While we were only recently made aware of an upcoming patch for Ultra Street Fighter IV, it appears as if fans won’t have to wait long to see the title updated. According to Neidel “Haunts” Crisan, an upgrade to ver.1.03 is scheduled to be applied to Capcom’s flagship fighter later this week, bringing with it a host of character updates, fixes to the PC netcode, and more.

First up, players will finally be able to set the training mode dummy to delay their wakeup, expanding the amount of strategy they can plan out in the lab before taking their findings into real competition. Crisan notes that there will be a bug where a select few computer opponents will use delayed wakeup in situations where they shouldn’t be able to, and that it should be fixed in the next patch.

The meat of the update will involve fixing inconsistencies in character attacks that arose during previous patches, such as Decapre’s charge timing and the juggle potential of Rolento’s standing strong. You’ll find the full list of changes being made in ver.1.03 below.

Ultra Street Fighter IV ver.1.03 Changes Decapre Psycho Sting and DCM (Anti-Air) – Charge time reduced from 52F → 42F. Rolento Close Standing Medium Punch – Increased juggle potential so that EX Stinger (3 Hits) → Close Standing Medium Punch now combos. Abel Far Standing Heavy Kick – Fixed the issue where a counter hit against Abel was still possible after the active frames of the attack already ended. Chun-Li Forward and Neutral Throw – Reduced the throw escape window by one frame, making it consistent with other throw windows in the game. Cody Light Ruffian Kick – Knockdown adjusted from soft to hard against airborne opponents. Dhalsim Far Standing Medium Kick – Counter hit now yields proper hit advantage.

– Counter hit now yields proper hit advantage. Back + Medium Kick – Crouching opponents now get properly pushed back on hit.

– Crouching opponents now get properly pushed back on hit. Yoga Catastrophe – Adjusted so that only one Yoga Catastrophe can be on the screen at a time. Dudley Victory Rose – Counter hit now yields proper hit advantage. E.Honda Far Standing Heavy Punch – Adjusted the damage from 100 → 113 if the front part hits. Fei Long Crouching Medium Punch – Adjusted damage on counter hit from 78 → 82. Guy Far Standing Heavy Kick – Fixed the issue where a counter hit against Guy was still possible after the active frames of the attack already ended. Rose Forward and Neutral Throw – Reduced the throw escape window by one frame, making it consistent with other throw windows in the game.

– Reduced the throw escape window by one frame, making it consistent with other throw windows in the game. EX Soul Spiral – Fixed damage on counter hit from 160 → 163. Sagat EX Tiger Knee – Fixed the issue where Sagat gained SC meter on the first hit. Seth HP and Stun – HP and Stun values adjusted from (800/900) → (750/750) for SFIV Seth. Vega Medium Rolling Crystal Flash – Fixed the issue where Vega could not perform a red focus on the last hit against a blocking opponent.

– Fixed the issue where Vega could not perform a red focus on the last hit against a blocking opponent. Flying Barcelona Special Fixed the issue where regardless of which strength of attack was used to activate the attack, the height at which Vega grabbed the wall was the same. Fixed the issue where Vega would cling to the wall at a lower point if the knee hit on the way up. Modified invincibility from Projectile/Throw Invincibility à Total Invincibility when he jumps off the wall after activation. Fixed the issue where it was extremely difficult to land the Rolling Izuna Drop against a cornered opponent.

Yun Zenpo Tenshin Adjusted throw range during Genei-Jin to match normal version. Fixed the issue where Yun could be counter hit after active frames of the throw have already ended.

System Fixed the issue where the “Red Focus” shortcut command was not being saved within the key configuration.

And finally, further adjustments will be made to Ultra’s netcode on PC to improve the experience for all the netplay warriors out there. First, users will not be able to join a lobby if the room’s host is in a fight, which will keep new arrivals from pinging them during a match. Second, Capcom will be limited the amount of connections a player can keep open after canceling their game search, reducing the number of competitors being pinged. Lastly, the acceptable delay limit has been changed from 15 frames to 35, making it so that, as Crisan puts it, “even with terrible latency issues, users should experience what feels like an input delay instead of lag or random disconnects.”

Ultra Street Fighter IV’s ver.1.03 patch will be live across all platforms on Wednesday, October 15, though at different times; PlayStation 3 and Xbox 360 users will see their game updated around 2 PM PDT, 5 PM EDT, while the Steam players will have to wait until around 8 PM PDT, 11 PM EDT. We’ll be sure to let you know as soon as each platform is ready.

Source: Capcom-Unity