UPDATE – This article has been updated with official changes for every character except for Abel, Fei Long, Rose, and Ryu.

As many of you are probably aware, Capcom will be holding the very first public location tests for Ultra Street Fighter IV at various establishments in Japan this weekend. Obviously, there will be a ton of information coming in from a variety of sources, and as such, we will be using this particular article to aggregate the gameplay details that will become available.

Kim1234 has compiled a list of change requests he and others completed over the course of the weekend. You can find that listing here.

System Changes

EX Red Focus Attack cancel costs 4 bars (via reiketsuhidou)

Delayed wakeup activated by holding any two buttons when in hard knockdown (via Kim1234)

Character Info

(These details are listed in alphabetical order by character name.)

Abel

(via _BNBBN_)

Close standing HP hitbox expanded downward

Wheel Kick recovery reduced

EX Falling Sky upper body invincibility increased from 2 to 3

(via atwiki)

Far Standing HK start-up reduced from 14F to 13, active frames increased from 2F to 3F

L, H Wheel Kick recovery reduced by 3F

M Wheel Kick recovery reduced by 2F

Falling Sky active frames increased from 2F to 3F; upper body invincibility time increased from 2F to 3F

Adon

[hr]

Official Changes

Close Standing HK hitbox slightly expanded forward and upward

Far Standing HK changed from 2 hits to 1 hit, damage changed from 40*80 to 120

Jaguar Crunch (6+MP) frame advantage against standing opponents reduced from +4 to +3

L and M Jaguar Kick damage reduced from 140 to 130

H Jaguar Kick damage reduced from 130 to 120

All versions of Air Jaguar Kick chip reduced to half

Jaguar Revolver (UC1) forward movement from 2nd hit and after slightly shortened, easier to connect on close opponents

Earlier Change Notes Jaguar Kick damage reduced (via atwiki) (via Aristobule) L/M Jaguar Kick damage 140 -> 130

H Jaguar Kick damage 130 -> 120

Far HK seems to be only one hit now.

All Air Jaguar Kick damage reduce by half

Jaguar Crunch (F+MP) now +3 on hit against standing opponents

Akuma

[hr]

Official Changes

Crouching HK can no longer be cancelled into Wrath of the Raging Demon (UC1)

All versions of Back Jump Zanku Hadoken recovery increased by 2F

H Goshoryuken now can only be EX Focus-cancelled on the 1st hit; invincibility time reduced from 6F to 5F

Earlier Change Notes Crouching HK can not be cancelled into Shun Goku Satsu (via _BNBBN_) (via kanaya0530) Back jump Zanku Hadoken has 2 more frames of recovery

HP Goshoryuken can only be Focus cancelled on the first hit, invincibility reduced from 6F to 5F

Balrog

[hr]

Official Changes

L Dash Straight changed from -2 to -1 on hit, from -3 to -1 on block

L Dash Swing Blow charge time reduced from 55F to 35F; stun reduced from 80 to 70; changed from +10 to ±0 on hit, from -5 to -2 on block

M Dash Swing Blow charge time reduced from 55F to 40F; changed from +10 to +2 on hit, from -7 to -3 on block

EX Dash Ground Smash changed from -3 to -1 on block

Turn Punch charge from Level 2-5 is ~2 second per level, later levels rise at ~4 second per level

Violent Buffalo (UC1) last hit changes to a straight when holding P, uppercut when holding K

Dirty Bull (UC2) command changed from HCBx2+PPP to 720+PPP; Recovery reduced from 58F to 48F; throw range extended from 1.09 to 1.3; Damage reduced from 399 to 120

Earlier Change Notes (via Aries0079) Dash Straight now -1 on hit, -1 on block

LP Dash Swing Blow now ±0 on hit, -2 on block

MP Dash Swing Blow now +2 on hit, -3 on block

EX Dash Ground Smash now -1 on block

UC1 (Violent Buffalo) – Last hit can be either Punch or Kick Ultra 2 does 700 stun alone, 420 when Ultra Combo Double is chosen (via Kim1234)

Blanka

[hr]

Official Changes

Close Standing MK from start-up to 4F is now airborne

Crouching MK changed from +4 to +5 on hit

H Rolling Attack knocks down the opponent at all distances

All versions of Backstep Roll cause 2F more block stun

All versions of Vertical Roll can be EX Focus-cancelled on hit or block

Shout of Earth (Anti-air) (UC2) start-up increased from 7F to 9F

Earlier Change Notes Close standing MK from start-up to 4F is airborne (via _BNBBN_) (via akazukin01) Crouching MK is +5 on hit

Vertical Roll is now Focus cancellable

HP Rolling Attack knocks down at all distances

UC2 (Shout of Earth) anti-air start-up increased from 7F to 9F

Backstep Roll causes 2 more frames of block stun

Cammy

[hr]

Official Changes

Close Standing HP damage reduced from 85 to 75; stun reduced from 150 to 120

Far Standing HP 1st active frame damage reduced from 80 to 70; 2nd and 3rd active frame damage reduced from 100 to 70, stun reduced from 200 to 150

Crouching LK start-up increased from 3F to 4F, can no longer be chain-cancelled into Crouching LK

Crouching HP damage reduced from 90 to 80; stun reduced from 200 to 150; changed from +7 to +5 on hit

L, M and H Cannon Strike height restriction slightly relaxed; recovery increased from 5F to 9F

Earlier Change Notes (via Kim1234) Combo damage and stun reduced.

Crouching LK start-up now 4F (via _BNBBN_) Crouching HP reduce from +7 to +5 on hit

Crouching LK can no longer be chained

Cannon Strike height restriction reduced, landing recovery increased from 5F to 9F

Chun-Li

[hr]

Official Changes

Vitality increased from 900 to 950

Jump total frames reduced from 41F to 35F

Rear Spin Kick (3+LK) hitbox expanded, start-up reduced from 12F to 10F

EX Spinning Bird Kick hitbox slightly expanded forward and downward

EX Kikoken now causes knockdown on hit

EX Hazanshu now has armor-break properties

Kikosho (UC2) damage increased from 330 to 380; invincibility increased from 8F to 9F, covering the start of active frames

Earlier Change Notes (via _BNBBN_) Jump reduced from 41F to 36F

EX Kikoken now knocks down

UC2 (Kikoshou) damage increased by 50

EX Hazanshu now breaks armor (via 4eajt) Vitality increased to 950

DF+LK hitbox expanded, start-up 10F

EX Spinning Bird Kick hitbox expanded

UC2 (Kikoshou) invincible until 9F, until start-up

Cody

[hr]

Official Changes

Backdash distance slightly increased

Crouching MK changed from -6 to -2 on block

Crack Kick (6+HK) now airborne from 1st frame of start-up

Knife Throw now has armor-break properties

Zonk Knuckle can now be EX Focus-cancelled

EX Criminal Upper now strike invincible until 1F before active

Last Dread Dust (UC2) damage reduced from 506 to 466, forward movement slightly increased

Earlier Change Notes Crack Kick (F+HK) is airborne from first frame (via _BNBBN_) (via Kim1234) Can now FADC Zonk Knuckle on hit and block

Super fully connects in certain situations it would drop before

Backdash distance and walk speed improved

C. Viper

[hr]

Official Changes

Close Standing HP damage increased from 90 to 100

Far Standing HP damage increased from 90 to 100

Far Standing HK hurtbox slightly shrunk

Crouching MK hitbox slightly expanded forward

L Thunder Knuckle hitbox slightly expanded

M Thunder Knuckle now +4 after EX Focus-cancel → Forward dash

H Thunder Knuckle cancel recovery increased from 6F to 7F

Emergency Combination (Super Combo) damage increased from 330 to 350

Burst Time (UC1) smoke effects reduced

Burning Dance (UC2) start-up reduced from 10F to 9F, height restriction removed

Earlier Change Notes UC1 (Burst Time) Smoke effects reduced (via _BNBBN_)

Increased damage on Super (via Kim1234)

Dan

[hr]

Official Changes

Far Standing LP hitbox slightly expanded upward

Crouching Taunt meter build increased from 0 to 40

Air Taunt meter build increased from 0 to 10

L Dankukyaku hitbox expanded downward

H Koryuken first hit hitbox slightly expanded forward

Haoh Gadoken (UC2) now hits full on air opponents, damage increased from 368 to 375

Earlier Change Notes (via Zhi [1, 2]) Now builds meter with every taunt

Full hits on Koryuken (623+P) FADC to Ultra 2

Dankukyaku (214+K) hitbox improved, now hits crouching opponents

Dee Jay

[hr]

Official Changes

Far Standing MP start-up reduced from 7F to 6F

Far Standing HP late active frame hit now floats air opponents on counter-hit

Crouching LK start-up reduced from 5F to 4F

Crouching MP hitbox expanded forward

Crouching MK damage increased from 70 to 80

Crouching HP hitbox expanded forward

Air Slasher chip damage increased from 12 to 15

L Double Rolling Sobat changed from -5 to -3 on block

Sobat Festival (UC1) forward movement increased

Earlier Change Notes (via yoshy047) Far standing MP start-up reduced from 7F to 6F

Far standing HP meaty hit floats the opponent on counter-hit

Crouching LK start-up reduced from 5F to 4F

Crouching MP hitbox size increased

Crouching MK damage increased from 70 to 80

Crouching HP hitbox size increased

Air Slasher chip increased from 12 to 15

LK Double Rolling Sobat now -3 on block (correction via haku623)

Sobat Festival forward movement increased

Dhalsim

[hr]

Official Changes

Standing MP start-up reduced from 10F to 9F; hit and block stun reduced by 1F

Standing HP damage increased from 75 to 80; changed from ±0 to +1 on hit

Standing MK changed two hits, damage 40*30, stun 100*100

4+LK damage increased from 30 to 40

4+MK pushback on hit and block reduced

4+HK damage increased from 90 to 100

L Yoga Blast hurtbox reduced

M Yoga Blast start-up reduced from 15F to 14F

EX Yoga Blast damage increased from 90*50 to 90*60; causes soft knockdown instead of hard knockdown on hit; hitbox slightly expanded forward

EX Yoga Flame damage increased from 50*70 to 70*70; hitbox slightly expanded forward

Earlier Change Notes Standing MK does 2 hits, 200 stun (via _BNBBN_) (via perico2321 [1, 2]) Standing MP start-up reduced from 10F to 9F, -1 on hit and block

Standing HP damage increased from 75 to 80, +1 on hit

Standing MK Damage 40*30, stun 100*100

B+LK damage increased from 30 to 40

B+MK slightly less pushback on hit and block

B+HK damage increased from 90 to 100

LK Yoga Blast has slightly reduced hurtbox

MK Yoga Blast start-up reduced from 15F to 14F

EX Yoga Blast damage increased from 90*50 to 90*60, hitbox slightly expanded forward

EX Yoga Flame damage increased from 50*70 to 70*70, hitbox slightly expanded forward

EX Yoga Blast now causes soft knockdown instead of hard

UC2 (Yoga Shangri-La) throw range slightly increased

Dudley

[hr]

Official Changes

Standing HP hitbox slightly expanded forward and downward

Standing HK counter-hit pushback reduced

Crouching LP hitbox slightly expanded forward

Crouching MK start-up reduced from 8F to 7F

Kidney Blow (6+MK) hitbox slightly expanded forward

All Target Combo damage increased by 10

L Machinegun Blow changed from -2 to -1 on block

L, M and H Short Swing Blow throw invincibility extended until the end of active frames

EX Short Swing Blow throw invincibility extended until the end of the 1st hit’s active frames

Earlier Change Notes (via Crue_) Stand HP hitbox slightly expanded forward and downward

Stand HK has less pushback on counter-hit

Crouching LP hitbox slightly expanded forward

Crouching MK start-up now 7F

F+HK hitbox slightly expanded forward

All Target Combo damage increased by 10

Light Machine Gun Blow -1 on block

Normal Short Swing Blow throw invincible until the end of active frames

EX Short Swing Blow throw invincible until the first hit

E. Honda

[hr]

Official Changes

Close Standing HP hitbox expanded upward

Far Standing HP tip damage increased from 80 to 90

Far standing HK changed from -7 to -6 on block

Diagonal Jump MP hurtbox slightly reduced

Diagonal Jump MK active frames extended by 1F

EX Sumo Headbutt pushback on block reduced

EX Oicho Throw now completely invincible from 1-5F

Super Killer Head Ram (Super Combo) start-up reduced from 11F to 8F

Orochi Breaker (UC2) start-up reduced from 2F to 1F; throw range increased from 1.16 to 1.4; command changed to 720+PPP

Earlier Change Notes EX Oicho now invincible (via _BNBBN_) (via itsumobasho) Close standing HP’s hitbox increased

Far standing HP’s damage changed to 90

Jump MP’s hurtbox reduced

Jump MK’s active frames increased

EX Headbutt on block leaves him closer to opponent by a lot. Vega’s crouch MP can now hit him with ease

Super has 8 frame startup

Ultra 2 comes out in 1 frame, character width 1.4, 720 motion

Far standing HK is now -6 on block (used to be -7)

Sumo splash active frames increased by 1 frame

Elena

Earlier Change Notes Uryo’s early impressions (translation via Shouta): Slide is strong. Her overheads are long and fast. Her jump is slow-moving. If you hit the EX DP, you knock them all the way to the top. Her EX overhead is ridiculously fast. Her FA is floating. She feels kind of like Sakura. Feels like a character strong at controlling the match. With a bit of research time, she could be really strong. Ultra 1 – Brave Dance (via kazamaraita)

Ultra 2 – Healing (via Iorifuerte) (via Zhi [1, 2, 3, 4]) Slide (3+HK) is powerful

Fast overhead

Strong footsie game

Jump is very floaty

Scratch Wheel (623+K) launches opponents very high

Healing increases the longer you hold buttons, may restore nearly 50% life Sweep goes under fireballs (via Kim1234)

El Fuerte

[hr][hr]

Official Changes

Close Standing LP hitbox expanded downward

Far Standing LK start-up reduced from 5F to 3F; can no longer be EX Focus cancelled

Close Standing MK start-up reduced from 14F to 11F; recovery reduced from 14F to 13F

Far Standing MK recovery reduced from 15F to 14F

Close Standing HK start-up reduced from 12F to 10F

M Guacamole Leg Throw invincibility time increased from 1-5F to 1-10F

H Guacamole Leg Throw invincibility time increased from 1-7F to 1-16F

EX Guacamole Leg Throw recovery reduced from 10F to 6F; now hits grounded opponents

Lv1, Lv2, Lv3 and EX Quesadilla Bomb start-up reduced from 17F to 14F, recovery reduced from 18F to 14F

EX Quesadilla Bomb throw invincible from 1-7F

Fajita Buster damage increased from 150 to 180

Tostada Press active frames increased from 7F to 8F

Gordita Sobat recovery reduced from 18F to 17F

Earlier Change Notes (via Iorifuerte) Far Standing LK start-up 3F, not cancellable

Tostada Press active frames increased by 1F

Fajita Buster damage increased to 180

Quesadilla Bomb connects from crouching MK

Close standing HK start-up now 10F

Crouching MK EX Red Focus does not conncect

LK and HK Guacamole Leg Throw invincibility increased

non-EX Quesadilla Bomb start-up now 14F, recovery reduced by 4F

EX Quesadilla Bomb now throw invincible

Gordita Sobat recovery reduced by 1F

Evil Ryu

[hr]

Official Changes

Vitality increased from 900 to 950

Crouching MK block stun extended by 1F

Crouching HK start-up reduced from 7F to 6F

Senbukyaku (6+MK) hitbox expanded downward

Target Combo can now be done from Far Standing MP

L Tatsumaki Senpukyaku movement distance increased

HK Ryusokyaku start-up reduced from 26F to 25F

Earlier Change Notes (via _BNBBN_) Vitality increased to 950

Crouching HK start-up is now 6F

Senbukyaku (F+MK) hitbox expanded downward

Target Combo can now be done from far standing MP

HK Ryusokyaku start-up reduced from 26F to 25F (via wnder1261) Crouching MK guard recovery increased by 1F

Tatsumaki Senpukyaku has farther movement distance Teleport distance improved, similar to Akuma’s (via Kim1234)

Fei Long

LP Rekkaken has slightly reduced range (via atwiki)

[hr]

(via Aries0079)

Crouching LK is now 4F start-up

Crouching MP damage increased

Tenshin has reduced recovery

Gen

[hr]

Official Changes

Stun increased from 900 to 950

Mantis Style

Close Standing HP stun distribution changed from 100*100 to 150*50

H Gekiro causes soft knockdown instead of hard knockdown

EX Gekiro now causes hard knockdown; on block, follow-up cannot be done

L, M and EX Hyakurenko pushback on hit and block slightly reduced

All versions of Hyakurenko hitbox slightly expanded downward; recovery increased by 1F

Shitenketsu (UC2) hitbox slightly expanded forward; stun increased to 600

Crane Style

Crouching LP changed from +3 to +5 on hit

Crouching HK recovery reduced from 29F to 24F

Diagonal Jump HP hurtbox expanded downward

Diagonal Jump HK hurtbox expanded downward

L Jyasen changed from +3 to ±0 on block

All versions of Jyasen last hit damage increased by 10

Oga hitbox slightly reduced

Teiga (UC2) start-up reduced from 10F to 9F

Earlier Change Notes (via pegen605) Mantis Style Stun increased to 950

Close standing HP stun distribution changed to 150*50

HK Gekirou now causes soft knockdown

EX Gekirou now causes hard knockdown, follow-up cannot be done on block

LP and EX Hyakurenko have less pushback on hit and block

All versions of Hyakurenko have 1F more recovery

UC2 hitbox expanded, stun increased to 600 (via pegen605) Crane Style Crouching LP now +5 on hit

Crouching HP recovery reduced by 5

Diagonal Jump HP and HK hurtbox expanded downward

LP Jyasen now ±0 on block

Last hit of all versions of Jyasen does 10 more damage

Oga hitbox reduced

UC2 (Teiga) start-up reduced to 9F

Gouken

[hr]

Official Changes

Far Standing LK now Special-, Super Combo- and EX Focus-cancellable

Crouching MP changed from +1 to +3 on hit

Kongoshin no longer activated from 464+P input

Hyakki Gosai stun reduced from 200 to 160

L Senkugoshoha forward movement slightly increased

EX Tatsumaki Gorasen hitbox expanded downward and forward

Earlier Change Notes (via LiNGo164) Far standing LK is now cancellable

Crouching MP now +3 on hit (from +1)

Kongoshin will no longer activate with DF, F, DF motion

Hyakki Gosai (Demon Flip throw) stun reduced from 200 to 160

LP Senkugoshoha has slightly expanded hitbox

EX Tatsumaki Gorasen has expanded hitbox (hits crouchers)

Guile

[hr]

Official Changes

Hurtbox on wake-up reduced

Crouching LP changed from +4 to +5 on hit

Crouching MK hitbox and hurtbox expanded forward

Reverse Spin Kick (4 or 6+HK near the opponent) hitbox expanded downward

Air Throw range slightly increased

All versions of Flash Kick invincibility time extended by 1F

Flash Explosion (UC1) start-up reduced from 7F to 5F; invincibility time increased from 1-10F to 1-15F; damage reduced from 510 to 450; during activation, if opponent is behind, corrects to face the opponent

Sonic Hurricane (UC2) damage increased from 300 to 350

Earlier Change Notes UC1 auto-corrects, start-up 5F (via _BNBBN_) (via rari4649) Hurtbox on wake-up reduced

Crouching LP +5 on hit

Crouching MK hitbox and hurtbox expanded

Reverse Spin Kick hitbox expanded downard

Air throw range slightly increased

Flash Kick has 1F more invincibility

UC1 start-up now 5F, invincible 15F, 450 damage, auto-corrects

UC2 (Sonic Hurricane) damage increased to 350

Guy

[hr]

Official Changes

Movement speed slightly increased

Far Standing LK hitbox slightly expanded upward

Far Standing HK active frames increased from 3F to 5F; hitbox expanded forward and upward

Crouching MP hitbox adjusted, no longer can be used as an anti-air

Ninja Sickle (3+HK) start-up reduced from 11F to 9F

Elbow Drop (Jump 2+MP version) hitbox expanded downward

Target Combo second hit expanded downward, easier to hit on crouching opponents

H Hozanto start-up reduced from 30F to 28F

Sudden Stop recovery reduced from 17F to 16F

Neck Flip first hit slightly expanded downward

EX Bushin Senpukyaku hitbox slightly expanded, easier to suck in opponent; start-up increased from 4F to 6F

Bushin Goraisenpujin (UC1) second hit movement distance slightly increased, easier to use in combos

Earlier Change Notes (via _BNBBN_) Walk speed increased

Crouching MP has weaker hitbox, can’t be used as an anti-air

EX Bushin Senpukayku has a larger hitbox, easier to suck in opponent, start-up increased from 4F to 6F

Hakan

[hr]

Official Changes

Standing HP hitbox expanded upward

Crouching LK recovery reduced from 9F to 8F

Diagonal Jump HK hitbox expanded, easier to cross-up

Crouching MP without oil only now Special-, Super Combo- and EX Focus-cancellable

Hakan Tackle (6+MP) changed from -5 to -4 on block, from -2 to ±0 on hit

Air Throw damage increased from 140 to 150

L, M and H Oil Rocket (No Oil) throw range increased from 0.97 to 1.05

EX Oil Rocket (No Oil) throw range increased from 0.97 to 1.2

UC1 (Oil Coaster) animation speed increased, reducing cinematic length

UC2 (Oil Combination Hold) animation speed increased, reducing cinematic length

Hugo

Earlier Change Notes Uryo’s early impressions (translation by Shouta): He’s so big, it’s just impossible. The only combo I knew was cr.lk into EX lariat. You can land cr.lp a lot. st.mk is an overhead. His normals are so heavy and slow that he doesn’t have many you can use (I think). He’s just too big. (via Zhi) Feels clunky, little mobility

LK can cancel into Monster Lariat (236+K) (via Kim1234) Can’t cancel cr.MP

Walk speed is similar to Makoto’s

Monster Lariat is punishable

Monster Lariat breaks armor

Body Press active longer than usual jump attacks

Ibuki

[hr][hr]

Official Changes

Guard bug where El Fuerte’s 6+MK would cross over fixed

Hammer Kick (6+MK) hitbox expanded downward; changed from +3 to +2 on block

Target Combo 4 (LP → MP → HP near opponent) 2nd hit hitbox expanded downward

L Kunai throw angle now slightly weaker

L, M and H Tsujigoe recovery reduced by 6F

L, M and H Neck Breaker now cause soft knockdown instead of hard knockdown

All versions of Tsumuji hitbox slightly expanded downward

M Tsumuji recovery increased by 1F

EX Kazegiri invincibility time increased from 6F to 7F

Earlier Change Notes (via _BNBBN_) Angle of LP Kunai now more vertical

All Neckbreakers except EX are soft knockdown

MK Tsumuji recovery increased by 1 frame (via pgr_pgr_) F+MK hitbox expanded downward, +2 on block

Second hit of TC4 hitbox expanded downward

Tsujigoe total frames reduced by 6

Tsumuji hitbox expanded downard

EX Kazegiri invincibility increased from 6F to 7F

Juri

[hr]

Official Changes

Close Standing LP hitbox expanded downward

Close Standing MP start-up speed during Feng Shui Engine now the same as normal version

Close Standing MK start-up speed during Feng Shui Engine now the same as normal version

Far Standing MP now Special-cancellable

Far Standing LK start-up reduced from 5F to 4F

Far Standing HK becomes airborne on 3F instead of 6F; hitbox size during Feng Shui Engine now the same as normal version

Crouching MK start-up reduced from 6F to 5F; recovery reduced from 17F to 16F

Diagonal Jump HP no longer causes knockdown

Sekku (6+MK) now airborne from 1st frame of start-up

Kasatushi now takes recoverable damage when absorbing attacks

EX Shikusen now has input follow-ups like the normal version

EX Senpusha invincibility time increased from 1-6F to 1-7F; changed from -14F to -15F on block

Feng Shui Engine (UC1) invincibility time reduced from 1-4F to 1-2F; at max Revenge Gauge, active length reduced from 900F to 700F

Kaisen Dankairaku (UC2) hitbox slightly expanded forward

Earlier Change Notes (via atwiki) F+MK is airborne from first frame

Jump HP no longer downs, but from Focus Attack Level 2 → Backdash, Forward Jump MP → Jump HP connects (via juri25_year_old Far standing LK now 4F

Crouching MK is now 5F

F+MK is airborne from first frame

Far Standing HK is airborne on 3F

Standing LP hitbox expanded

EX Senpusha invincible until 7F

UC2 hitbox expanded forward

Ken

[hr]

Official Changes

Walk speed slightly increased

Close Standing MK hitbox expanded downward, easier to connect on crouching opponents

Crouching HK start-up reduced from 8F to 7F

Forward Step Kick (6+MK) changed from -2 to -1 on block

Thunder Kick (6+HK) changed from -1* to ±0 on block *Originally -4 on block. Whether it means on hit (originally -1) or block is unclear.

L, M and H Hadoken damage increased from 60 to 70

EX Hadoken damage increased from 50*40 to 50*50

H Shoryuken damage increased from 70*40*30 to 70*50*30

Shinryuken (UC1) non-cinematic damage increased by 30

Guren Senpukyaku (UC2) movement distance of first several frames slightly increased

Earlier Change Notes (via minekids0108) Movement speed increased

Close standing MK hitbox expanded downward

Crouching HK start-up now 7F

Hadoken damage increased by 10

F+HK is ieven on block

UC1 (Shinryuken) – Non-cinematic damage increased by 30

UC2 (Guren Senpukyaku) – Hitbox of first hit expanded forward

Makoto

[hr]

Official Changes

Standing HP causes an extra frame of hit stun against crouching opponents (now matches the hit stun time when used against standing opponents)

Crouching HK stun increased from 100 to 200

Jump MK hitbox slightly expanded, easier to cross-up

Forward/Neutral Throw range increased from 0.9 to 0.95

Back Throw range decreased from 0.9 to 0.85

L, M, H Karakusa recovery on whiff increased by 4F

EX Fukiage now hits grounded opponents, jump cancellable on hit or block

Seichusen Godanzuki (UC1) damage decreased from 480 to 440

Abare Tosanami (UC2) after the freeze now fully projectile invincible until landing

Earlier Change Notes Fukiage hits grounded opponents, jump cancellable on hit or block (via _BNBBN_) Correction: She can only jump-cancel the EX version (via Kim1234)

M. Bison

[hr]

Official Changes

Far Standing MP start-up reduced from 8F to 6F; now Special-, Super Combo- and EX Focus-cancellable

Crouching HP start-up reduced from 12F to 10F

Bison Warp total frames increased from 42F to 47F

L Double Knee Press changed from ±0 to -1 on block; damage increased from 60*30 to 60*40

M Double Knee Press damage increased from 60*50 to 60*60

H Double Knee Press damage increased from 70*60 to 70*70

EX Double Knee Press damage increased from 70*70 to 70*80

Head Press start-up reduced from 22F to 20F

Devil Reverse movement speed slightly increased

Psycho Punisher (UC2) damage reduced from 450 to 420; charge time reduced from 55F to 40F

Earlier Change Notes LK Double Knee Press now -1 on block (via Aries0079) (via wnder1261) EX Double Knee Press damage increased from 70*70 to 70*80

Head Press start-up reduced from 22F to 20F

EX Devil’s Reverse has slightly faster movement

UC2 (Psycho Punisher) damage reduced from 450 to 420, charge time reduced from 55F to 40F (via Kim1234) st.MP start-up now 6F

cr.HP start-up now 10F

Double Knee Press damage increased

Ultra 2 charge time decreased

Oni

[hr]

Official Changes

6+MK start-up reduced from 13F to 11F

Crouching HK start-up reduced from 9F to 8F; recovery reduced from 24F to 20F

Focus Attack hitbox expanded forward

All versions of Goshoryuken can only be EX Focus-cancelled on the 1st hit, now possible on block

H Goshoryuken complete invincibility reduced from 1-8F to 1-5F, strike invincibility changed from 9-10F to 6-7F

L Rakan Dantojin damage reduced from 120 to 110; stun reduced from 150 to 130

H Rakan Dantojin changed from -8 to -6 on block

EX Rakan Dantojin changed from -10 to -8 on block

L Sekisei Jiraiken changed from -7 to -5 on block

M Sekisei Jiraiken changed from -6 to -4 on block; 1F invincibility removed

L Gorai Hadoken total frames reduced from 54F to 52F

M Gorai Hadoken total frames reduced from 61F to 59F

H Gorai Hadoken total frames reduced from 69F to 67F

Meido Gohado (Anti-ground UC1) non-cinematic damage increased from 350 to 375; start-up reduced from 11F to 9F

Meido Gozanku (Air UC1) start-up reduced from 14F to 11F

Tenchi Sokaigen (UC2) command changed from 41236 x2+PPP to 63214 x2+PPP

Earlier Change Notes First hit of Goshoryuken can be Focus cancelled on hit or block (via _BNBBN_)

Poison

Earlier Change Notes Uryo’s early impressions (translation by Shouta): I tried Poison out. Her jump is floaty. Her Rekka won’t connect from the tip of her cr.mk. Her cr.lk into weak rekka will connect. FADC connects into full Ultra 1. EX Rekka can be followed up by Weak DP. cr.mk and st.mk can be special canceled. You can land cr.lk from her flip kick on counter hit. Maybe you can connect it on a normal hit? (via Zhi [1, 2, 3]) cr.MK has good distance and is cancelable

Ultra 2 is a counter. Correction: This has since been proven false.

Love Me Tender (214+K) can link into LK

Jumps feel floaty

Retains Kissed by a Goddess (623+K), juggles after EX Rekkas

Retains varying Aeolus Edge (236+P) speeds

Can FADC from Kissed by a Goddess to Ultra 1

Rekka doesn’t connect after maximum length cancel from cr.MK

Rolento

Earlier Change Notes Uryo’s early impressions (translation by Shouta): cr.mk is really short, about the same as Rufus or so. Stinger feels lackluster on all fronts. First rep of Patriot circle seems to be about -2 or -3. cr.lp (I think) seems strong as always. Seems like there’s a lot more to dig into. (via Zhi) cr.MK distance similar to Rufus’

First hit of Patriot Circle on block feels -2/-3

Jabs still powerful Can’t combo Patriot Circle after cr.LP (via Kim1234)

Can combo Patriot Circle into Super (via Kim1234)

Rose

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(via Aristobule)

Forward dash now 20F, down from 21F

Crouch LP damage 20 -> 30

Crouch LK damage 30 -> 40

Crouch MP damage 60 -> 70

L/M/H Soul Spiral damage 100 -> 110

EX Soul Spiral damage 120 -> 130, invincibility 11F -> 13F

M Soul Spark start-up 22F -> 20F

H Soul Spark start-up 29F -> 27F

Illusion Spark start-up 12f -> 10f

Soul Satellite input changed to 214×2+KKK

L Soul Spiral distance increased (via Zhi)

Rufus

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Official Changes

Forward/Neutral Throw damage reduced from 150 to 135

Neutral/Forward Jump Falcon Kick recovery increased by 1F

Messiah Kick MK follow-up recovery increased from 19F to 22F

Messiah Kick HK follow-up recovery increased from 17F to 19F

EX Messiah Kick less likely to cross over even when hitting low-state opponents; invincibility time reduced from 16F to 13F

Space Opera Symphony (UC1) damage reduced from 460 to 420

Big Bang Typhoon (UC2) damage reduced from 420 to 360

Earlier Change Notes (via pilothis) Forward throw damage reduced to 135

UC1 damage reduced to 420

UC2 damage reduced to 360

Falcon Kick has 1F more recovery from neutral and forward jump

Messiah Kick recovery for M follow-up 22F, H follow-up 19F

EX Messiah Kick no longer crosses over the opponent

Ryu

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(via cmp_mlk)

Crouching MK → Hadoken is easier to do (simple command Shoryuken won’t activate when walking forward)

UC2 (Metsu Shoryuken) has 1F more invincibility

Sagat

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Official Changes

Far Standing LK 2nd hit now Special-cancellable

Tiger Knee 1st hit now forces stand

EX Tiger Knee changed from -1 to ±0 on block

Tiger Destruction (UC1) forward movement reduced; when hitting an air opponent in the corner, now does full hits

Tiger Cannon (UC2) now does full hits on air opponents

Earlier Change Notes (via _BNBBN_) UC1 now does full air juggle in the corner

Second hit of far standing LK is now special-cancelable

Sakura

[hr]

Official Changes

Far Standing MP hitbox slightly expanded forward

Diagonal Jump HP hurtbox slightly increased

L Shunpukyaku changed from ±0 to -1 on block

EX Shunpukyaku changed from +4 to +2 on block; made easier to connect on crouching opponents

Shouoken hitbox slightly expanded forward

EX Sakura Otoshi earliest timing for additional attacks reduced from 14F to 11F

Shinku Hadoken (UC2) rear hitbox removed

Earlier Change Notes LK Shunpukyaku now -1 on block (via Aries0079) (via _BNBBN_) Jump HP has a larger hurtbox

EX Shunpukyaku +2 on block

Seth

[hr]

Official Changes

Triangle Jump movement distance reduced

Diagonal Jump MK now crosses up

Diagonal Jump HK no longer crosses up

Back Jump HP stretches as it did in Super; recovery on hit and block increased by 7F

Yosokyaku (Jump 2+MK) active frames increased from 3F to 4F

Tenmakujinyaku (Jump 2+HK) hurtbox slightly expanded

M Hyakuretsukyaku stun reduced from 150 to 100

H Hyakuretsukyaku stun reduced from 200 to 150

M and H Shoryuken now can only be EX Focus-cancelled on the 1st hit; invincibility time reduced from 7F to 5F

All versions of Spinning Pile Driver stun reduced from 200 to 150

Tanden Stream (UC1) recovery reduced from 66F to 55F, hitbox expanded upward

Tanden Typhoon (UC2) first hit damage increased from 24 to 30; changed from -89 to -70 on block

Earlier Change Notes (via Aries0079) Triangle Jump distance has been reduced

Jump MK can crossup

Jump HK no longer crosses up

Jump back HP, arms extend like Dhalsim

Divekick hurtbox increased

First hit of Shoryuken cannot be focus canceled

Shoryuken invincibility changed from 7F to 5F

UC1’s hitbox has been expanded vertically

UC2’s recovery (?) changed from 89F to 70F

T. Hawk

[hr]

Official Changes

Movement speed slightly increased

Close Standing MP pushback on hit and block reduced

Far Standing HK hurtbox slightly expanded; changed from -7 to -2 on block

Crouching MK now Special-, Super Combo- and EX Focus-cancellable

Thrust Peak command changed from 3+P to 4+P

Condor Spire command changed from 421+P to 623+K

L Tomahawk Buster start-up reduced from 5F to 4F

EX Tomahawk Buster now Focus-cancellable

L Mexican Typhoon throw range increased from 1.5 to 1.55

Raging Slash (UC2) command changed from 63214 x2+PPP to 63214 x2+KKK; hitbox slightly expanded forward

Earlier Change Notes (via _BNBBN_) Walk speed increased

Close standing MP has less knockback

Crouching MK is now special cancellable, super cancellable, Focus-cancelable

Vega

[hr]

Official Changes

Crouching LP frame advantage increased from +4 to +5 on hit

Crouching HP active frames increased from 2F to 4F

Cosmic Heel (3+HK) total frames reduced from 32F to 27F; +2 on hit against point-blank opponents; -4 when blocked on 2nd active frame (on active frames 3-5 block disadvantage decreases by frame)

L, M and H Rolling Crystal Flash changed from +2* to -8 on hit, last hit can no longer be EX Focus-cancelled *erroneously listed as -2

M Rolling Crystal Flash changed from -2 to +0 on block

Mask pick-up from ground is now a command, D+PP when standing over the mask

EX Scarlet Terror now completely invincible from 1-4F

Super Combo (Flying Barcelona Special) now has an attack added during the motion to the wall, does 50 damage

Bloody High Claw (UC1) Forward charge attack’s hitbox expanded upward

Splendid Claw (UC2) start-up reduced from 8F to 5F

Yang

[hr]

Official Changes

Movement speed slightly increased

Close Standing MK hitbox expanded downward, easier to connect on crouching opponents

Far Standing MP now Special-, Super Combo- and EX Focus-cancellable

far Standing LK start-up reduced from 5F to 4F

Crouching LK damage increased from 20 to 30

Diagonal Jump MK changed to same hitbox as in AE

L and M Torou Zan 3rd hit damage increased from 60 to 65

H Torou Zan 3rd hit damage increased from 60 to 70

Tenshin Senkyutai (UC2) start-up reduced from 7F to 6F

Earlier Change Notes (via atwiki) Walk speed increased

Jump MK now the same as it was in AE (crosses up)

Yun

[hr]

Official Changes

Far Standing MP damage increased from 50 to 60

Crouching MP damage increased from 50 to 60

H Nishokyaku invincibility time removed

Zenpo Tenshin throw range reduced from 1.1 to 1.0

EX Zenpo Tenshin throw range reduced from 1.3 to 1.2

Earlier Change Notes Invincibility removed from HK Nishou Kyaku. (via Iorifuerte) (via atwiki) Zenpou Tenshin has reduced throw range

Crouching MP and Standing MP damage increased by 10

Zangief

[hr]

Official Changes

Far Standing MP hurtbox slightly expanded; hurtbox in front sticks out 1F before active

Far Standing MK changed from -7 to -3 on hit, from -10 to -7 on block

Diagonal Jump HP hurtbox slightly expanded

L, M and H Banishing Flat start-up speed reduced by 2F; disadvantage on block reduced by 2F

L Banishing Flat changed from -5 to -2 on hit

EX Banishing Flat start-up increased from 13F to 16F; second hit causes hard knockdown

L Spinning Pile Driver throw range reduced from 1.75 to 1.6

Earlier Change Notes (via minekids0108) LP Banishing Flat is -2 on hit

EX Banishing Flat now knocks down, start-up is 16F

LP Spinning Pile Driver throw range reduced from 1.75 to 1.6 Far Standing MP has bigger hurtbox (via _BNBBN_)

Videos

Photos

Taito Station Sendai Clisroad Setup

Sources: imgur via Eternal, reiketsuhidou, Kim1234, _BNBBN_, atwiki, (1)Aristobule, kanaya0530, Aries0079, akazukin01, 4eajt, yoshy047, haku623, perico2321, Crue_, itsumobasho, Uryo, kazamaraita, Iorifuerte via NeoGAF, wnder1261, LiNGo164, rari4649, pgr_pgr_, juri25_year_old, minekids0108, (2)Aristobule, pilothis, cmp_mlk, NESiCA, (3)Aristobule, wnder1261, Kim1234, translations courtesy of USD, itsumobasho, and Shouta (1, 2, 3)