MP Psycho Crusher - Damage increased from 120 to 130. Crossup hitbox increased crossup damage reduced from 120 to 100
HP Psycho Crusher - Damage increased from 130 to 140. Crossup hitbox increased crossup damage reduced from 130 to 100
EX Psycho Crusher - Damage increased from 7070 to 7575. Crossup hitbox increased
LK Scissor Kick - Damage reduced from 6040 to 6030
EX Headstomp - Damage reduced from 200 to 180
Ultra - Damage reduced from 540 to 492

Rose

Spoiler

crLP - damage reduced from 40 to 20
crHP - Damage increased from 90 to 100
EX Soul Spark - Damage reduced from 65x2 to 30*70
Soul Throw (All Versions) - Damage increased from 140 to 160. Made possible to combo into it when opponent is in juggle state.

Rufus

Spoiler

Dive Kick - Damage reduced from 90 to 70
Target Combo - Damage reduced from 90 to 70
EX Messiah Kick - Damage reduced from 20x450 (130) to 20x5 (100)
LK Messiah Kick Followup - Damage reduced from 80 to 60
MK Messiah Kick Followup - Damage reduced from 100 to 80
HK Messiah Kick Followup - Damage reduced from 120 to 90
MP Galactic Tornado - Damage reduced from 40
4070 to 502040.
HP Galactic Tornado - Damage reduced from 40
4080 to 5020*50
EX Galactic Tornado - Damage reduced from 160 to 130
EX Snake Strike - Damage reduced from 40x7 to 30x7
Ultra - Damage reduced from 515 to 460

Ryu

Spoiler

Far MK - Damage increased from 70 to 80
crMP - damage reduced from 70 to 60
crHP - damage reduced from 100 to 90
crMK - damage reduced from 70 to 60
Hadoken - Damage reduced from 70 to 60
LP SRK - Damage on early frames reduced from 130 to 100
MP SRK - Changed from 140 damage 1 hit to 8050(130) 2hit attack.
HP SRK - Changed from 160 damage 1 hit to 100
50 (150) 2 hit attack
EX Tatsu - Damage reduced from 40x5 (200) to 30x4*40 (160)
Ultra - Damage reduced from 398 to 369

Sagat

Spoiler

clsMP - Damage reduced from 100 to 85
clsLK - Changed from 50 damage 1 hit attack to 3010 (40) damage 2 hit attack. Stun increased from 50 to 3050(80)
clsHK - Damage reduced from 40110 to 8040
farMP - Damage reduced from 100 to 90
farHP - Damage reduced from 140 to 120
farLK - Changed from 50 damage 1 hit attack to 3010 (40) damage 2 hit attack. Stun increased from 50 to 3050(80)
farMK - Damage reduced from 100 to 80
farHK - Damage reduced from 40110 to 8040
crMP - damage reduced from 90 to 70
crHP - damage reduced from 130 to 110
crMK - damage reduced from 90 to 65
crHK - damage reduced from 130 to 100
FJ HP - Damage reduced from 140 to 120
F+HK - Damage reduced from 140 to 100

Specials
High Tiger Shot - Damage reduced from 70 to 65
EX High Tiger Shot - Damage reduced from 8070 to 7050. Stun reduced from 100x2 to 50x2
Low Tiger Shot - Damage reduced from 70 to 60
EX Low Tiger Shot - Damage reduced from 8070 to 7050. Stun reduced from 100x2 to 50x2
LP Tiger Upper - Damage on early frames reduced from 140 to 100. Damage on later frames increased from 80 to 130.
MP Tiger Upper - Damage on early frames reduced from 150 to 100. Damage on later frames increased from 80 to 140
HP Tiger Upper - Damage on early frames reduced from 170 to 100. Damage on later frames increased from 80 to 160.
LK Tiger Knee - Damage changed from 3090 to 9030
MK Tiger Knee - Damage changed from 40100 to 10040
HK Tiger Knee - Damage changed from 50110 to 11050
Ultra - Damage reduced from 585 to 500

Sakura

Spoiler

crHP - Damage reduced from 100 to 90
EX Tatsu - Stun reduced from 50x4(200) to 50*30x3(140)
Sakura Otoshi - Damage reduced from 60 - 60 - 60 to 50 - 50 - 60(final hit). Stun reduced from 100 - 100 - 100 to 70 - 70 - 100 (final hit).
Super - Damage reduced from 380 to 350
Ultra - Damage increased from 435 to 451

Seth

Spoiler

Neutral Jump / Back Jump HP - Stun reduced from 200 to 100
Hyakuretsu (All normal versions) - Damage reduced on first hit from 20 to 10. Stun reduced from 250 to 200

Vega

Spoiler

Super - Damage increased from 330 to 400
Ultra - Damage increased from 450 to 480

Zangief

Spoiler

far LP - damage reduced from 40 to 30 (also changed from 5F recovery to 7F)
far MP - damage reduced from 90 to 70
Angled Jumping Down+HP (Body splash) - Damage reduced from 110 to 100
LP SPD - Damage reduced from 200 to 170
MP SPD - Damage reduced from 220 to 200
HP SPD - Damage reduced from 240 to 230
EX SPD - Damage reduced from 220 to 200
EX Banishing Flat - Damage reduced from 80x2 to 80*50
German Suplex - Damage reduced from 230 to 220
EX German Suplex - Damage reduced from 250 to 240
Super - Damage reduced from 500 to 450
Ultra - Damage reduced from 600 to 520


Ultra Street Fighter 4 General
Official SRK Ultra SF4 Rebalance Request Thread
#2

Eternal, sometimes Blanka’s ultra does 500 depending on how it hits. explanation?

Also electricity damage on block got reduced too right?


#3

Ah yeah I didn’t do chip thanks for the reminder. My guess is that the ultra whiffs one of the hits since each hit is 100damage.


#4

Whoa rose’s and chun’s cr.lp did 40 damage? Females pack a punch.


#5

damn had no idea rog used to hit so hard


#6

Seth

j.HP - stun reduced from 200 to 100

Also his U1 says it does 106% damage during the initial hits for some reason in Vanilla, the damage is the same though…

there are other things but I forgot to check (j.HK falling glitch, Dive kicks for Rufus/Seth being faster, Zangief’s short hop, etc.)

editedit: alsoalso I think Akuma’s cr.HK used to do 200 stun.


#7

I had noted the crHK nerf originally but I forgot to write it down. The jHP thing surprisingly enough wasn’t (entirely) my mistake.

http://wiki.shoryuken.com/Super_Street_Fighter_IV/Seth

The wiki lists his stretch HP as still 200 but checking the old files shows you are correct it was 100 in Super.

In regards to the scaling issue. I believe that Vanilla training room damage display worked slightly different. For example, if you pick Viper and do her back throw the damage doesn’t show the total damage just individual hits, the hits don’t even combo.

The damage values are the exact same 8 damage which shows up as 106% because in his files it is 5 damage and ultras (for some reason) take the base damage and multiply it by 1.5 and 5x1.5 = 7.5 rounds up to 8 which is 106.666%

My guess is that has to do with them setting the damage table up for minimum damage ultra and then after minimum the game just multiplies it. Which makes sense, if you ever noticed the damage required for minimum ultra is much larger than the gap between minimum and max damage.

Really? When you think about it he actually hits almost the same now as then outside of combo to ultra since he doesn’t use headbutt in combos usually.

Dunno about in the arcade version but I just checked it and actually his electricity was 10% not 25% in the PC/Console port. I could swear at some point it did full 25% but I guess not.

Also I made a mistake they didn’t add a crossup hit box to bison psycho crusher but they must have expanded it because crossing up with it is MUCH more difficult in Vanilla but I was able to do it. Also they nerfed the crossup damage on them.

On the flip side: Almost Every female character focus attack does below normal damage in SF4 Vanilla (and for the characters from vanilla this transfered to super)
Chun/Rose/Cammy = 120 damage
Sakura = 130
Viper = 150 (I think they only did this because of them making it so much slower than everyone else. Level 1 = 26F startup 40F recovery compared to Ryu’s 21F startup 35F recovery. Level 2 = 17+17F startup 40F recovery compared to Ryu’s 17+11F startup 35F recovery. Level 3 = 70F startup 40F recovery compared to Ryu’s 65F startup 35F recovery.)


#8

Sagat really got toned down. I mean I knew these damage nerfs already but to see it all at once my goodness.


#9

Yeah, but you gotta admit he was WELL ahead of the norm on his damage. Many of his normals did more than Zangief’s while also being 2x faster and farther reaching.

Also there was a couple of alterations that help mixed in that are less obvious. Most notable being his close/far HK while legit got a HUGE damage reduction the change in damage order made it better for combos since previously it dealt 40 damage on the first hit, with it doing 80 on the first hit he does more damage for close HK - special and it’s easier / faster to combo into than his close MP which was 7F even in Vanilla and at the time was his highest damaging special cancelable normal.

Then you have close/far LK. Legitimately nerfed for overall usefulness as he lost the ability to cancel it as easily it did however gain quite a bit of compensation buffs to offset that:

Both became 1F faster startup (Close LK was 5F in Vanilla now 4F. Likewise far was 6F now 5F.) both gained 1F more active frames. 2hits means it breaks armor (I believe it is also the fastest 2hit normal in the game since even Abel’s jabs have a huge gap between each hit.) it gained 30 more stun (a 66% increase) and 20 more meter gain (a 100% increase).

Now, other than the startup change I’d say that the reach / cancelability / damage was much better to have than what it gained but it still did get some good compensation on that one normal.

Tiger Knees having their damage swapped is actually debatable whether it’s a nerf or a buff. It all depends on what you want it for. Let me explain:

Spacing TK = now does MUCH less damage for chip purposes on safe TKs. NERF
FADCing TK = More damage but frankly you don’t FADC TK that much anyway meh
TK as an armor breaker = huge damage increase when done up close. Any time you break focus with an attack it counts as a counterhit. So doing a TK to break armor previously in most situations would result in only gaining an additional 8-12 damage unless you did a TK from far away and got the later frames. With it swapped you gain 23-28 additional damage if you break armor on the early frames. situational buff

There are some very small silver linings to Sagat’s changes but yeah, 90% of the stuff was flat out major nerfage that still left him pretty darn strong.

Also he gained Angry Scar in SSF4. I wish they’d add some new moves in USF4 for characters :frowning:


#10

Angry worthless.

BTW its not new. He had it in the Alpha series.

Sagat needing to be toned down or everyone else needing buffs? The age old question, that will never be answered.


#11

Seeing this list reminds me just how bad Gouken got it.

All he really had in vanilla was his damage (and overhead GFlip Divekick), and seeing how much damage he lost on everything without any real usability buffs in return makes me think Capcom just didn’t know what the hell to do with the character, and how he should be played.

And naturally, AE made it even worse, taking his most unique tool (Counter), which already took skill to use, and made it even worse, as well as making his backthrow far less of a threat.


#12

You list Ryu’s EX SRK as doing 160 damage(80x2). But it has always done 140 damage(80*60), it’s never been changed in any way since Vanilla.


#13

Don’t know if you want to add this for gouken but

Backthrow received scaling with 1 pt grey dmg.

and counters were nerfed in dmg too IIRC. Stealth nerf so I don’t have the numbers.


#14

Those happened in AE not Super. This is only SF4 - Super changes