With Ultra Street Fighter IV to hit arcades in a matter of days, Capcom has revealed the change list for the title as of April. Below you can find a translated list of comprehensive changes to the system and characters from Super Street Fighter IV Arcade Edition Ver.2012.

System Changes

Red Focus Attack

Costs 2 bars of the Super Combo Gauge

Command is MP+MK+LP

Damage is 1.5 times as much as normal Focus

On hit, Level 1 Red Focus causes hit-stun, Level 2 and 3 Red Focus cause crumple

Can absorb an infinite number of the opponent’s attacks

For Level 1 and 2, the armor effect disappears as soon as the buttons are released; Level 3 maintains armor until attack start-up

While absorbing the opponent’s attacks with armor, Revenge Gauge build is twice the normal amount

EX Red Focus

Costs 3 bars of the Super Combo Gauge

Command is MP+MK+LP during an EX Focus-cancellable move

Damage is 1.5 times as much as normal Focus

On hit, Levels 1-3 cause crumple

Has no armor

When hit while holding the buttons, Revenge Gauge build is twice the normal amount

Delayed Standing

Command is any two buttons simultaneously immediately before taking a forced knockdown (a move that cannot be quick stood)

If the command is successful, the rise from a downed state is delayed by 11F

When Delayed Standing is inputted, a “Technical” message is shown

Ultra Combo Double

Selected by choosing “Ultra Combo Double” on the Ultra Combo select screen after selecting a character

Both Ultra Combo I and Ultra Combo II can be used during battle

Compared to individual Ultra Combos at 100% damage, Ultra Combo Double applies the following scaling: 60%: Akuma, Cammy, Dhalsim, E.Honda, Fei Long, Hakan, Hugo, Makoto, Rose, T.Hawk, Zangief 75%: All other characters

Regarding character-specific Ultra Combo properties, the following scaling applies: Gouken’s Denjin Hadoken (UC2) damage scales to 75%, while the stun value scales to 65% Balrog’s Dirty Bull (UC2) and Gen’s Shitenketsu (UC2, Mantis Style) damage and stun values both scale to 75% Juri’s Feng Shui Engine (UC1) lasts 900F at 100% Revenge Gauge when Ultra Combo 1 is selected. When Ultra Combo Double is selected, the length is 630F Elena’s Healing (UC2) vitality recovery scales to 75% the amount of individual UC2 when using Ultra Combo Double



Character Changes

[hr][hr][hr][hr]

Abel

Close Standing HP first hit hitbox greatly expanded downward

Far Standing HK start-up reduced from 14F to 13F; active frames increased from 2F to 3F; recovery reduced from 19F to 18F

EX Falling Sky active frames increased from 2F to 3F; upper-body invincibility increased from 6-7F to 6-8F

Heartless (Super Combo) active frames increased by 2F

Soulless (UC1) pushbox greatly expanded upward, less likely to cross under after Crouching HP in the corner

[hr]

Adon

Close Standing HK hitbox slightly expanded horizontally and upward

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

L Rising Jaguar 2nd hit on grounded opponents floats higher upward and slightly more forward, easier to follow in the corner

L, M and H Rising Jaguar → EX Focus Cancel → Forward Dash is now -5 on block

M Jaguar Kick damage reduced from 140 to 130; chip damage changed to 33

H Jaguar Kick damage reduced from 130 to 120; chip damage changed to 30

All versions of Air Jaguar Kick chip reduced to half

EX Air Jaguar Kick 2nd hit now overhead

Jaguar Revolver (UC1) forward movement from 2nd hit and after slightly shortened, easier to connect all hits on close opponents; damage reduced from 510 to 480; first hit active frames reduced from 7F to 6F

[hr]

Akuma

Close Standing MK now forces stand on hit; start-up reduced from 5F to 4F; hitbox expanded downward

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

L, M and H Hyakkishu now have the same EX Zanku Hadoken follow-up as EX Hyakkishu

M Goshoryuken 2nd hit can no longer be EX Focus-cancelled on block

H Goshoryuken 2nd and 3rd hit can no longer be EX Focus-cancelled on block; invincibility time reduced from 6F to 5F

L, M and H Goshoryuken → EX Focus Cancel → Forward Dash is now -5 on block

[hr]

Balrog

L Dash Straight changed from -2 to -1 on hit

L Dash Swing Blow damage reduced from 80 to 70; stun reduced from 100 to 70; changed from +10 to ±0 on hit, from -5 to -2 on block; charge time reduced from 55F to 45F

M Dash Swing Blow charge time reduced from 55F to 50F; changed from +10 to +2 on hit, from -7 to -6 on block

Turn Punch charge from Level 2-4 is approximately 2 second per level

Turn Punch Lv1 changed from -2 to ±0 on block

Turn Punch Lv2 changed from -5 to -1 on block, from -1 to +1 on hit

Turn Punch Lv3 changed from -8 to -2 on block, from -4 to -1 on hit

Turn Punch Lv4 changed from -12 to -4 on block, from -8 to -2 on hit

Crazy Buffalo (Super Combo) last hit changes to a straight when holding P, uppercut when holding K

Dirty Bull (UC2) input command changed from 63214 x2+PPP to 720+PPP; recovery reduced from 58F to 48F; throw range extended from 1.09 to 1.30; damage reduced from 399 to 250

[hr]

Blanka

Forward Dash total frames reduced from 21F to 20F

Close Standing MK now airborne from 3F

Crouching MK changed from +4 to +5 on hit; pushback on guard and hit increased

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

[hr]

C.Viper

Close Standing HP damage increased from 90 to 100

Far Standing HK hurtbox slightly reduced

Crouching MK hitbox slightly expanded forward

Level 1 Focus Attack start-up reduced from 26F to 23F

Level 2 Focus Attack start-up reduced from 17F to 14F after button release

Level 3 Focus Attack start-up reduced from 70F to 68F

L Thunder Knuckle hitbox slightly expanded

M Thunder Knuckle now +4 after EX Focus-cancel → Forward Dash on hit

All versions of Thunder Knuckle cancel recovery increased from 6F to 7F

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

Burst Time (UC1) smoke visual effects reduced

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

[hr]

Cammy

Close Standing HP damage reduced from 85 to 80; stun reduced from 150 to 120

Far Standing HP 1st active frame damage reduced from 80 to 70

Crouching LK start-up increased from 3F to 4F

Crouching HP damage reduced from 90 to 80; stun reduced from 200 to 150; changed from +7 to +6 on hit, from +2 to ±0 on block

L, M and H Cannon Strike height restriction slightly relaxed; recovery increased from 5F to 7F

EX Cannon Strike block-stun reduced by 5F

Hooligan Combination now has L, M and H Cannon Strike follow-up

L, M and H Cannon Spike → EX Focus Cancel → Forward Dash is now -5 on block

Gyro Drive Smasher (UC1) non-cinematic last hit damage reduced from 210 to 170

[hr]

Chun-Li

Vitality increased from 900 to 950

Rear Spin Kick (3+LK) hitbox expanded; start-up reduced from 12F to 10F; active frames reduced from 4F to 3F; recovery increased from 15F to 16F

Yosokyaku (Jump 2+MK, all 3 hits) hitbox expanded downward and horizontally

L, M and H Spinning Bird Kick now knock down on last hit

EX Spinning Bird Kick hitbox slightly expanded forward and downward; 5th hit hitbox slightly expanded upward

EX Kikoken now causes knockdown on hit

EX Hazanshu now has armor-break properties

Kikosho (UC2) invincibility increased from 8F to 9F, covering until the start of active frames; damage increased from 330 to 365

[hr]

Cody

Back Dash distance slightly increased

Crouching MK changed from -3 to -1 on hit, from -6 to -2 on block,

When Jaw Crusher (4+MP) is beaten during start-up, is now treated as a counter-hit

Crack Kick (6+HK) now airborne from 8F instead of 1F

Knife Throw now has armor-break properties

Knife ground attacks now can be used as follow-ups, can combo after L Criminal Upper; corresponds to Standing LP, Crouching LP, Standing MP, Crouching MP, Standing HP, Crouching MP

Zonk Knuckle can now be EX Focus-cancelled

When Bad Stone is held, the stone is thrown immediately at button release

EX Criminal Upper pushback on block reduced by half; now strike invincible until 1F before active

H Dead End Irony (Super Combo) float of opponent on hit changed

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

[hr]

Dan

Crouching Taunt meter build increased from 0 to 40, meter build on hit reduced from 70 to 0

Air Taunt meter build increased from 0 to 10

Close Standing HK input command changed to 4+HK

Far Standing HK now activates regardless of distance from the opponent

Far Standing LP hitbox slightly expanded upward

L Dankukyaku hitbox expanded downward

H Koryuken 1st hit hitbox slightly expanded forward

All versions of Gadoken hurtbox on arm reduced to the wrist area

Shisso Buraiken (UC1) 1st hit now has armor-break properties

Haoh Gadoken (UC2) now connects all hits on air opponents; changed to 331 damage on air hit

[hr]

Dee Jay

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

Knee Shot (2+LK during forward or back jump) hit-stun increased by 3F

Air Slasher chip damage increased from 12 to 15

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

M Double Rolling Sobat 1st hit hit-stun increased by 2F, changed from +6 to +8 on hit after EX Focus-cancel → Forward Dash

EX Machine Gun Upper start-up reduced from 12F to 6F; full invincibility changed from 1-4F to 1-2F, all-but-midsection invincibility changed from 5-9F to 3-4F, above-the-chest invincibility changed from 10-31F to 5-25F, now throw invincible from 1-7F; changed from -5 to -8 on block (-9 to -12 on block with mash); 1st hit hitbox slightly expanded forward; floats the opponent higher on hit, with or without mash; all hits can be EX Focus-cancelled on hit or block, with or without mash

[hr]

Dhalsim

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

Standing MK changed to two hits; damage increased from 60 to 40*30, stun changed from 100 to 50*50

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

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; now causes techable 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 horizontally

Yoga Shangri-La (UC2) throw range slightly increased; command changed from 236236+PPP in air to 236236+KKK in air

[hr]

Dudley

Standing HP hitbox slightly expanded forward and downward

Standing HK counter-hit pushback reduced

Crouching LP hitbox slightly expanded forward; Crouching LP → 6+LP chain-cancel no longer works

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

Kidney Blow (6+MK) hitbox slightly expanded forward

Step Straight (6+HP) now knocks down on air hit

All Target Combo damage increased by 10

Target Combo 1 (6+LP → MP) 2nd hit chip damage on block removed

Victory Rose (2+HP+HK) damage increased from 0 to 1; changed from +6 to +13 on hit

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

H Machinegun Blow pushback on hit reduced by half

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

[hr]

E. Honda

Close Standing HP hitbox expanded upward

Far Standing HP tip damage increased from 80 to 90

Far standing HK changed from -3 to -2 on hit, from -7 to -6 on block; hurtbox slightly expanded forward

Diagonal Jump MP hurtbox slightly reduced

Diagonal Jump MK active frames extended by 1F

EX Sumo Headbutt pushback on block reduced

EX Hundred Hand Slap changed from +4 to +5 on hit

EX Oicho Throw now throw invincible from 1-5F

Super Killer Head Ram (Super Combo) start-up reduced from 11F to 10F

Orochi Breaker (UC2) start-up reduced from 2F to 1F; throw range increased from 1.16 to 1.40; input command changed to 720+PPP

[hr]

El Fuerte

Close Standing LP hitbox expanded downward

Close Standing LK start-up reduced from 5F to 3F; active frames increased from 1F to 2F; changed from +3 to +2 on block; can no longer be Special-cancelled

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

Far Standing LK start-up reduced from 5F to 3F; active frames increased from 1F to 2F; changed from +5 to +6 on hit; can no longer be Special-cancelled

Far Standing MK recovery reduced from 15F to 14F

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

EX Guacamole Leg Throw recovery reduced from 10F to 6F

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

EX Quesadilla Bomb now throw invincible from 1-7F

Fajita Buster damage increased from 150 to 180

Tostada Press start-up reduced from 20F to 19F; active frames increased from 7F to 8F

Gordita Sobat recovery reduced from 18F to 17F

[hr]

Evil Ryu

Vitality increased from 900 to 950

Crouching MK changed from -4F to -3F on block

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

Target Combo 1 (Close Standing MP → HP) can now be done from Far Standing MP

Senbukyaku (6+MK) hitbox greatly expanded downward

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

L, M and H Shoryuken → EX Focus Cancel → Forward Dash is now -5 on block

[hr]

Fei Long

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

Crouching MP damage increased from 55 to 65

L Rekkaken forward movement distance reduced

L, M and H Rekkaken 2nd hit hit-stun reduced by 2F

Shienkyaku no longer activates with 464+K input

L, M and H Shienkyaku → EX Focus Cancel → Forward Dash is now -5 on block

All versions of Tenshin now do 1 damage

EX Tenshin start-up reduced from 12F to 10F

Rekkashingeki (UC1) non-cinematic 3rd hit floats the opponent higher, when used in air combos the last hit now connects

[hr]

Gen

1F invincibility time on neutral wake-up removed

Bug that made reversal Focus Attack more difficult to perform fixed

Stun increased from 900 to 950

Mantis Style

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

Focus Attack hitbox size reduced to position of hurtbox

L, M and H Hyakurenko hitbox slightly expanded downward; recovery increased by 1F

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

H Gekiro causes soft knockdown instead of hard knockdown; button input timing now the same as Ver.2012 EX Gekiro

EX Gekiro changed from -35 to -20 on block; now causes hard knockdown; follow-up inputs no longer possible on block; Button input timing now the same as Ver.2012 H Gekiro

Zan’ei (Super Combo) now easier to use in air combos

Shitenketsu (UC2) hitbox slightly expanded forward; 600 stun value added

Crane Style

Crouching LP changed from +3 to +5 on hit

Crouching HP floats the opponent higher on counter-hit

Crouching HK recovery reduced from 29F to 24F

Diagonal Jump HP hurtbox expanded downward

Diagonal Jump HK hurtbox expanded downward

L and M Jyasen changed from +3 to ±0 on block

All versions of Jyasen last hit damage increased by 10

Oga hitbox slightly reduced

[hr]

Gouken

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

Crouching LP start-up reduced from 4F to 3F

Crouching MP changed from +1 to +3 on hit

Back Throw untechable timing period now techable

Kongoshin no longer activated with 464+P input

Hyakki Gosai stun reduced from 200 to 160

L Senkugoshoha forward movement slightly increased

EX Tatsumaki Gorasen start-up reduced from 7F to 5F; invincibility time reduced from 8F to 6F; hitbox expanded downward and forward

[hr]

Guile

Hurtbox on wake-up reduced

Air Throw range slightly increased

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

All versions of Flash Kick invincibility time extended by 1F

All versions of Sonic Boom take counter-hit damage from 1-20F

Flash Explosion (UC1) start-up reduced from 7F to 5F; damage reduced from 510 to 450; during activation, if opponent is behind, corrects to face the opponent; 2nd Flash Kick start-up now slower, less likely to whiff on high air opponents on hit; invincibility time reduced from 1-10F to 1-6F

Sonic Hurricane (UC2) damage increased from 300 to 330; all hits now connect on air opponents

[hr]

Guy

Movement speed slightly increased

Far Standing LK hitbox slightly expanded upward

Far Standing HK start-up reduced from 8F to 7F; active frames increased from 3F to 5F; recovery reduced from 17F to 6F; hitbox expanded forward and upward

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

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

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

Target Combo 2nd hit expanded downward and horizontally

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

Run-Sudden Stop recovery reduced from 17F to 16F

Run-Neck Flip first hit slightly expanded downward

EX Run-Neck Flip now knocks down on air hit

EX Bushin Senpukyaku start-up reduced from 4F to 2F; hitbox slightly expanded, easier to pull in opponent

Bushin Goraisenpujin (UC1) 2nd hit movement distance slightly increased, easier to use in combos

[hr]

Hakan

Standing HP hitbox expanded upward

Crouching LK recovery reduced from 9F to 8F

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

Diagonal Jump MK hitbox expanded, easier to cross-up

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 1.20

[hr]

Ibuki

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

Crouching LP start-up reduced from 4F to 3F

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

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

Backhand Punch (HP → HP far from the opponent) now Special-, EX Focus-, EX Red Focus- and Jump-cancellable

L, M and H Tsujigoe recovery reduced by 6F

All versions of Tsumuji hitbox slightly expanded downward

M Tsumuji recovery increased by 1F

EX Kazegiri invincibility time increased from 6F to 7F; 1st hit active frames 2-3F hitbox expanded, easier to use as an anti-air

[hr]

Juri

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 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

Kasatushi now takes recoverable damage when absorbing attacks

L, M and H Shikusen no longer can be done from back jump

Second Impact and Third Strike hitbox expanded, less likely to unconnect

EX Shikusen now has input follow-ups like the normal version, activates with any single K button; trajectory changes with button combination: L+M is L Shikusen, M+H is M Shikusen, L+H is H Shikusen trajectory

EX Fuhajin (M+H) now hits grounded opponents

EX Fuhajin (L+H) damage increased from 50*50 to 60*60

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

Kaisen Dankairaku (UC2) hitbox slightly expanded horizontally

[hr]

Ken

Movement speed slightly increased

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

Crouching MK recovery reduced from 16F to 13F; changed from -1 to +2 on hit, from -4 to -1 on block

Crouching HK start-up reduced from 8F to 7F; recovery reduced from 21F to 19F

Thunder Kick (6+HK) changed from -1 to ±0 on block

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

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

M Shoryuken 1st hit now knocks down

H Shoryuken 2nd hit can no longer be EX Focus Cancelled on block; damage increased from 70*40*30 to 70*50*30

L, M and H Shoryuken → EX Focus Cancel → Forward Dash is now -5 on block

H Tatsumaki Senpukyaku start-up reduced from 7F to 6F

L, M and H Air Tatsumaki Senpukyaku rising trajectory changed

EX Air Tatsumaki Senpukyaku trajectory on activation changed

Shinryuken (UC1) non-cinematic damage increased by 60

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

[hr]

M. Bison

Far Standing MP start-up reduced from 8F to 6F; recovery increased from 11F to 12F; now Special-, Super- and EX Focus-cancellable

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

Hell Attack (MP after Jump MP) now has the same hit effect as Jump MP, when Hell Attack only hits, can follow with normal attacks

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; projectile invincibility increased from 12F to 19F

L, M and H Head Press start-up reduced from 22F to 20F

EX Devil Reverse movement speed slightly increased

L, M and H Psycho Crusher leg hitbox can now be used in air combos

EX Psycho Crusher damage reduced from 75*75 to 75*60

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

[hr]

Makoto

Forward/Neutral Throw range increased from 0.90 to 0.95

Back Throw range decreased from 0.90 to 0.85

Standing HP hit-stun increased by 1F on 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

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

EX Fukiage now hits grounded opponents; now jump-cancellable on hit only; damage reduced from 120 to 80; stun reduced from 200 to 100

L and M Tsurugi block-stun reduced by 2F; at lowest height is -3 on block

Seichusen Godanzuki (UC1) damage decreased from 480 to 440

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

[hr]

Oni

Crouching HK start-up reduced from 9F to 8F; recovery reduced from 24F to 23F

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

Focus Attack hitbox expanded forward

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

L Sekisei Jiraiken changed from -7 to -6 on block

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

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

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

L, M and H Goshoryuken → EX Focus Cancel → Forward Dash is now -5 on block

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

EX Rakan Dantojin changed from -10 to -9 on block

H and EX Rakan Dantojin rear hurtbox just before the attack starts reduced to throwbox

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

[hr]

Rose

Forward Dash total frames reduced from 21F to 20F

Close Standing MK hitbox slightly expanded downward

Crouching LP damage increased from 20 to 30

Crouching LK damage increased from 30 to 40

Crouching MP damage increased from 60 to 70

L Soul Spiral forward movement distance slightly increased

L, M and H Soul Spiral damage increased from 100 to 110

EX Soul Spiral damage increased from 120 to 130; stun increased from 100 to 200; invincibility time increased from 11F to 13F; throw invincibility removed

M Soul Spark start-up reduced from 22F to 20F

H Soul Spark start-up reduced from 29F to 27F

Illusion Spark (UC1) start-up reduced from 12F to 10F

Soul Satellite (UC1) command input changed from 214214+PPP to 214214+KKK; recovery increased from 2F to 4F

[hr]

Rufus

Forward/Neutral Throw damage reduced from 150 to 135

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

Far Standing MK active frames increased from 1F to 2F

Target Combo (LK → HK near the opponent) 2nd changed from -5 to -8 on block

L Messiah Kick can now be used in air combos

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

Spectacle Romance (Super Combo) 2nd hit hitbox expanded to the tip of the fist

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

Big Bang Typhoon (UC2) damage reduced from 420 to 360; knock back on air hit adjusted

[hr]

Ryu

Crouching MK changed from -3 to -2 on block

Jump MP 1st hit now cancellable into all versions of Air Tatsumaki Senpukyaku

L, M and H Air Tatsumaki Senpukyaku can now be used in air combos

EX Air Tatsumaki Senpukyaku hitbox expanded and vacuum effect on hit increased, easier to land all hits

L and M Shoryuken → EX Focus Cancel → Forward Dash is now -5 on block

EX Shoryuken (1 hit) →EX Focus Cancel → Forward Dash can be followed by all strikes except throws

Metsu Shoryuken (UC2) invincibility time increased by 1F

[hr]

Sagat

Close Standing LK 2nd hit now Special-, EX Focus-, EX Red Focus- and Super Combo-cancellable

L, M and H Tiger Knee 1st hit now forces stand

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

L, M and H Tiger Uppercut→ EX Focus Cancel → Forward Dash is now -5 on block *Also applies to Tiger Uppercuts with Angry Charge

Tiger Destruction (UC1) air hit damage reduced from 395 to 340; forward movement reduced; when hitting air opponents in the corner, now does full hits;

Tiger Cannon (UC2) now does full hits on air opponents; air hit damage reduced from 384 to 309

[hr]

Sakura

Far Standing MP hitbox slightly expanded forward

Diagonal Jump HP hurtbox slightly increased

All versions of Air Shunpukyaku trajectory changed on activation

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

All versions of Shouoken hitbox slightly expanded forward

EX Sakura Otoshi earliest timing for additional attacks reduced from 15F to 12F

Shinku Hadoken (UC2) rear hitbox removed

[hr]

Seth

Triangle Jump movement distance reduced

Far Standing HP changed from -11 to -5 on hit, from -15 to -8 on block

Diagonal Jump MK now crosses up

Diagonal Jump HK no longer crosses up

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

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

L, M and H Shoryuken 2nd hit no longer can be Focus-cancelled on guard; EX Focus Cancel → Forward Dash is now -5 on block

M and H Shoryuken invincibility time reduced from 7F to 5F

L, M and H Tanden Engine can no longer be cancelled into from normal attacks

Tanden Stream (UC1) recovery reduced from 66F to 55F; pushback on block increased

Tanden Typhoon (UC2) now easier to land all hits on air opponents; changed from -89 to -70 on block

[hr]

T. Hawk

Movement speed slightly increased

Close Standing MP pushback on hit and block reduced

Far Standing HK hurtbox slightly expanded; changed from -7 to -5 on block

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

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

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

L Condor Spire changed from -5 to -2 on hit; start-up reduced from 20F to 11F

M Condor Spire start-up reduced from 20F to 14F

EX Condor Spire forward movement slightly increased

L Tomahawk Buster start-up reduced from 5F to 4F; recovery reduced from 28F to 27F

EX Tomahawk Buster now EX Focus-cancellable

L Mexican Typhoon throw range increased from 1.50 to 1.55

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

[hr]

Vega

Crouching HP active frames increased from 2F to 4F

Mask Pick-up from ground is now a command, 2+PP when standing over the mask

L, H and EX Rolling Crystal Flash → EX Focus Cancel → Forward Dash changed from ±0 to +5 on block

M Rolling Crystal Flash → EX Focus Cancel → Forward Dash changed from ±0 to +3 on block

Flying Barcelona Special (Super Combo) now has an attack added during the motion to the wall, does 0 damage; Rolling Izuna Drop damage reduced from 100*100*200 to 100*100*100; gauge consumption timing changed from when Vega reaches the wall to at the time of activation

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

Splendid Claw (UC2) start-up reduced from 8F to 7F

[hr]

Yang

Movement speed slightly increased

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

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 hitbox size expanded, now in between the AE and Ver.2012 versions

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

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

L Senkyutai 1st hit hit-stop increased from 8F to 12F on hit (now matches the hit-stop on block)

All versions of Zenpo Tenshin now do 1 damage

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

[hr]

Yun

Far Standing MP damage increased from 50 to 60

Crouching MP damage increased from 50 to 60

H Nishokyaku 1-7 invincibility time changed from full invincibility to lower-body invincibility; now airborne from 7F after start-up

Zenpo Tenshin throw range reduced from 1.10 to 1.00

EX Zenpo Tenshin throw range reduced from 1.30 to 1.20

All versions of Zenpo Tenshin now do 1 damage

[hr]

Zangief

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

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 Spinning Pile Driver throw range reduced from 1.75 to 1.70

L Banishing Flat start-up reduced from 11F to 8F; changed from -5 to -3 on hit, from -7 to -8 on block

M Banishing Flat start-up reduced from 13F to 11F; changed from -8 to -6 on block

H Banishing Flat start-up reduced from 16F to 14F; changed from -7 to -6 on hit, from -9 to -7 on block

[hr]

Source: Capcom